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Bir çeviri sorunu bildirin
Hi, you're welcome
Ferrum was created as a SFO version of the mod, but I'm not sure if it is still working.
I would be really glad to see it on Mazdamundi, that badass frog totally deserved it, mind bullets that crushed Moon.
As for the issues, Wurzag also has no spells now and he can't unlock any.
As for issues you told about - I'll take a look later this week, totally out of time right now and also Norsca is coming out soon, so I guess I'll update and fix all bugs all at once:)
Sorry to know that. Those items - bets idea I had to let those casters be able to have more lores, while taking only one in battle.
Nah sorry, that'll be TOOOOOO OP. In fact I plann to make such thing for Mazdamundi, but he's the most powerful caster in the warhammer world, so for him having all 8 lores and lore of High magic is fine.
As for Fay and others - the main idea of that mod was to give them all lores they have in tabletop but to balance it with being able to take only one (of your choice) to battle
Can you make the arcane item to give access to all lores? (I mean all for Fay less to other two). It reaaly disturbes to chose an item between every battle and lorewise they could use multiple lores on the battlefield and they didn't need to swich items. No sure, is it tech possible, but manfred had two lores, once with a bug I had 5, so it will look normal I guess.
P.S. Great mod really, think you can contact the Legendary Lord Remaster author, he also makes casters more cool)
In fact I also wanted to make it compatible with Cataph's too but I'm extremely busy these days, didnt have a chance to spend even an hour on it during two last month :(((
I'll get to it as soon as possible, aslo will make a adjustments to it and hopefully another little but nice mode
All you have to do is mimic the same file structure as All Tabletop lords. i'll do it for my self for personal use just now. but i think it is somthing you should do for the comunity also. Thank's
http://steamproxy.net/workshop/filedetails/?id=724263018
Thought about it, but now I'm really busy and dont have time for even such a small improvement
But I'll try to do it as soon as possible
I would also recommend a minimum Power cost of 3. In TT you always have to roll 1 power dice to cast a spell even if it's a 3+ and you're a level 5. 3 Power fairly represents one dice worth of Power in TWWH.
My bad, still cant play campaine to get a better look how it works, in fact I did begin a Carcasson compain, but couldnt stand alberic any longer, began modding him and got stuck there hah
PS If anyone can help me with him that'll be awesome
Work is in process, so you'll be able to play both soon I think
Example 2: You have a red apple. I don't have an apple. But if I had an apple, I'd make it green. I don't get an apple or force all apples to be green, just those that come nearby.
(no, I am not a compulsive apple painter.)
Still dont fully get what you're going to do but if it works that'll make it easier for everyone
In other words, I just have to override your _II, _III and _IV versions in that table on MY side and align cooldowns/prices/whatever else I have changed. This table will only come into use when the use ALSO has your mod, for all the others it will be invisible.
TLDR: a submod (read, partial mod requiring the others) or even (gods forbit it) a whole reupload is not necessary.
If you already have that table ready as you said you had, I would appreciate if you could send it my way for a quicker fix.
(I'm actually not ok with reuploads unless they're unavoidable, which is rare)
The only way here is to do the same as I did with SFO, I guess thats a submod
Are you ok with that?
If I understand you about which I'm not sure if you add a table to your mod that wont make my mod compatible with yours
To make it compatible I need to rewrite special_abilities table in my mod so it could work with your spell variants
So are you ok with such a way? Again, same thing as with SFO, dont see other options
Now, about that compatibility bridge, were you planning a submod or a complete re-upload? (the latter, I don't like)
Because, at a glance, I think that I can add to my mod a compatibility table (only unit_special_abilities, in fact) that would only take effect in conjuction with yours. Which can't happen vice versa because you'd force my changes on your users.
I'm very familiar with the feeling of wishing you could get actual money from things you're good at. Unfortunately, there are just some places where that doesn't- or can't- work.
Thanks for the awesome mod! It's definitely an improvement over vanilla.
1. God bless the crash hah at least it brought chat to life
2. Crash happened thanks to Azhag fix, now he doesnt get Spirit leech spell, the way I fixed it somehow led to crashes. Anyway I'll make him work properly later
3. @sigmar totally agree
thing is I wanted to try it as a way to kind of stimulate donations and actually I knew from the very beginning that it was a bad idea, but just wanted to give it a try and it was damn pointless
Anyway - its gone now
didn't see the changes at the middle of the description sorry
I know this may sound silly now, but if this is illegal then we shouldn't risk such things. Modding is crucial to this game's lifecycle.