全面战争:战锤2

全面战争:战锤2

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Advancement of the Great Plan (Additionnal Reinforcements for Lizardmen Factions Vanilla/SFO/Lucky/Radious)
   
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标签: mod, Campaign
文件大小
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1.337 MB
2020 年 2 月 25 日 上午 8:50
2021 年 4 月 26 日 上午 4:47
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Advancement of the Great Plan (Additionnal Reinforcements for Lizardmen Factions Vanilla/SFO/Lucky/Radious)

在 Gwenolric 的 1 个合集中
Reinforcements Collection (Vanilla/Radious/SFO/Lucky)
16 件物品
描述
Compilation Link :

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Lizardmen factions during battle, similar to how Menace from Below is used for Skaven. However, unlike Menace from Below or Raise Dead, the units don't degrade over time and do not loose HP for just existing. Because of this, it heavily favour Lizardmen with up to 4/7 additional units that they can bring in a battle.

#1:
The Dying Servants :
After unlocking the technology "Determining the Great Plan" from the technology tree, this skill will give all the forces (factionwide) a skill that can summon a Slann Mage-Priest (Heavens) in battles.

Pre-charge:300s
Number of charges : 1


#2:
Territorial Predator :
After building the landmark in Hexoatl "Blessed Incubator", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon an Ancient Salamander in battles. This skill is exclusively available for the currently own regions.

Pre-charge:60s
Number of charges : 1


#3:
Honored to Serve :
After building in any settlement "Geomantic Locus", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon up to 2 units of Temple Guards in battles. This skill is exclusively available for the currently own regions.

Pre-charge:90s
Number of charges : 2
Recharge time : 120s


#4:
Bloodthristy Believers :
After unlocking the technology "Sequence of the Great Temples" from the technology tree, this skill will give all the forces (factionwide) a skill that can summon up to 2 units of Red Crested Skinks in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:100s
Number of charges : 2
Recharge time : 50s


#5:
The Unseen Hunters :
After building the landmark in Axlotl "Chameleon Shrine", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon a unit of Chameleon Skinks in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:5s
Number of charges : 1


ALERT!!!

Nakai is now completely OP since he get every single abilities to all his hordes globally and with the first 5 technologies. Why? Well guess what, I have no idea which technology is linked to which name in the tech tree. So, until someone is kind enough to provide me with 2 technologies related to the Old Ones and Sotek, Nakai remains busted. And by that, I mean, they gave me the exact name in-game tech_dlc13_lzd_XXX <- this name. Also, I was finishing this mod when the update came, and suddenly I remembered that this moron that die in the first 5 turnsof the game existed. So I was done. It's like this meme with the kid in the car and the mom saying "Why can't you be normal?". I try my best to not mess with the overhauls, and by that I abuse the landmarks since they are never removed, unlike some buildings with additionnal upgrades that pop out of nowhere (SFO and the terrorgheist lair for exemple). How do you do that with Nakai? To all Nakai fans, your faction brings me a headache.

PS: If in one of your game, you notice this big dumbass manages to survive past the usual time, and he actually still doesn't die and wreck your campaign, just say it. I will remove him from this mod for the time being until I finish the other factions. It's only because I am 100% certain that even with those abilities he will manage to kill himself that I let him be.

END OF ALERT!!!


Is this compatible with Radious/SFO/Lucky/My grandmother's overhaul?
Yes ... and maybe no (for the stats). This mod doesn't create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don't get a single bonuses from the faction, from technology or Lord's traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe ... no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn't add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.
14 条留言
Boshty 2020 年 4 月 18 日 下午 2:02 
nakai isnt busted. nakai is now about as op as he always should have been. he's ♥♥♥♥♥♥♥ nakai. nakai!
Gwenolric  [作者] 2020 年 3 月 2 日 上午 8:17 
@RARE2000
I already did that the first time, only since I didn't change a thing it was not shown on the mod. Right now, I tried again and I removed a "." to see. Doesn't matter, still got the issue. Also, I am in the Discord, and the issue had apparently been raised saturday by someone else, that I only noticed this morning. Been waiting a return from Kaedrin.
RARE2000 2020 年 3 月 2 日 上午 7:56 
With skyrim the exception usually occurs in mod organizer from some wierd file structure sh!t if you installed it wrong, but I deleted and re-downloaded the mod numerous times, issue persisted. I have about 240 mods and none except this have the issue. I'm pretty sure it still works but a re-upload to make sure steam didn't corrupt the files might be in order? Steam is known to do that sometimes. Otherwise, ask kaedrin. Would be good for you to get into contact with the rest of the modder community, check crynsos' faction unlocker for the discord link.
Gwenolric  [作者] 2020 年 3 月 2 日 上午 7:38 
@HellpitAbomination
Well I guess until someone more competent with KMM figure out why this mod has an error even when this error does ... nothing? Like, it just says error, since you and I can both enable the mod. Just gonna write this "issue" down.
HellpitAbomination 2020 年 3 月 2 日 上午 7:14 
Alright, after some fiddling yeah you can enable the mod even with the exception error and it works in KMM, I don't know about CA Launcher since it stopped working for me at all since some time ago. So, uh, no issue.
Gwenolric  [作者] 2020 年 3 月 2 日 上午 6:09 
@HellpitAbomination
That's weird. I mean, that's weird because, like you said, all my mods are extremely similar and if one failed, then all the others should too. But at the same time, I do have the error but I can launch and play the modded game, I can enable the mod even with the message, so it is weird you can't. Maybe because it's a local file instead of a downloaded, still weird.
However, can you confirm there is ABSOLUTELY no problem with CA Launcher?
HellpitAbomination 2020 年 3 月 2 日 上午 5:35 
I have the same issue as RARE2000 with this mod on KMM - can't enable the mod on it. Got around it by just adding it to another pack file manually with RPFM, though! The mod itself is fine, it just seems to not mesh well with KMM - which is weird, because all your other mods work fine. It's just this one that has an issue.
Gwenolric  [作者] 2020 年 3 月 1 日 下午 2:47 
@RARE2000
Few questions : Can you launch the game with the mod?
If yes, is the abilities working?
If not, not my fault :).
I just tested, I does have the "Exception Error" but it's for like 60% of the mods I have and it doesn't prevent anything, I can launch, I can have a battle and spawn a Slann Mage-Priest.
Both with CA launcher and KMM. Like I said, my mods are really light on the game. They are probably the last thing that would cause an issue. However, there are 2 things that will cause a problem.
1) Technology overhaul
2) Buildings overhaul
I have verified with the major ones and made sure to choose technologies and buildings that don't disappear. However, some overhauls will just remove an entity I use. In that case, yes, this mod will not works. I have updated all the mods with that mention.
RARE2000 2020 年 3 月 1 日 下午 1:58 
KMM does NOT like this mod. I get a "parameter not valid" error every time I click on it.
Human72 2020 年 3 月 1 日 上午 12:31 
heh i c what you mean and yeah that lizard keeps dieing early especally in the vortex campagin he keeps dieing early to. making the expedition's time quite easy down there. :3