全面战争:战锤2

全面战争:战锤2

[HN] Cold One Unleashed
132 条留言
[HN]  [作者] 2022 年 8 月 27 日 上午 7:31 
I've released the TWW3 version of that mod, with bonus kislevite bears:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2854098742

Check it out if you liked that one.
Pimpin Pippin 2021 年 8 月 11 日 上午 9:54 
Really hoping this will be updated, love the cold ones!
thorondragon 2021 年 8 月 6 日 下午 4:46 
how close are ya to an update. really want to use this one.
The Blade of Demons: Soul Reaper 2021 年 8 月 5 日 下午 4:33 
This is my favourite Lizardmen mod. Please do you have any idea when you might have an update ready?
[HN]  [作者] 2021 年 7 月 19 日 下午 7:30 
I'll be looking into that this week :)
The Blade of Demons: Soul Reaper 2021 年 7 月 19 日 下午 7:29 
Can confirm that this needs an update, it is still technically usable in the sense that it still works 100% but causes you to miss out on the final tier of unit. It blocks you from upgrading to the tier 4 building.
Pimpin Pippin 2021 年 7 月 14 日 上午 10:40 
With all the building changes CA did to LM and Nakai i am guessing this awesome mod needs an update :)
Avrahammer 2021 年 6 月 7 日 下午 3:14 
♥♥♥♥♥♥♥♥♥ I love you
[HN]  [作者] 2021 年 5 月 15 日 下午 3:00 
That would be a good guess, but no I had to clear that problem when I made the mod in the first place, otherwise they wouldn't get any other bonuses from any sources^^
Pimpin Pippin 2021 年 5 月 15 日 下午 2:56 
I am not familiar with game files but what i can see in game is that global recruitment for Feral cold ones stays at 2 turns while the global recruitment for other cold ones gets reduced to 1 as you upgrade that building chain.
Honestly i do not know where the issue is but last time i tested it the Feral cold ones really did take 2 turns to global recruit even with the maxed out Portal of Tlanxla.

On twwstats website i can see that there are two different versions of the unit Feral Cold Ones ( guess one for the summon spell and the other for regular recruitment CA added).
Could it be that your mod is applying the effects to the wrong version of the unit?
[HN]  [作者] 2021 年 5 月 15 日 下午 2:46 
Sorry, I must admit I forgot about it :D
But here I am now, I've double checked the db, and here what I found.
The effect on the Portal of Tlanxla T2 building is called "wh2_dlc13_effect_global_recruitment_duration_coldones" this effect applies to the unit set "lzd_coldones" and my mod tags the feral cold ones with the following sets
- lzd_all
- lzd_astromancy_stance_guerilla_units (to have them beneficiate from the stance)
- lzd_beasts
- lzd_coldones (the one used by the building in question)
- lzd_dinos
- lzd_terradon_coldones_rank7 (some weird group CA has created and seem to be a redundancy)
- wh2_def_lzd_cold_ones (same)
- lzd_saurus_coldones (iirc this was needed to have them be impacted by Krokgar faction effect)

