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I hope the modding break is not too long, I really like your straight to the point mods (like the Shaggoth Lord one as well).
It's not much but as I am sort of on a modding break it's all you'll get for now
I have been playing a co-op Elf-less campaign as Durthu/Drycha and we are using the mod which is great and gives us an additional generic lord choice that fits the theme. I also appreciate the limited recruitment which I think is fair. Thanks for the mod. I also works great in a combo with Animals for wood Elves in my opinion.
I would have a quick request: I saw that the Zoat Elders have special skills buffing Zoats.
Would you consider adding Drycha's woodlands creatures (Bats, Bears, Wolves, Spiders, Hawks) to the units buffed by the Zoat Elder? And potentially make it compatible with the animals for Wood Elves additions (Elks, Stags, Boars, Wildcats)?
In Drycha's court, there is the "Speaker of the Wild" slot which I think would be great if occupied by a Zoat Elder and in general I think that building an army of Zoats and woodlands creatures would be very thematic as a distinct army option for Wood Elves.
After so many years, I thought Steam had solved this problem...
×
The following mods cause a crash to the Database:
!uber_zoat_lord.pack
The first invalid database record is
wh3_default_land_charactersroy_zoat_lord in table
cdir_military_generator_unit_qualities_tables
and pack file !uber_zoat_lord.pack
The application will terminate now.
ok, thanks for the reply tho :)
- skill "Power of the Deepwood": cooldown for lore of life spells -10%; miscast base chance -10%
- skill "Defender of the Forest": added +2 recruit rank bonus for Zoats
- added vanilla skill: "Mentor"
- added vanilla skill "Colossal Strike"
- ability: "Master of the Vengeful Forest": range -5; added description
- replaced "Deadly Onslaught" with "Colossal Strike" in custom battle
As far as I know there is no named Zoat neither in fantasy nor in the 40K universe, but you could use the blood bowl one, Zolcath!
- added compatibility to the mod "Variant Selector" by Marthenil
- new unit cards for all 3 variants
- minor text adjustments
- added compatibility for mod "The Old World" by ChaosRobie
- the 2 new forest regions from "Immortal Empire Expanded" by ChaosRobie now also count when the script determines if it has to spawn a new Zoat Elder
- slightly adjusted level unlock requirements for a couple of skills
However, I'm running around 50 mods, which could be interfering, who knows.
I'm not asking for compatibility, just informing.