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Rapporter et oversættelsesproblem
Happy to facilitate a submod if you like! Just not the actual units in it!
And thanks for the interest!
1. If I recall colission is turned off and the travel time is effectively instant to where you click.
2. The teleportation is pretty easy. Just a command to change its coordinates to the coordinates of the dummy unit.
3. If prefer not as I have an SFO compatibility mod out now for my dwarf content. But feel free to let me know if there are parts you find that don't mesh with it! Working on getting it fully balanced with feedback on bits I missed currently.
ok then I have few questions:
1. how does this invisible projectile be fired to anywhere? wouldn't projectile be blocked by objects like towers, buildings, walls, mountains etc.?
2. how does the original unit teleport to that invisible unit's position? by changing scripted coordinate?
3. can I use some of your units & abilities in future update of SFO Additional Units mod? I am currently in charge of its remake version
Also, I noticed you commented on the Lost & Found Collection.
I wouldn't have both this and that mod turned on as that might cause some issues as well.
The Steam Drills do not have unbreakable. The ability actually only spawns a dummy unit to use as a teleportation spot for the unit itself and then removes the dummy unit.
If the dummy unit is sticking around then there is an incompatibility with another mod's script going on. Do you have Moulder's Menagerie out of curiosity? If so, try updating both mods and trying again.
The script to make that possible is thanks to PropJoe! It is based on an ability they had in tabletop.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2897800168
I still have a lot more planned to add as well! Hope you enjoy!
If you are still having the issue, please update both mods and they should play nice!
Thanks! I am actually working on something pretty similar to that idea now! Hoping I can get it out in a week or two, but I am trying to learn some new modeling tricks for it, so we'll see.
@HughJanus69
There is not one that I am aware of. If no one winds up making them for my mods, I might go through in a bit and do it myself.
Great work and praises
As for shieldbearers and juggernauts, I can look into them. I am unfamiliar with the Warhammer II mods for them but, at least for shieldbearers, I am familiar with them from the 8th edition tabletop book. Definitely up for having at least some mount options for the dawi where appropriate and lore friendly.
I really wish I was skilled enough to create some Dwarf machines to bring to the battlefield.
I love the roster as it is, but feel like it just misses some tank/war wagon unit. Dwarfs don't use horses but they can build helicopters, so they for sure can make some armored vehicles to support their troops.
There is a great mod in Warhammer 2 which was a unique Dwarf Steam Tank. That and some kind of War Wagon which uses an engine instead of a horse.
Another idea I am playing around is using the amazing models for Dwarf Siege Engine and Dwarf Ram for some machines, but I don't have the time to do modding atm :(
I know everyone loves to throw requests at modders and they have enough of their own ideas to implement, but please do check out 2 WH2 mods if you are interested: Dwarf Shieldbearers and Dwarf Juggernaut
I am a big fan of the engineering themes of the dwarfs and would love for that to be a bigger presence in their roster.
@Blazindragon - I need to double check if stuff from Blood Bowl is allowed. There are some rules for exactly which sources you can mod stuff in from. I have another project in mind (another unit for the dwarfs) before I would make that. It is definitely on my radar, though!
@Moloch - Do you mean something like Menace Below for Skaven? It was definitely a thought I had and I might include something like that in a larger Miners overhaul that I am partially through.