So from what I'm seeing, there's no reason why the Portal of Tlanxla wouldn't impact correctly the Feral Cold ones.
Pimpin Pippin 2021 年 5 月 15 日 上午 10:40 
Did you have the time to look into the issue i described?
Its present only on nakais secondary lords (not nakai himself).
If you get the chance please fix the issue.
[HN]  [作者] 2021 年 4 月 16 日 下午 1:26 
Alright, I'll look into that, but I think I remember having properly tagged them with the right keyword. Wont hurt to double check tho.
Pimpin Pippin 2021 年 4 月 16 日 上午 9:25 
Thank you for looking into this.
Here is what i saw in my game:
Nakai secondary lords have a line of buildings called "Portal of Tlanxla".
Its description states that it reduces the global recruitment time of "Cold One units".
However that does not affect the Feral Cold Ones you added.
They always take 2 turns to globally recruit while the other Cold One units properly recruit faster globally when the adequate Portal of Tlanxla is built on secondary lords.
If you can please fix this, since Feral Cold Ones are definitely "Cold One units" and as a low tier unit it makes no sense for them to take longer to globally recruit by secondary lords than tier 3 cold one cavalry.
[HN]  [作者] 2021 年 4 月 15 日 下午 4:56 
Alright, so I checked a bit (takes quite some time actually since you have to get enough pop to not only build the cold one building but also recruite a new horde, and I can confirm that not only Nakai himself have the modded cold one building that lets him recruite Feral Cold Ones, but also the secondary lords will get access to them as soon as Nakai gets the building (like they do with every other units).
So if you dont see the building on your side it's probably due to some mod conflict.
Pimpin Pippin 2021 年 4 月 15 日 下午 3:45 
Thank you very much for taking a look!
I see Feral Cold Ones in Nakai building but i do not see them in his secondary lords feral cold one building.
I wonder can the lizardmen AI also recruit these newly added Feral Cold Ones?
[HN]  [作者] 2021 年 4 月 15 日 下午 3:36 
Hmm... I remember it already being applied to Nakai (dont remember about his secondary lords tho).
I'll give it a look to make sure it's the case.
Pimpin Pippin 2021 年 4 月 15 日 下午 3:30 
Could you please also add feral cold ones to Nakai buildings and his secondary lords building that affects Cold One recruit timer?
Norwegian Forest Cat 2021 年 1 月 18 日 下午 1:34 
Okay !
[HN]  [作者] 2021 年 1 月 18 日 上午 11:02 
That's not something I'm really interested to do right now, sorry.
Norwegian Forest Cat 2021 年 1 月 18 日 上午 9:26 
Hello , could you add it for the dark elves too please ? thanks !
[HN]  [作者] 2020 年 12 月 11 日 下午 3:51 
Updated
Deviant 2020 年 12 月 1 日 下午 12:38 
I will write my thought in more detail *
I am asking to create a separate mod. Shifts Saurus Warriors from 1-2-4 levels to 2-3-4.
Here are some arguments if in doubt:
1) Saurus Warriors without shields - The first level of barracks - Able to kill most of the units of the third level.
2) Saurus Warriors with a shield - the second level of barracks - Able to kill some units of the fourth level.
3) Previously, it was impossible to hire skinks from the lizardmen from the main building of any city, so in a sense 1-2-4 levels of the barracks were justified, because you had to somehow hire infantry in the first four turns. Now there is no such excuse.
4) We've all played lizardmen and we know that initial spam from Saurus Warriors gives full dominance for the first 20 turns.
[HN]  [作者] 2020 年 12 月 1 日 下午 12:21 
Oh.
Well, that's a bit out of the scope of that mod tbh.
Deviant 2020 年 12 月 1 日 下午 12:10 
Saurus Warriors (I use google translate *)
[HN]  [作者] 2020 年 12 月 1 日 下午 12:07 
Savras?
Deviant 2020 年 11 月 30 日 下午 10:14 
Great mod! You can make a mod that moves the lizardmen barracks from 1-2-4 levels to 2-3-4, savras don't look like a first-level unit ...
[HN]  [作者] 2020 年 5 月 26 日 下午 7:09 
Thanks for the heads up, I'll update this again :)
Frosty 2020 年 5 月 26 日 下午 5:43 
@[HN]
Hey [HN]! Your building_levels_table is outdated, CA has added a new column to it "Slave Cap Distribution". Probably won't cause any harm, but just wanted to warn ya!
[HN]  [作者] 2020 年 5 月 25 日 下午 11:39 
Glad you like it :)
sciri7 2020 年 5 月 25 日 下午 11:16 
Thanks for update, early game feels much better with your mod :)
[HN]  [作者] 2020 年 5 月 25 日 下午 10:47 
Updated.
[HN]  [作者] 2019 年 12 月 11 日 上午 10:24 
Don't worry I'm on top of it ;)
Villas 2019 年 12 月 11 日 上午 10:17 
@[HN] Sorry to hear that. It wasn't a demand or something though, just excitement.
[HN]  [作者] 2019 年 12 月 10 日 下午 8:13 
Good thing you are here to remind the "Modders" to update this mod.
I'm sure they wouldn't have tought about it otherwise.
[HN]  [作者] 2019 年 9 月 15 日 下午 3:31 
Look closer.
Only the buildings past the first one of a chain cost 1 or 2.
Stoltverd 2019 年 9 月 15 日 下午 1:53 
Then Nakai doesn't follow that rule.
Almost every building Nakai constructs, costs 1 population surplus
[HN]  [作者] 2019 年 9 月 15 日 下午 1:00 
The building has the standard cost of a new building chain, so 4 +1 for each other chaines you've started before it. It's the same price than the vanilla cold one building is.
Stoltverd 2019 年 9 月 15 日 上午 11:57 
@[HN]
You should take a look at the requirements you used for Nakai...
12 population surplus for the cold ones building? Damn...
Trazyn the Infinite 2019 年 9 月 11 日 下午 8:06 
Sweet!
[HN]  [作者] 2019 年 9 月 11 日 下午 2:55 
Updated. Nakai's horde now also have access to the Feral Cold One's building.
Trazyn the Infinite 2019 年 5 月 6 日 下午 8:58 
Feral Dwarf Rangers? Scary! I heard they were completely untameable. Or at least impossible to housebreak.
Simple Sam 2019 年 4 月 23 日 上午 11:20 
So how about the same treatment for Dwarf Rangers now? :D
Pimpin Pippin 2019 年 4 月 22 日 上午 1:27 
Thanks, your implementation of FCOnes is much better than CA.
Twitchey 2019 年 4 月 21 日 下午 7:58 
Ah ok, so the ones CA added to build lists are the same unit (same stats and price etc)? Fair enough, thanks for the mod either way, it was and still is a good one (one of the first I went looking for too).
[HN]  [作者] 2019 年 4 月 21 日 下午 7:43 
There's only one Feral Cold Ones unit, the one use in MP, created via the army spell or recruited on the ressource building are all the same, and they are what this mod is letting your recruit.

The idea isnt to create a new unit, just to let you actually use them when they are still useful (ie, before you access the cold one riders).
Twitchey 2019 年 4 月 21 日 下午 7:37 
That's a good point about them being useful at the start etc, maybe chop the unit size (and health) in half to make them different from the later ones that can be unlocked? Or did you remove the other ones?
[HN]  [作者] 2019 年 4 月 21 日 上午 6:08 
Updated. And from what I've tested I think that mod still has a place since you can't really easily recruite Feral Cold Ones early one where they are really useful.
[HN]  [作者] 2019 年 4 月 16 日 下午 12:31 
Yup, but it may not be implemented in the same way than my mod, so I'll wai to see where this is going before retiring this mod.
WingsOfChicken 2019 年 4 月 16 日 上午 9:43 
Added in the DLC.