全面战争:战锤3

全面战争:战锤3

Chaos Ogres
634 条留言
Fröb  [作者] 20 小时以前 
Updated! - It seems that 7.0 broke my original warband recruitment script, which hopefully should be fixed now.

@Scipio: I hope the updated will also work on your end.
Scipio 12 月 5 日 上午 3:04 
Can't recuit the ogres via Warband while playing as them, the building is built but no unit card appears in the Warband screen. Tested with only this and Mixer (+ Champions of Chaos DLC). No clue what to do if it works for everyone else
Fröb  [作者] 12 月 4 日 下午 2:12 
Updated! - No actual changes, just updated some tables (aside from a few changed some effect scopes).
Kazrai 11 月 27 日 下午 2:22 
Would it be alright if I port these models to VR for a Warhammer community there? As an asset creator myself, I can appreciate the amount of work you've put into this, so I won't allow my community to use these models without your permission.
Fröb  [作者] 11 月 26 日 上午 11:34 
@Bansik: I have never heard of such an issue yet - at least not related to my mod and I am pretty certain that it is not caused by it. It sounds like you have an UI issue, e.g., an event triggers in which you need to choose something, yet the event is not actually shown to you. Though, I can't say where this might originate from.
Bansik 11 月 26 日 上午 10:53 
hi i play this mod with some others mods. On turn 60 i can't move any hero and also i can;t end turn 60...
Gash 11 月 26 日 上午 7:32 
i tried Radious + mixer - mixus unlocker before together with its compatibility submod but sometimes it crashes damn! i can't risk it haha.. you have a sick mod though..
Fröb  [作者] 11 月 26 日 上午 6:02 
@Gash: I never tried it but the mods should work fine with Radious. Though, the custom units will not be balanced for it.
Gash 11 月 26 日 上午 4:34 
is this compatible with Radious?
pmlabao10 11 月 23 日 上午 8:36 
Thank you for this mod. Works well for me currently.
Fröb  [作者] 11 月 23 日 上午 3:18 
@El Cubo: I cannot answer that question since I never modded in regard to the MCT. Though, the Chaos Dwarves can only access the Chaos Ogre units in certain locations and also with unit caps. So, they can't recruit too many of them anyways.
El Cubo 11 月 22 日 下午 3:00 
Would it be possible to add an option to Mod Configuration Tool to exclude these ogres from factions/races? I would deny chaos dwarves' access to them and would rather use ogre labourers from another mod instead.
HulpiNWarrior 11 月 13 日 上午 7:09 
they always touch things that are ok and dont care for the ones that are ruining the game xD
thanks for the quick update
Fröb  [作者] 11 月 13 日 上午 4:51 
Updated! – Minor changes.

General
- the building values for most of the custom buildings were adjusted to vanilla values, so that the AI should not favour them anymore over vanilla building chains

@HulpiNWarrior: It seems CA changed the vanilla building values in one of the recent updates, causing my custom buildings to be favoured by the AI. I hope my changes will now fix this. Thanks for spotting this issue!
HulpiNWarrior 11 月 12 日 下午 9:31 
something i notice is that al chaos factions build the two ogre buildings in every fortress instead of the vanilla ones. Dont think is intended no?
Fröb  [作者] 11 月 10 日 上午 9:02 
@maverick91141: The 'Khazag' are not removed, they are replaced by 'The Devourers'. The current implementation was the best way that I could find to do so (otherwise those settlements would have also belonged to 'The Devourers').
wesker 11 月 9 日 下午 9:42 
Thanks Fröb :steamthumbsup:
maverick91141 11 月 9 日 下午 4:50 
Can we get a version without the Devourers or without removing all of Khazag's settlements? Removing Khazag seriously weakens Zhatan the Black's starting position by forcing him to spend gold and turns colonizing the unoccupied settlements.
Fröb  [作者] 11 月 8 日 上午 3:01 
Updated! – A minor fix.

General
- all variants of the Exalted Chaos Ogre of Nurgle should now be available for the Variant Selector

@RobertX13: Thank you very much for pointing out this issue. I hope it works now properly!
RobertX13 11 月 7 日 下午 1:25 
@ Fröb Sorry to bother you but there is a problem with using Variant Selector and this mod when it comes to the Exalted Chaos Ogre of Nurgle. You see in marthvs/mod/froeb_chaos_ogre_nurgle_exalted.lua the Exalted Chaos of Nurgle is frb_chaos_ogre_nurgle_exalted01, what this name should be is frb_chaos_ogre_nurgle_exalted_01 so it should say is:
return {
["frb_chaos_ogre_nurgle_exalted"] = {"frb_chaos_ogre_nurgle_exalted_01","frb_chaos_ogre_nurgle_exalted_02"}
};

