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There was a problem with the "Blighted" trait which the Daemon Prince applies using his second ability, Gift of Contagion. I managed to fix it and uploaded the alteration, so now it will work just fine for you. Let me know if you notice anything else. Thanks again!
There was a curly apostrophe, rather than a straight apostrophe, in the description of the trait Mutated Beyond Reason of the Chaos Spawn, and this was causing the crash. It's fixed now. Curious how the two issues so far were tied to the Chaos Space Marines. It might have something to do with the fact that they were the second faction I worked on.
I've updated the mod. Please let me know if anything else comes up. Cheers!
Hibernation Marsupia
Coherence Node
Toxin Sacs
Gigaborer Hives
One thing I wish: The number of weapons given for each unit a research applies to. For example the Flesh Hook research grants Tyranid Prime 1 weapon, while Lictors get 3.
Love the added detail on the rest though, thank you.
Ah, Toxin Sacs and Gigaborer Hives were indeed not showing. I seem to have lost their descriptions in some version alteration.
But Hibernation Marsupia and Coherence Node are standard buildings, and every building of this kind have the same values for all factions, which is +6 population and +6 loyalty respectively. I didn't add this information for this reason, but perhaps I should, and do it for all factions and buildings, default or not.
As for the weapons, the Lictor actually only gets 1 Flesh Hook as well, but because it has three entities, it shows x3. The same thing happens for the Tyranid Warrior. Essentially, each entity on the unit gets one of the researched weapon, which I think is the same for all extra weapon technologies.
In the future, if and when I look into revamping this mod further, I might try looking into ways of showing the weapon profile on the research itself. That would be ideal.
In any case, thanks again for your comment. I've updated the mod with a fix for both technologies.
Thank you for your message and attention.
I've confirmed the Life Drain trait of the Bonesword was missing the number, which I've just added (33%). Same thing for the Shield Vain technology, which I've updated to correctly show 2 armor points.
As for the Hellstorm Template, I've checked the data and it actually only hits 1 additional member (2 in total) per attack. It uses the same settings as the Beam trait, which only hits 1 additional member, which is also the same thing the Template trait does. So every 1 attack the weapon makes causes damage to 2 living members of the hit unit, if there are at least 2 of them.
It could be that the characters who have the weapons you pointed out, such as the Scythed Hierodule with the Bio-Acid Spray, had other features that were increasing their damage, such as Hammer of Wrath or relics. If you are positive that a Bio-Acid Spray attack is hitting more than 2 entities in a unit, I would like some more information to investigate, but this is part of the base game functionality.
In any case, I've applied the changes you pointed out. Thank you again for your help!
There might be a few reasons why that might be happening:
- The mod has been deactivated for any reason on your mod screen: In this case, open your Mods list on the Extra option on the menu and click the checkbox for Golden Tooltips to reactivate it. If it already has an X on it, then the mod is activated.
- If you have any other mode you've added right before the mod stopped showing up, this other mod might have overwritten the files. Try deactivating that mod, or adding Golden Tooltips on top of the loading list to fix this.
- The mod stopped working for some reason. That might be the last case, as I've just loaded the game with only the mod and it worked well.
Let me know if you manage to fix it with these tips.
Other mods seem to be running fine.
I'm sorry you're having this issue. I'm not sure there's much I can look into, though, as I just checked and the mod is working on my end, both as a standalone and together with other mods.
The only thing, as far as I understand, that makes a mod not be loaded is if any of its modified files are replaced by another with a higher priority. This happens in the circunstances I described to Seanlewis77.
If you happen to have a folder for making mods, they might be taking priority. If you ever replaced the original files of the game, they might be selected instead.
Tell me, do you have the Drukhari DLC? Is it activated? Does your friend also possesses the same DLC?
I'm trying to think of possibilities, but it's difficult to theorize without direct access. This issue is important and I'd like to help solve it for everyone facing it.
Are you running the game from the launcher? Are you activating the mod from the Mods menu, and only from there? Have you downloaded the files apart from the workshop and used them outside Steam?
Is your game's language set to any other than English?
I do not have the Drukhari DLC. I only have Tyranids and Adepta Seroritas.
Running the game from launcher.
Activated mods from in game menu.
Only DL from steam workshop.
Set to english
Can send you my Gladius User Data if that might help