全面战争:战锤2

全面战争:战锤2

Oxyotl's Poisons
42 条留言
Cramerius 2022 年 8 月 27 日 上午 9:02 
Thank you @JediMasterDraco! :steamthumbsup:
JediMasterDraco  [作者] 2022 年 8 月 27 日 上午 8:02 
I was just about to publish it. I mean to get it out yesterday but RL got in the way.
PastaBrain 2022 年 8 月 27 日 上午 4:43 
Must have for oxyotls campaign i my opinion. Brings the adaptability to a hole new level. Hope you can bring it to warhammer 3 :steamhappy:
JediMasterDraco  [作者] 2022 年 8 月 24 日 下午 8:28 
@Cramerius I plan to probably some time on Friday. I plan to get all my mods there eventually.
Cramerius 2022 年 8 月 24 日 下午 2:49 
Please bring this to Warhammer 3 now that IE is out! I love this mod!
Argyraspides 2022 年 8 月 16 日 下午 4:52 
Is there any way I could add these alternate weapon poison types to the other poison-using units for the Scalymen? Ancient Stegadon, etc?
Gator 2022 年 6 月 15 日 下午 7:44 
Badass mod bro
SuperEarth's Funeral Services 2021 年 7 月 28 日 下午 11:13 
Is there a way for you to make the Poisons less powerful or make the ones that Oxyolt provide stronger? I think it just makes those banners redundant and defeats the purpose of grabbing those abilities
Warthog and Co 2021 年 7 月 28 日 上午 4:07 
ok thx
JediMasterDraco  [作者] 2021 年 7 月 27 日 下午 3:49 
It’s an in-battle switch like how Naestra and Abraham can switch their weapons.
Warthog and Co 2021 年 7 月 27 日 下午 3:46 
how can you activate the different projectile on your skins ?
JediMasterDraco  [作者] 2021 年 7 月 27 日 下午 1:57 
For one, that would only leave each unit able to use a single special ammo whereas in my mod, you can cycle through all four. For another, I have no clue how to add triggers that could award the banners.
Mono 2021 年 7 月 27 日 下午 1:53 
Since they are basically banners why not just increase the amount by x100 or something each? Rather than mess with multiple tables. No idea if its possible but curious why you went about it in such a round about way, unless you wanted to give all LZM from the start his banners?
JediMasterDraco  [作者] 2021 年 7 月 27 日 上午 11:55 
Yes I did. As noted in previous comments, the technology that gives poison to all skink attacks would override the other contact_stats. I had to remove that particular effect. I may patch it later to give poison to all skink attack naturally since that's a tier 1 technology.
[FS] Kapitan Wolfgang 2021 年 7 月 27 日 上午 11:50 
Did you change anything in technology_effects_junction_tables? Because it countains the tech tree effects of every race.
JediMasterDraco  [作者] 2021 年 7 月 27 日 上午 11:45 
@[FS] Kapitan Wolfgang Feel free. Just give a shout-out to me.
[FS] Kapitan Wolfgang 2021 年 7 月 27 日 上午 11:41 
If you would allow me I could make a submod.
JediMasterDraco  [作者] 2021 年 7 月 27 日 上午 11:30 
@[FS] Kapitan Wolfgang That might be a nice idea, the trick though is that I don't think I'm skilled enough with effects and the like to create the necessary triggers.
[FS] Kapitan Wolfgang 2021 年 7 月 27 日 上午 11:12 
This is a very nice mod. Perhaps you could have Toadblood and Fireblood unlocked from the start , but have Daemonbane and Slow Death locked behind Oxyotls unique skills.
rayden_solo 2021 年 7 月 27 日 上午 4:08 
after thinking long and hard about how this mod works and if it would be compatible with the other stuff I have installed, I realized that there are active abilities to switch between the poison types, similar to the wood elf sisters or dark elf siege thingy. I'd just wish this was summarized in the first sentence, in a tldr-way.
Some people, like myself, have trouble processing large texts so this would help some of us to quickly understand the nature the mod.
