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I have pretty much envisioned this particular brood to only be loyal to Greenskins and I would prefer for it to stay that way.
-Giant Spider Bruisers ["normal" Small Spiders]
-Arachnarok Younglings ["normal" Small Spiders]
-Arachnarok Tyrant ["normal" Big Spider]
-Brood Queen ["normal" Big Spider]
-Broodlings ["normal" Small Summoned Spiders]
The roster was already visible in the Warhammer 2 version of the mod, but I guess that I'll have to edit the description of this one too for clarity's sake.
And if I may: NEVER ask a modder to make or add new stuff the day before the big DLC (or even a big patch) that will break all mods is going to be released.
Chances are that said modder will just get a lil mad about it or grumpier than usual, just saying.
Good thing that I'm always grumpy already!
Again *being completely still while randomly launching the projectiles several meters from the units' models kinda wonky* is not a joke or an exaggeration: It's the most likely outcome.
It's either that or random attack animations or even worse ABSOLUTELY NOTHING, like having the unit ready to shoot and with full ammo just refusing to perform ranged attacks.
That bit of choosing a specific animation to combine with a specific type of attack is doable but ONLY with custom animations.
Again, I DON'T make custom animations.
The only way to get proper and good looking Spider spitters would be through custom animations, and I don't make custom animations.
Could use the tzeentch demon fireballs as a base, and just reskin them to look like poison! Would let us build an entire army out of these guys in a roleplay fashion!
The issue was limited to Arachnarok Younglings and it was caused by the fact that they were still using some audio track leftovers from the big Arachnarok units.
Currently there is no core Wood Elves' building thematically fitted for spider units that I can use and modifying Drycha script for feral animals is also not an option since I don't have enough data on a custom script for that and on top of that it would most likely not be compatible with other big mods that already adds feral animals to Wood Elves through scripts like Calm's Animals for the Wood Elves.
From my perspective the only solution is to assign the custom spider units (can't use vanilla because I have to remove the platform with Goblins and the Goblins voices) to the Overgrown Groves of Loec landmark in the Forest of Gloom.
I'll take a wild guess and assume that you just need the units' names:
zerg_unit_grn_giant_spider1 = Giant Spider Bruisers
zerg_unit_grn_giant_spider2 = Arachnarok Younglings
zerg_unit_grn_giant_spider3 = Arachnarok Tyrant
zerg_unit_grn_giant_spider4 = Brood Queen
zerg_unit_grn_giant_spider5 = Broodlings
I have already found a replacement, but since I still need to know the shipment data and because of other shenanigans going on, I can't give you an exact ETA on when I'll be back.
You have my full permission to take and update any of my mods, but keep in my mind that I'll be back eventually and I'm going to update the OG ones.
Now I know that some of you might want to leave a comment to cheer me up or ask me some questions but please DO NOT do that and keep the comment section clean so that people can read this comment and understand why I'm not updating my stuff.
Thanks for all the support and see you again when my new rig arrives.
The translator from Russian gave me the following: "where to buy it is not in the buildings ?".
Now, assuming that you made a typo and you are not actually talking about my Brood Horror Riders (I mean, why would you ask about Rat Riders in my Giant spiders mod?) and that you are talking about the Brood Queen (or generally about all of the units featured in this mod) they are available at the following building chains:
-All of these units EXCEPT the Brood Queen= Greenskins' Forest Beasts building chain (Wolf Den-Gloomy Hollowz-Sacred Spider Groundz)
-All of these units INCLUDING the Brood Queen=The special landmark in Mount Arachnos (Lair of the Broodmother building chain)
Go ahead, I'll put the units' showcase in description when it's ready.
-Outdated tables
-Internal files errors
-Faulty indexes
-UI errors
-Direct conflicts with other mods (which are rare but not impossible)
My mod is clean from all of that and i highly doubt that is having a conflict with other mods.
It's either your installation or a random Immortal Empires' crash.
Unsub and resub-check files integrity-reinstall the game and yada yada.
Again: this mod is not the cause of the crash.
You'll get bugs at best and crashes at worst.
Always test stuff on brand new games.
Don't need to post your mod list since this is just a simple unit mod and will be compatible with pretty much everything.
Again: this mod in is current can't cause any crash.
And for the future: ALWAYS try to replicate the bugs or crashes on a brand new campaign and with only the faulty mod enabled.
I'm chill but other modders will not be so kind with you if you just come and say out of the blue "your mod crash this, your mod does that, fix that PLS".
You need to be 100% sure before making bug reports.
There are no errors in the internal files of this mod so it can't crash your game.
The cause of your crash is either another faulty mod, trying to play an older version of this mod on a old save or the current buggy state of Immortal Empires (Which is prone to random crashes).
You'll also need to know how to modify stuff regarding UI and also some scripting to edit startpos related stuff (and also need to learn how to make it compatible with Mixu's unlocker).
Cryswar made some really good modding guides back in Warhammer 2 but those are not enough to fully achieve what you are asking.
The only people that can properly teach you something like that are here https://discord.com/invite/moddingden
what would it takes to implement a Forest Goblins/Spider-kult faction ?
Best regards.