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
Considering that Volume I and II do not share common scripts I'm inclined to think that the error might be a simple reference error in my ROR scripts triggered due to how they are structured rather than anything else.
I wouldn't be surprised if that would be the case since I have seen many ROR scripts with different structures from other modders.
Considering that my ROR units work just fine I wouldn't be so worried about those errors.
Will update when the update is ready.
On the bright side I don't see any outdated tables or errors in RPFM so the mod should still be safe to use even if the launcher says that it's outdated.
If you are still having issues or crashing, make sure that you actually have the latest version of the mod by unsubbing and resubbing.
All unit mods need the 5.2 update.
This one still needs the 5.0 update.
Last update for this one was back in the 4th of April at 8:35 pm, exactly like this steam item's "Updated" section is claiming.
Can't wait to use this one again, ready for 5.0. I see you were very productive, already updating a bunch of your mods. Keep up the good work bro, hang in there! <3
It got already buffed for the same reason back in Warhammer 2 but I guess that the first buff wasn't enough.
Getting the right balance with certain units can be complicated at times.
I'll try to improve his survivability a little bit.
This means that my custom units will ALWAYS have an higher performance cost if compared to vanilla units or other custom units that have normal Lods (maybe not performance hungry like a 4k graphic mod, but still).
So, even if you have the latest NASA PC, it would be wise to avoid having big battles with multiple full stacks of my custom units or you could end up (this is just me taking a wild guess so take it with a pinch of salt) experiencing graphical bugs or even crashes due to your PC running out of memory.
I may fix the whole 0 Lod situation in future (mainly for my fellow potato gamer fans) but that entirely depends on Ole and the next stable version of Asset Editor.
Ole once said that he was working on customizable Lod generation but nothing is certain or fully confirmed.
Again: the bug was caused by vanilla lowpoly references that were incompatible with those custom models.
The number of units on screen and casualities are completely irrelevant and have nothing to do with this specific bug.
So I think at this point that you may either have corrupted files on your part or steam didn't download the update properly, unsubbing and resubbing may fix that.
If not and assuming that you are still testing with only this mod enabled, then I would be inclined to think that you are experiencing a different but similar type of visual bug generated by the fact that your PC is struggling to have a full stack or even multiple full stacks of my custom units on screen.
The issue was caused by a bunch of incompatible vanilla lowpoly imposter models that were tied to the riders.
Will fix.
Apparently the Greater Feral Bastiladon unit featured in the More Ferals for Lizardmen mod was still using the super old attribute resist_heat (Not sure why I gave it the attribute in the first place since it was pretty much deprecated already back then in Warhammer 2, but oh well) and CA decided to completely remove said attribute from the game which in turn caused that mod and this compilation to crash on startup.
The only mods that are currently crashing for me are the main compilation and More Ferals for Lizardmen so I'm 100% that something is wrong there.
Gotta understand what.
Seems to be tied to the More Ferals for Lizardmen mod somehow, since that's also crashing.
It's hard to understand what's the cause since RPFM is not giving me back any error atm.
It could possibly be tied to unit sets stuff but I'm not sure.
You cuties! <3
Glad to see someone that enjoyed my simplier stuff from back then (even if I was way more inexperienced with a lot of things related to modding).
Thanks!
You might want to wait for an update on the situation from the submodders.
Again, sorry for the possible trouble.
That said, we have just reached 1.5 GB of size, which in my opinion is pretty much critical mass for a compilation of units.
As of today this mod will NOT get any additional content.
We are officially in maintenance mode and all of the future updates to this pack will be just version updates, minor fixes and possible balancing.
All of my future eligible mods will be integrated in the Zerg Collection Volume II.
The update was pretty big.
Pretty sure that is not save compatible either, sorry for the trouble.
Today's update is just the 4.1 update.
The visual update is still not ready.
I'm currently updating most of my mods to fix various minor stuff.
This compilation currently DO NOT HAVE those updated versions.
This compilation will be updated at very end of this update process.
And calling it "new" it's pretty much an exaggeration considering that the brand new PC is just slightly more powerful than my old rig and is running on my recycled graphic card from the old one (which is a 2GB 1050 *oof*), which is also why I often call it my "new potato PC".
It's performing quite well for what I need him to do though, so I'm quite satisfied despite everything.
And yeah it can be stressful at times but only when big updates break a lot of stuff.
For a smaller modder like me who mainly make simple unit mods updating usually ends up in the tedium of rechecking and updating each mod and that's pretty much it.
You DON'T want to be in the shoes of big modders who have custom animation/custom faction and other complex mods during the big update day, now THAT'S truly stressful and a nightmare to deal with.
If you ever release volumes 2, 3 and 4 (one can dream, right?) then your mixed approach is probably still better than keeping the filesizes of each unit too much in mind!
And it's impressive how lept things up to date even though I can imagine each new CA update might be quite stressful, with so many mods to look after ;)
Didn't you get a new PC for modding specifically? Hope it's performing nicely <3