全面战争:战锤2

全面战争:战锤2

Ogre Leadbelchers
113 条留言
ChaosRobie 2021 年 9 月 1 日 上午 1:26 
Something funky going on with recruitment with this mod enabled. I suspect your last update corrupted your .pack, since the .lua file seems to be missing the top few lines defining the "init()" function.
Ciaphas Cain 2021 年 8 月 25 日 下午 10:34 
Thanks for this mod Snek, was brilliant. <3
Snek  [作者] 2021 年 8 月 19 日 下午 3:01 
The extra slots mod is a problem because it overwrites critical elements that enable Leadbelchers as a merc unit. The mods are incompatible until that mod is updated with necessary startpos script changes.
jshshadowknight 2021 年 8 月 19 日 下午 1:50 
Hello,sir.There is a new trouble.After update in 16th,I touch the camp and nothing happen once again.I am not sure if the reason is the mod 22slots. I will spend some time to check.And the Expanded Rosters: Ogre Kingdom for Leadbelchers are also this problem.So can you tell me something may crash your mod?I want to check which mod crash these more quickly.
GunKing 2021 年 8 月 18 日 上午 9:06 
@Snek

Nope! I did not apply a new soot texture for the heads, mine just overwrote it. Something I may do in the future though if I can solve the same problems!
Snek  [作者] 2021 年 8 月 18 日 上午 6:01 
Sounds great @GunKing!

Question for you: were you able to apply a new texture to the Leadbelcher heads and keep the heads looking correct? I made a soot-stained texture for them here, but applying it made their jaw and teeth deform weirdly.
GunKing 2021 年 8 月 17 日 下午 8:52 
Hey man I updated my gray ogres reskin to be compatible with this one, ended up using a few of your assets so you're credited in the mod description!
Snek  [作者] 2021 年 8 月 16 日 上午 5:15 
There's nothing in this mod now that would be touching the UI. The only script function in this mod is a small function that appends them to the ogre script unit lists.
Nehylen 2021 年 8 月 16 日 上午 1:59 
After your most recent update, I've witnessed that either of the respec mods "infinite respecs" and "one button respec", both adding buttons at the bottom of the Lord/Heroes UI, can't function anymore. I've fiddled with order of mods, to no avail.

I'm sure it was the update, as before starting a game earlier this week (12 or 13/08?), I made certain mods weren't conflicting with respecs (Had to remove Mixu's Mousillon, for instance).
Majestic Twelve 2021 年 8 月 15 日 下午 4:06 
Current Tomb Kings playthrough, I recruited the Deathbelchers tribe which showed having 2 units of leadbelchers, when I went to recruit the next turn I only had the vanilla ogres available.
rayden_solo 2021 年 8 月 15 日 上午 11:11 
I'm playing Woodelves and the Leadbelcher I get for the pool dissappear after 1 turn , I am using a lot of other mods though
Baligdur 2021 年 8 月 15 日 上午 10:52 
Mixu's Unlocker, but it worked fine until recently
Snek  [作者] 2021 年 8 月 15 日 上午 10:27 
Are you running any other mods that edit the startpos file (that you know of) I'll give Norsca and TK a try as soon as possible.
Baligdur 2021 年 8 月 15 日 上午 8:25 
The same happen when I play Norsca - Leadbelchers vanish from recruiting pool.
jshshadowknight 2021 年 8 月 15 日 上午 7:45 
Hello sir, there is a bug to report.When I play the Tomb King,I touch a Ogre Camp and sure choose a Ogre Leadbelcher to the pool.But after few turns,when I want to recruit the Leadbelcher,I found the permit become 0.I sure I not recruited anyone before and this thing happen two times.The other Ogres still work normal.
Im Still Alive 2021 年 8 月 14 日 上午 6:24 
@snek I found the indirect fire to be very unpredictable they can have a squad of reiksguard and blast straight through them but will fire over friendly goblins I dont know if you can do anything about this lol
Snek  [作者] 2021 年 8 月 13 日 下午 1:27 
Try with the update I posted today. I reworked the scripted parts entirely.

