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There are no correct tablets for each pool. You just place whatever you would like most on those units.
With the spawn pools you want to place at least 4 tablets into a pool as this ensures you will control it and receives the units spawned. Using the appropriate tablets is of course important, but it's better to have a pool with one or two bad tablets than no pool at all.
If you manage to control all 7 tablets in a pool, and you have at least 10 unused tablets you have the option of replacing all the tablets. So later in the campaign you can tailor the tablet bonuses to suit the units better.
Lizardmen lords may also have a favoured spawning pool. You can see this in the medallion bonuses for Mazdamundi who prefers the Spawn of the Sun, and gets additional bonuses through the medallion for them.
Thanks for the support. Yes, it was a solo effort.
It might work with multiplay, i don't know. The Single-Player Only is more to indicate I do not intend to support multiplayer if there is issues.
Do you mean Lost Calm Jurassic. If so there is already a submod for this.
I have attempted to replicate the script break you discovered. Strangely enough I do not get this script error triggered. The most odd part of all is that the lua file rhox_fossil_ni.lua which throws the error for you does not exist in the Lost Calm mod, so where that error is actually coming from is somehow being masked.
My testing however was not a complete loss, as I did encounter a script break in my own code when saving a manual battle with Oxyotl. It happens under the same circumstances as you mentioned for the error you encountered, so I believe that this may have been the underlying cause which somehow gets reported differently for you.
I have fixed my lua to prevent this error from occurring again and it will be included in the upcoming 1.3.0 release. Hopefully this will in turn resolve the issue you encountered.
Cheers
Okay. That seems very strange. I'll try to replicate it today see what my code is doing just before the script break.
When the Lost Calm mod is used alone or even with all of my other mods active it seems to function like normal. Well at least at the beginning cuz i didn't run any of the test campaigns past turn 20 but it worked as intended the entire time.
It's only when this mod and the Lost Calm mod are active together that it produces this error and it seems to happen every time as soon as you fight a battle manually.
Thanks for the heads up on the issue. I'd imagine that this script error you encountered would happen even if you are not running the Medallion mod since the error is within one of Lost Calm's lua files and my code doesn't interact with them in any way.
"SCRIPT ERROR:"
"{string/"script/campaign/wh3_main_combi/mod/rhox_fossil_ni.lua/"}:180 : attempt to index field "?" (a nil value)"
It seems to happen regardless of whether or not you have the submod active.
* Play as the Southern Sentinels faction.
* Play as the Wardens of the Living Pools faction.
* Play as the Zlatlan faction.
* Added some code to push the spawning pools screen and medallion screen up by 30 pixels in order to allow the player to access the close button at resolutions that don't normally fit the screens.
* Changed the initial Astromantic Power requirement from 30 to 20.
* Changed some text in the welcome screen for the mod.
Note:
Version 1.3.0 marks the last major release for the Lizardmen for some time as I will be shifting my attention to the next race and their mechanics.
The Lizardmen factions that are not in Lustria like Krokgar can still benefit from the ancient spawning pools. As long as the region which the pools are located in has been under the control of any Lizardmen faction, then the pool is opened up for tablets to be placed in. You don't need to personally conquer the regions, you just need to have more tablets in a pool than any other Lizardmen faction to control it.
thanks!
You are correct, this is not compatible with the Old World mod. The keys of all the locations used by this mod don't exist on that map which would cause it to crash.
It can be used with the Victory Conditions Overhaul mod as I don't introduce any new victory conditions of my own. Thanks for the revised text, I will compare it to the current text tomorrow to see what changes you have suggested.
The first new system that the update introduces requires the player to rebuild the legendary Medallion of Chaqua.
The medallion was destroyed during the first war with Chaos, broken into more than a dozen pieces by a powerful blast from a Chaos sorcerer. The ferocity of the spell – combined with the medallion’s own immense energy – caused the pieces to be strewn across the globe.
After several centuries of searching, no clues as to the fragment’s whereabouts were found and the medallion was presumed lost forever. However, the increased presence of Chaos in the world has had an unexpected consequence.
The medallion’s unique energy signature has been located nearby …
----END----
Once again I love the mod and didn't mean to spam comments, enjoy the weekend!
I am currently considering Ungrim Ironfist or the Tomb Kings for the next mechanics update. I was going to create Lord Skrolk's mechanic next, but Venris is releasing a plague mechanic for him in SFO and I want to see how that turns out first incase he decides to make a non SFO version.
When a Lizardmen faction is destroyed or confederated, any tablets they placed into the spawning pools will be gifted to the Lizardmen faction with the best diplomatic standing with them. If all other Lizardmen factions are dead, then you will receive their tablets.
If the gifting of tablets to a faction causes that faction to then have the most tablets in a pool, the pool will change ownership to that faction and they will receive the primeval spawns.
Your best bet is to lower your resolution to 1280x720 which is the same aspect ratio as 1600x900. I am currently looking into a solution where I can dynamically resize the screens and their components at certain resolutions, if this is possible I will include it in the next update.
* Play as the Sentinels of Xeti faction.
* Play as the Tepok's Spawn faction.
* Replace all tablets slotted in a spawning pool once you fully control all tablets in that pool.
Sorry. No plans to attempt to make it multiplayer compatible.
I made a crusades mechanic for the Bretonnians in Warhammer 2 which worked along those lines. When I get around to them it will most likely be a refined version of that mechanic.