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
I just checked, with the Green Skins faction we should be able to recruit the units normally from the barracks. But with the Crooked Moon they do not appear.
Thank you, and great mod!
For the keys "chariot_gobbo_officer_1" and "chariot_gobbo_officer_2", in the column unknown7 put "wh_main_grn_wolf_chariot02_bow".
And voilà! Your night gobs will shoot the (very impressive) doomdriver_gun!
Andrew, thank you A LOT for trying something with the chariots.
I've wanted to mod them to some extend too, and you helped me figure them out a bit as i looked into your mod files and what DB were involves.
I come here to return the help somehow :
I noticed you tried to change the ranged weapons of the chariot but didn't completely made it. Now i know why and how to fix it.
In "land_units_tables", the missile weapon you put on the chariot is just there to reflect its stats on the IU. In no way does it make the goblins shoot the damn thing !
For that, you need to get "battle_entity_stats_tables". See the "wh_main_grn_wolf_chariot01_bow
" ? He's shooting "wh_main_grn_wolf_chariot_bow".
You can change the missile weapon used there. For your mod, you can just add a new line with something like :
wh_main_grn_wolf_chariot02_bow | | doomdriver_gun