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(Sorry for pasting this all over but given the sheer amount of mods I subscribe to writing a uniquely targeted message for all of you would require a time machine, but the intent is genuine, I really do thank you all)
I love your tomb kings mod, this was one of the reasons I started playing around with my own unit mods.
Now, I'm working on a fun mod which is a combination of Wraith units. "Un-loreful" but fun. Called Hallow Army Pack.
I would love to be able to create a "Wraith Colossus", but the variant mesh always fails to load correctly to the "giant" sized model. In the end only a sword or club is swingin around without the proper skin.
Can you please write a little tutorial on how to enlarge correctly a unit with proper variantmesh definitons and anything else that is necessary?
Thanks in advance.
Kind Regards,
Blaise90
I expect you're working from the rulebooks/miniatures, but I've written some very extensive lists to do with every faction in the setting of all the units that could be made from the lore. Here is the Tomb King list:
http://www.twcenter.net/forums/showthread.php?740546-Information-Thread-for-Potential-New-Tomb-King-Units
It may be that you have no use for it, but hopefully it'll help. :)
Tested vs night gobo lord no skills or items and giant
most of the time the archer giants wins ( it depends of the control ai witch sucks ). the archer giant cost 1700 vs 1600 of the orc giant so i believe it is ok
vs empire knights no shevrons.. well better then before but still lose
vs 2 halbs with 9 shevrons ..loses but kills 150-160 of them they cost 2000 gold and they are anti large
Conclusion well the empire knights are the cheacp way to deal with the archer giant :D
I think that the arch giant is balanced
@archiehogg Hmm that's weird reskins should cause problems like you described. For example skeleton reskins would just show the reskin on vanilla parts I used for my unit. So it might be a directx 12 problem.
@archiehogg All my mods are compatible with each other. Never had someone who had that problem before. I think it might be your game try verifying your game files and if that doesn't work it might be another mod causing problems.
@NordLuxBellator Wel of course it is weak against empire knights. It's not meant to be used that way. Ballista bolts penetrate things, they don't explode on impact. So vs infantry he wont get that much kills because he penetrates 2 or 3 units with each arrow, but try it against a arachnarok spider for example and it will pwn it from range (it will lose in melee though against the spider). You are right about the cost reduction though it should cost a bit less. Do remember that the price of a unit doesn't alway indicates that it's better then all cheaper units. You as a player need to make it cost effective.
Praag map
vam general- no skills or items, arch er giant no shevs
vs empire gen, empire knights no shevs ( this unit is 900 gold ! vs 1900 gold )
The giant is very weak at distance ( killed 3-4 units before mele combat began ) in mele is little bit better but he manage to kill 13 units and died . The general killed 22 .
I recomend - faster shooting animation, splash mele and splash arrows ( maybe to shoot 2 arows or sth like that )