This does NOT alter the Ogre Camp script any longer and does NOT require Mixu's Unlocker anymore. I got Leadbelchers to recruit in the Ogre Camp dilemma in Dwarf, Reikland, and Chaos Dwarf campaigns without any issues.

This update should also be savegame compatible, or at least it was with Chaos Dwarf and Reikland campaigns.

I also (again) rebalanced the unit itself, bumping it to 16 ogres, making health match the Maneater Pistols, and gave them a new option for three firing modes. Their melee weapon is now a slightly weaker version of the Maneater Greatweapons, with much less AP, no bonus vs large, but more splash damage.
Im Still Alive 2021 年 8 月 12 日 下午 1:55 
also dismiss all important events on the right hand side of the screen
Im Still Alive 2021 年 8 月 12 日 下午 1:55 
I have working ogre camps have for the past few days make sure you are not in any special stance
Snek  [作者] 2021 年 8 月 11 日 下午 8:18 
Okay. I'll get my in-progress update to a presentable state and update tomorrow.
Crazyivan 2021 年 8 月 11 日 下午 8:03 
I can confirm after this mod no more orge camps
LowBudgetGigolo 2021 年 8 月 11 日 下午 2:43 
I installed this mod and now i cant recruit ogre camps, i stand on them and nothing happens
✰An American Grizzly Bear✰ 2021 年 8 月 11 日 上午 11:58 
ITS ALL OGRE NOW :empireskull:
[MASH] GameDjinni 2021 年 8 月 11 日 上午 8:55 
What a great mod. Been using it since you first dropped it, Leadbelchers are a staple of my armies now. Any chance you could make a generic ogre lord? I'd love to field a whole ogre army. No pressure either way, but thank you for the incredible units.
Mr.Horakhty 2021 年 8 月 8 日 下午 11:41 
@corpse eater I just tried them with OVN they work fine both in battle and campaign map maybe another mod is causing the issue for you
jshshadowknight 2021 年 8 月 5 日 上午 7:57 
Sorry sir,can you make a another version that we can hire the Ogre Leadbelcher unit in building?Because I just want to use the powerful unit with the More Slots.
Shabby 2021 年 8 月 1 日 上午 3:33 
Great mod but as said before, it does have balance issues, their weapon damage is even more then the Maneaters with great weapons, they have more armor then them also, they can fire over obsticles like an archer or a crossbow unit and you get at least 1 of them in every camp making them a bit too strong and versetile for what they are supposed to be, fun unit non the less.
Sergej 2021 年 7 月 31 日 上午 9:07 
Wonderful work and awesome models! The stats could use some more balancing, i mean they should be in line with other basic ogres with melee (maybe less to hit and more damage, smashing with huge clunky cannons!). Maybe reduce the charge bonus too, as apparently the dorf running animation was too clunky and they can't run.
The shots are hard to fine tune, there is no other shotgun unit that fires that many projectiles at 8 (i would recommend 12) entities. Am currently testing them hard and using different configs in custom battles.
By any chance, could you move or remove the left upper shoulder plates on the models? They clip way too much into the faces.
unilateralism 2021 年 7 月 31 日 上午 9:01 
This mod has a weird interaction with the Empire Master Engineers II mod - having both active disables the master engineers.
rescator78 2021 年 7 月 29 日 上午 10:05 
no problem Snek it was just for informing this incompatible mod slot , if there weren't messages i will never seen that is from mixu slot submod
Snek  [作者] 2021 年 7 月 29 日 上午 6:18 
Let the authors of those slot mods know that there is part of the startpos that Mixu added (whatever adds Leadbelchers to the mercenary list) which they need to incorporate into their mod as well. That is the fix for this as far as I can tell.

I do have an update coming (big thanks to ChaosRobie) that will make it so this mod does not include the Ogre script itself, so it will become compatible with more Ogre Camp mods and will be easier to add submods for more ogres per dilemma.
rescator78 2021 年 7 月 29 日 上午 4:54 
hello great mod. it work very good in custom battle but idem for me never appear in campagne because i use mixu slot
Khairus 2021 年 7 月 29 日 上午 1:20 
@Snek Yeah that mod is the issue. unfortunately the other extra build slot that works with the unlocker hasn't been updated either ...

