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
Nope! I did not apply a new soot texture for the heads, mine just overwrote it. Something I may do in the future though if I can solve the same problems!
Question for you: were you able to apply a new texture to the Leadbelcher heads and keep the heads looking correct? I made a soot-stained texture for them here, but applying it made their jaw and teeth deform weirdly.
I'm sure it was the update, as before starting a game earlier this week (12 or 13/08?), I made certain mods weren't conflicting with respecs (Had to remove Mixu's Mousillon, for instance).
This does NOT alter the Ogre Camp script any longer and does NOT require Mixu's Unlocker anymore. I got Leadbelchers to recruit in the Ogre Camp dilemma in Dwarf, Reikland, and Chaos Dwarf campaigns without any issues.
This update should also be savegame compatible, or at least it was with Chaos Dwarf and Reikland campaigns.
I also (again) rebalanced the unit itself, bumping it to 16 ogres, making health match the Maneater Pistols, and gave them a new option for three firing modes. Their melee weapon is now a slightly weaker version of the Maneater Greatweapons, with much less AP, no bonus vs large, but more splash damage.
The shots are hard to fine tune, there is no other shotgun unit that fires that many projectiles at 8 (i would recommend 12) entities. Am currently testing them hard and using different configs in custom battles.
By any chance, could you move or remove the left upper shoulder plates on the models? They clip way too much into the faces.
I do have an update coming (big thanks to ChaosRobie) that will make it so this mod does not include the Ogre script itself, so it will become compatible with more Ogre Camp mods and will be easier to add submods for more ogres per dilemma.
Thank you for taking the time to take a look :)
The solution, as far as I can tell, would be for that Moe's author to reimport Mixu's startpos as it is now then rebuild the changes which add building slots.
@mtrev are you using any other mod which makes startpos edits (and would therefore overwrite those in Mixu's Unlocker)?
ANY mod which overwrites that part of Mixu's Unlocker is going to break the Leadbelchers.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2551444274
If there is a way I could better narrow it down I'm all ears. I *really* like the idea of this mod so I'm hoping something works out.