If this is not the case then variant selector won't work with the Exalted Chaos Ogre of Nurgle and it stuck to using model 02. I have already modified my own game file and it works as intended with Variant Selector, but if you could also modify your file for everyone else I'd appreciate it.
Dasheroo 11 月 4 日 上午 8:41 
good ♥♥♥♥ thanks for the fast response :steamthumbsup:
Fröb  [作者] 11 月 3 日 下午 11:19 
@Dasheroo: Custom factions work in general very nicely with multiplayer campaings. To my experience, only very script-heavy mods can cause desyncs. Since I try to use as few scripts as possible in my mods, you can safely use them in multiplayer.
glospey 11 月 3 日 下午 6:48 
It plays in mp with no problems. We've run several campaigns with it.
Dasheroo 11 月 3 日 下午 6:16 
How does multiplayer play with this enabled? i figure since it has a custom faction it probably causes desync. would be nice with a version with only the units/lord/hero for mp(no pressure either way)
Jbo012 10 月 25 日 上午 2:23 
fair enough
Fröb  [作者] 10 月 23 日 上午 11:19 
@Jbo012: But the Forsaken Gnoblars would be weaker than the vanilla fodder units and therefore would have no purpose.
Jbo012 10 月 22 日 下午 8:04 
I reckon it would be cool to have for the chaos factions given there isn't too many fodder units in the WOC roster
Fröb  [作者] 10 月 21 日 下午 3:09 
@Jbo012: The Forsaken Gnoblars are only available for the Ogre Kingdoms. They were originally planned as fodder units for the custom faction but in the end I decided against this idea.
Jbo012 10 月 21 日 上午 5:32 
are the gnoblars in the undivided ogres meant to be in the mod or are they a WIP
Fröb  [作者] 10 月 18 日 下午 4:32 
@vesperdeath: Sorry but I won't do that. It already took me a few hundred hours to create the mod in its current state. If people have certain wishes, they need to create the submods themselves.
vesperdeath 10 月 18 日 上午 5:02 
@frob i appreciate you for taking the time to respond, could you make that mod...... pls?
Fröb  [作者] 10 月 16 日 下午 8:57 
@vesperdeath: Someone could make a submod that would limit the custom building chains only to the custom faction.
vesperdeath 10 月 16 日 下午 6:29 
is there any way to make it so only the chaos ogre faction can recruit chaos ogres?

making my way over to villich to find out he has some how recruited damn near a 20 stack mostly of chaos ogres is frustrating as all hell
Marvin 9 月 30 日 上午 8:47 
Looks like load order trouble. Fixed with higher position in modlist.
Fröb  [作者] 9 月 30 日 上午 8:09 
@Marvin: I gave it a quick try by launching a campaign in IEE with the custom faction myself and did not run into any issues. Your crash must be caused by another mod.
Marvin 9 月 30 日 上午 7:57 
Crash after end first turn in IEE.
Fröb  [作者] 9 月 19 日 上午 3:03 
@DiViNe NeKO: Nurgle unit recruitment is a mess and one of the reasons why I decided not to add the Chaos Ogres to the monogod factions since I don't want to bother with all their mechanics.
DiViNe NeKO 9 月 18 日 下午 9:17 
Can you add the plague Ogre types to the Nurgle Faction roster, Nurgle needs more troop types and these blend really well
Fröb  [作者] 9 月 18 日 上午 10:57 
@Faith: Yes, I made them quite strong but they should also be rather seldom to encounter. And since they are mutated Ogres which are blessed by the Ruinous Powers, they are meant to be strong fighters. ;)
Faith 9 月 18 日 上午 10:12 
No worries bud, it's because I am using Radious, so you get extra points also. I think in vanilla they probably pan out pretty well.

The lords are hellllllla strong, once they get the mount and snacks / potential nurgle or khorne regen, dam they take some killing :D haha

I appreciate the time you put into the mod, thank you.
Fröb  [作者] 9 月 14 日 上午 10:09 
@Faith: I was never a fan of skill dumps since they feel too much out of place compared to the vanilla game. And currently I think all lords and heroes feature enough skills to invest all skill points up to level 50. Back when I made the mod, creating all those different characters was a bit overwhelming and a lot of work - and at some point I felt somewhat burned out. That's why some of the skill trees came a bit short. Maybe I will rework them in the future.
Faith 9 月 14 日 上午 8:38 
great mod, really enjoy having them along side the belakor campaign, great addition. All the hero's / faction leaders could do with a skill dump however. 1% health or separate melee and defence + etc.

The lords are only a few off, but the heros have looooads wasted skills.
Fröb  [作者] 9 月 6 日 上午 4:04 
@Decado: Thanks, I embedded the link in the mod page.
Mumm-Ra 9 月 5 日 下午 8:43 
If anyone can make a submod so that the units in this mod are only available to the Chaos Ogres faction, I'd forever grateful. I tried to make it myself, but I came up short on certain units.
Decado 9 月 5 日 下午 2:38 
glospey 9 月 3 日 上午 10:18 
Thank you for the update! :)
Fröb  [作者] 9 月 3 日 上午 9:22 
Updated! – Some minor changes.

Chaos Ogre Characters
- slightly changed the effects of the custom innate skills to be on par with the recent changes to some of the vanilla innate skills
Fröb  [作者] 9 月 2 日 上午 9:13 
@Emperor01 and @Skarin Skarinsson: The mod page states clearly that the mod is updated for 6.2 - not for 6.3. I will update it once I find the time to do so.
Emperor01 9 月 2 日 上午 8:33 
Yup sadly patch 6.3 broke this mod
Skarin Skarinsson 9 月 2 日 上午 7:01 
NEw update cause this mod to crash btw