Total War: WARHAMMER II

Total War: WARHAMMER II

Elon's Greybeard's Prospectors - Faction Overhaul (Updated)
 This topic has been pinned, so it's probably important
Elon  [developer] 23 Nov, 2018 @ 11:39am
Bugreporting
Tried my best to avoid them, but I am sure there will be some of those...somewhere. If you find one, let me know. :)
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Showing 1-15 of 134 comments
The_Detriment 19 Dec, 2018 @ 5:11pm 
Im not sure if this is just my computer, but it seems that when you order too many obsidion leigonaire units to move, i believ the number is about 8, the audio bugs out
Elon  [developer] 22 Dec, 2018 @ 11:05am 
@The_Detriment: Thanks for telling me about this. It wasn't only your computer, but the issue should be fixed now.
Moon 23 Dec, 2018 @ 2:41am 
Seems like that sheildwall and golden guard have same problems, ill test more tonight and give you some feedbacks.
Last edited by Moon; 23 Dec, 2018 @ 2:41am
Moon 23 Dec, 2018 @ 3:56am 
Audio Bug Units List:
Melee Infantry:
1.Sheildwall
2.Golden Guard
3.Ushabti Slayers

Missile Infantry:
1.Obisidian Legionnaires (sheidbreaker muskets)
2.Obisidian Legionnaires (charge breakers)
3.Obisidian Legionnaires (blunderbuss)
4.Heavy Thunderers
5.Heavy Thunderers( grenade launchers)

I tested every single unit in the custom battle,(poor Karl Franz, died 30+ times lol), I think the audio bugs are caused by the variantmesh definitions, they are not edited completly correct, had side effects which induced sound stutter. I think you should also check other units like RORs and lords if they are edited in same way.

By the way, I really like your idea, units and models are amazing, the faction unlocker is going to be update in the next few days, can't wait to play this faction after your campaign works finished.
Last edited by Moon; 23 Dec, 2018 @ 4:02am
Elon  [developer] 23 Dec, 2018 @ 6:42am 
Thanks a lot for the detailed bug report. I'll look into it asap.

EDIT: Okay, I think i fixed it. At least when testing there were no audio issues for me anymore.
Last edited by Elon; 23 Dec, 2018 @ 9:44am
I know you are still working on the campaign but i could not wait to try this faction out, using Crynsos faction unlocker. Just to shoot it out there, cant recruit prospector specific ROR.

Thanks!!!
Elon  [developer] 25 Jan, 2019 @ 6:13am 
Thanks for your report Tenshi. It's right, I just didn't implement the RoRs for campaign yet. I am still experimenting how I want to have them recruited in the end. They'll probably arrive with the next patch though.
Slunko 6 Feb, 2019 @ 3:18am 
Mortars aren't working (disappearing projectiles) when laying siege to vampire coast cities.
Last edited by Slunko; 6 Feb, 2019 @ 3:52am
Elon  [developer] 6 Feb, 2019 @ 6:14am 
Thanks for your report. I am afraid there is nothing I can do about this though, as far as i know it is a vanilla game bug that prevents canister type projectiles to explode/spawn the smaller projectiles on some vampire themed maps like Hel Fen or vampire coast cities. The TK RoR Ushabti suffer the same problem (and so does the Rocketlauncher unit, unfortunatly).
Slunko 8 Feb, 2019 @ 5:43am 
Runelord red skill line is not affecting the new units.
Elon  [developer] 8 Feb, 2019 @ 6:49am 
Not really bug, but simply not done yet. I know it is kinda my mantra for this mod by now, but campaign is not yet complete. However we are getting there, Lords (and yes, red skill line for the vanilla lords too) comes with the next content update.
SamuraiMorshu 12 Mar, 2019 @ 8:47pm 
Attempting to play this mod, for some reason I am unable to recruit any units what-so-ever on the campaign map. The baseline recruitment buildings don't have anything available for recruitment and the Legion Training Field claims I can recruit Scouts (I cannot).

Are there additional mods this one requires to function or is the ME campaign playable in it's current state?
Elon  [developer] 13 Mar, 2019 @ 4:38am 
@SamuraiMorshu The faction is fully functional in ME at the moment - of course with recruitable units. There are no additional mods necessary.

My guess is that one of your other mods overrides mine somewhere, maybe reverting the military group used by the Prospectors back to the standard one. Personally I didn't run into this problem during my tests at all. I just did a quick testing run and the faction works fine.

Also, the new CA launcher can cause problems (at least it did for me), so I would suggest use of Kaedrin's mod manager if you don't use it already. Can't gurantee that this helps though, but at least for me it works much better. It also shows mod conflicts, so maybe it can help to identify the problem.
SamuraiMorshu 13 Mar, 2019 @ 5:06pm 
@Elon After disabling all mods and only keeping the quality of life Mods, things are working perfectly. Might have been Rites of the Old World mod causing some kind of issue but either way enjoying it now, thank you very much!
Elon  [developer] 14 Mar, 2019 @ 10:30am 
@SamuraiMorshu Glad that you can run the mod now. I gave the Old World Rites mod a quick test and it seems to work fine with my mod, so it has to be another mod. (Although 2 of the rites can't be unlocked by the modded Greybeard's Faction because they can't fulfil the unlocking requirements. But on a technical level it seems to work just fine!).
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