I just tried it and it works like a charm, thanks for making this mod^^
nickstorm157 2021 年 7 月 26 日 下午 2:25 
Thank you very much it works perfectly now :steamthumbsup:
JediMasterDraco  [作者] 2021 年 7 月 26 日 下午 1:49 
I've solved the issue. The only problem is that it disables the effect of that technology that gives poison to all Skink weapons. Not a huge issue since that's only a couple things. Might further patch things so that those weapons get poison by default.
JediMasterDraco  [作者] 2021 年 7 月 26 日 下午 1:26 
Yeah. The issue is a technology that Oxy gets for free. It gives poison to all skink attacks which overrides the other debuffs. There's something I'm going to try.
nickstorm157 2021 年 7 月 26 日 下午 1:22 
yea sane with me. just tested it out with another LL and it works fine
JediMasterDraco  [作者] 2021 年 7 月 26 日 下午 1:08 
I've finally figured out the issue. In my case, it's only happening with Oxyotl, is that the case with you?
nickstorm157 2021 年 7 月 26 日 下午 12:45 
armor as well for the khorne poison
nickstorm157 2021 年 7 月 26 日 下午 12:43 
No ive been looking at the enemy ui and looking at there health and leadership as well just in case the imbued effect was hidden
JediMasterDraco  [作者] 2021 年 7 月 26 日 下午 12:38 
It might be a UI thing. It doesn't like to display the new ammo on the unit card so you have to re-select it to see the changes.
nickstorm157 2021 年 7 月 26 日 下午 12:34 
I just restarted steam and reinstalled the mod, unfortunately it is still not working in campaign
JediMasterDraco  [作者] 2021 年 7 月 26 日 下午 12:23 
Did the mod update? I find that if you have more than a few mods, they don't automatically update. If it didn't update try using your Task Manager to shut down Steam and then restart it. That should cause it to check for updates.
nickstorm157 2021 年 7 月 26 日 下午 12:17 
weird it still seems not to be working. Ive retryed it one a campaign i have going and then started a new one and neither seem to be working
JediMasterDraco  [作者] 2021 年 7 月 26 日 上午 11:49 
@nickstorm157 Found and solved the issue.
nickstorm157 2021 年 7 月 26 日 上午 11:12 
Thank you
JediMasterDraco  [作者] 2021 年 7 月 26 日 上午 10:54 
@nickstorm157 Huh. I’ll see what I can do about that.
nickstorm157 2021 年 7 月 26 日 上午 10:43 
it changes the visuals and give the stat bonuses but doesnt imbue the effects
nickstorm157 2021 年 7 月 26 日 上午 10:41 
love the idea of the mod but it does not seem to be working on the campaign, though it does work for me in a custom battle. I have tried playing with only this mod active and it still does not work.
JediMasterDraco  [作者] 2021 年 7 月 26 日 上午 7:13 
@Yiunko I'm not sure what you mean. Both of those work fine in my case.
Yiunko 2021 年 7 月 26 日 上午 6:17 
Also "Slow death" doesn't seem to actually work with damage over time.
Yiunko 2021 年 7 月 26 日 上午 4:10 
Love the mod! But It's not visually "guaranteed" to be working, is there a way to show which poison is selected in the buffs bar or the poison icon in the missile projectile stat? :D
WindySeeing 2021 年 7 月 24 日 下午 10:00 
hhh I just had the same idea last night and before i start to check the data,i find a treasure here XD:steamthumbsup::steamthumbsup:
JediMasterDraco  [作者] 2021 年 7 月 24 日 下午 9:52 
@AutumnChain93 I may make a mod along those lines in the future, but this is what I had experience in doing which was why I chose to use this method. Not to mention it fits more in-line with my personal preferences. It's easier to bring 10 Chameleon Skinks and have them switch what poison they're using based on their current enemy than have one or two for each type of poison and constantly having to shuffle them around to get the best engagements.
Autumnchain 2021 年 7 月 24 日 下午 9:41 
I think you're approaching this the wrong way and should make it work based on the scrap upgrade system instead.