Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
deep sea attrition (or any i think, but that's when i noticed it) when i was playing on the vortex campaign, but recently when i played on mortal empires with him he doesn't seem to have this problem so maybe its just on vortex
I will look into this, what kind of attrition was it?
The mod works for me, try reinstalling the mod, and starting the campaign again. If that does not work try this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2295560801
You might also have a conflicting mod
@Gorwe
Thank you for this, I will fix it in the next update. Sorry for the super late response, I have spent much time on school work rather than modding lately.
/
Altax: strong bound -> strong bond ; missing a .
Best of the Best, Prot.Glyphs, Blessing of Sotek: Missing a .
Golden Firepower, Prot.Glyphs: armie -> army
Arcane Focus: Missing a .
Custom Battle description: "he know serves" -> "he now serves"
/
It's nothing severe(and somewhat endearing in an odd way ; meh). And even I only recently noticed those missing dots at the end.
Please do, as it will help to improve the mod
Happy you like him, and please state the spelling mistakes, I would be happy to correct them
I don't have any plans for that at the moment
@stony
Yes, the ai uses him
Right, I forgot that Lizardmen have some attrition resilience. Will fix that as soon as I can. As for the copy, it comes from the new update that made him save-game compatible. When you launch the game the old script has already run, as it is made to run on turn-1, but the new script is made to run once and as soon as the mod is put into the game. It can however not see that an old script with the same function already had run. Just ignore him, or if you want a second one, recruit him, it will likely not break anything.
Glad you liked it and hope you will continue having fun with him
Love him though, even if the stance setup isn't really my jam for a LL, he's fun, and I do always enjoy a different, weird school of magic being added to a faction, especially one that's supposed to have all of them like Lizardmen.
I to have wanted it for a while and then I decided to make it myself.
I am glad you like the mod. This is my favorite picture of al my mods because of the colors, but I also understand that it does not draw eyes because it does not have any text. I probably won't add it tough, maybe in the future.
As for the matter of making more LLs, the answer is yes. My goal with making mods is to expand on my own written lore and letting my imagination flow.
So my mods will focus around LL, RoRs and Unique Landmarks, at least that is the plan for now.
It is a really cool idea that could expand in a multitude of ways. It could even be made with its own crafting and not in need of a second mod and then you could add RoRs that linked to the crafting.
Unfortunately I am having a hard time with my studies at the moment and can't spend a lot of time modding, so all of that will not happen in any near future. I hope you understand this.
I try to answer all comments, but unfortunately it might take a few days for the reasons listed above.
I thought of a dead mommified skink or saurus back from the dead with the lore of death ( or shadows ) as spells. He would be reborn to serve the great plan but, as he is dead, other lizardmen factions are not really happy to see him. So he will have aversion from all other lizardmen factions until he proves to serve the great plan ( a bit like the cult of sotek with saurus ).
I imagined this to be played with the lizardmen crafting mod to feel like tomb kings.
I'm really glad you answered my com and I completely understand the complexity of my request but I hope one day you will be able to do it !
thx a lot
Yeah, as long as they fit in, it does not really matter if they are lorefriendly or not to me.
anyway i like your mods, not loreful but they are the warhammer vibes and that's the important thing ^^
The shield sounds cool, and I think is would be possible to switch (by using multiple hidden abilities). Thank you for this suggestion, I will add it to my to do list, but it might be a while before it actually happens.
As for the skill, I might add some ambush defense to Blessing of Sotek, and some leadership to Best of the Best or for Protecting Glyphs, but not make a new skill out of it.
Thank you for the suggestions, they are much appreciated.
Those are quite some big changes, especially the dragon. They are not on the list for now, but I might do a standalone faction in the future.
He is not supposed to be able to throw spears while mounted, it is weird that he still can do it for you.
I am really glad that I you like the mod and thank you for the kind words.
1.Magic Armour : Salamander Shield :
text : scorching and glittering, the shield's scales are constantly moving under the thoughts of its wearer.
- melee defense +6
- fire resistance +15%
- custom ability : if possible
- physical resistance +20% if in melee
- missile resistance +20% if not in melee
idk if it's possible to switch between two effects
2.skill : Follower of the Shining Sun :
text : as long as the golden sun shines....we will stand!
- leadership +10 for skinks units (lord's army)
- ward save +10% for skinks units (lord's army)
- ambush defense sucess chance +30%
they are just suggestions, free to you to use them or not ^^
Can you make a alternative mod where zac'tox is the legendary lord for teotiqua ?
I feel it too strong to have 2 legendary lords at the start of a campain and I think it would be cool if he had his own faction.
It would be also nice if instead of a terradon , Altax was a dragon with lizardmen features like golden armor ( I know it is way more difficult)
I found something strange while playing, zac'tox can no longer throw spears on the back of Altax but in battle he has ammunitions.
thank you a lot for this mod, zac'tox is my favorite lizardmen legendary lord now !
Please contact with me when you are free.
@prophet of sotek
Thank you for the kind words, lizardmen is (along with beastmen) actually my favourite faction to. I have some templates for more lizardmen (one saurus and one slann) but I like to do some other races before I do the same race again.
My next project is making an all in one mod
@Aganar
I don't use SFO, so I won't make a submod, but anybody is allowed to make one with credits
@Melvin
The thing I like the most about making these mods is that I can come up with a story and lore all by myself, I like the freedom. I might make a character somewhere down the line that does not have that much written, and then make up more lore.
Would it be possible for you to put all of them into a single Lord Pack so I can forward it to Crysnos so that he can make them compatible with his Lord Specializations mod?
he can be used as he is, but he has low health with sfo