Thank you for taking the time to take a look :)
corpse eater 2021 年 7 月 28 日 下午 2:47 
can you please tell me why its not working with any modded factions? like ovn, mixu ll etc? the lords skins are showing up as vanilla generals
Snek  [作者] 2021 年 7 月 28 日 上午 6:21 
Alright, the More Slots is a problem, but I don't think there's anything I can do about that. That submod makes startpos edits which overwrite (or somehow break) the Mixu's Unlocker startpos edits which make the Leadbelchers part of the mercenary pool.

The solution, as far as I can tell, would be for that Moe's author to reimport Mixu's startpos as it is now then rebuild the changes which add building slots.

@mtrev are you using any other mod which makes startpos edits (and would therefore overwrite those in Mixu's Unlocker)?

ANY mod which overwrites that part of Mixu's Unlocker is going to break the Leadbelchers.
Matunai 2021 年 7 月 27 日 下午 8:38 
I am also having a similar problem to jshshadowknight and Khairus but am not using the More Slots mod. However, I am using the Mixu unlocker.
Alyelia 2021 年 7 月 27 日 下午 1:43 
Cant wait for a possible SFO compatibility!
Khairus 2021 年 7 月 27 日 上午 9:04 
Yes I have the same problem as jshshadowknight.. I was trying ot figure out what was causing it.. The More Slots mod is a prime suspect for me too
corpse eater 2021 年 7 月 26 日 上午 11:37 
so sad it doesnt work with ovn lost factions :( makes the modded characters show up with vanilla skins
jshshadowknight 2021 年 7 月 26 日 上午 11:32 
Hello,sir! I have a problem.When I use your useful mod with the mod (BETA) More Slots (Mixu's Unlocker Submod),I found I touch the the Ogre Camp mechanic and nothing happen.Can you spend some time to make your mod compatible with it? I so love your mod and also want to use it with more building slots,they will be more fun.
Cooked 2021 年 7 月 26 日 上午 3:27 
Thanks!
Snek  [作者] 2021 年 7 月 26 日 上午 2:40 
@Cooked Sure
Cooked 2021 年 7 月 26 日 上午 1:36 
Hi, can I make a submod for your mod?
Snek  [作者] 2021 年 7 月 25 日 下午 5:16 
Thanks, yeah there was no way I was going to find that. I'll take a look at the script in that. Thanks everyone. Hopefully the campaign hiccups with this mod will be settled shortly.
DireTech 2021 年 7 月 25 日 下午 5:14 
Snek, I'm guessing he means this one. The description is in the image.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2551444274
Snek  [作者] 2021 年 7 月 25 日 下午 4:49 
I do not see "a little bit more ogres" in the workshop. I see "a little bit more RoRs". Do you have a link to the ogre script mod?
Snek  [作者] 2021 年 7 月 25 日 下午 4:41 
I'll move the ogre camp script part to something that does not directly include the script since that sounds definitely possible. That should resolve most remaining ogre camp errors.
gongoozler 2021 年 7 月 25 日 下午 4:21 
I agree with ChaosRobie, check SDC's "a little bit more ogres" mod, he insert more vanilla ogre units without editing the script. Things always get more messy with script issues.
Scribe of Nekoti 2021 年 7 月 25 日 下午 3:40 
So I just did a test, the only two mods were Mixu's Unlocker and this one. I moved multiple armies to the ogre camp but the popup to choose what ogres to hire never showed up and they didn't go into the mercenary recruitment pool. Maybe there's something funky going on with my game files and I need to do a re-install. I don't think that's the case however. I feel that I've narrowed it down to one of these two mods.

If there is a way I could better narrow it down I'm all ears. I *really* like the idea of this mod so I'm hoping something works out.
Snek  [作者] 2021 年 7 月 25 日 下午 2:47 
If you're running Leadbelchers without running Mixu's, that's exactly what it will do. It should work, at least with a new campaign, if running Mixu's Unlocker.