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Open the file in RPFM (you can easily google to find it, it's the modding tool), and delete the land_units_to_unit_abilites_junctions_tables folder.
It will be awkward, but will fix the crash.
Because back in the days this wasn't a submod, but a "full" mod not requiring the base mod (there was a mod limit back then, do 1 less mod this way). So naming didn't matter as much.
But do not worry, my sfo mods are nearly all set as "Hard dependant" on their base mods. So they'll always load after regardless of load order. (btw, mods are loaded bottom to top, overwriting things below!)
marienburg_landship.pack
marienburg_landship_sfo.pack
Doesn't this mean that by default the sfo patch stats will not get used?
Why didn't you name this @@@marienburg_landship_sfo.pack to ensure the sfo patch is loaded first?
Not sure why that happens... Will check.
It's overhall much squisher than the tank, it's wood afterall! :D
Vanilla steam tank has 9000 something hp
SFO steam tank has 11000 hp
Vanilla landship has 7000 something hp.
So 9500 feel about right.
ChaosRobie is a funny man, he gave that ability a 2% chance of miscast, which deal 15000 damage to the landship. It's hinted in the ability flavor text. :p
They benefit from Steam Tank stuff, I'll add that the unit's description like for SFO's custom units (might not be worth it to update just for that however).
Also, do Land Ships Benefit from Steam Tank or War Wagon Techs? Just curious because that isn't mentioned anywhere.
What single troop?
Increasing the Missile Resist and upping Fire Weakness would also be a bit of help to stop it from getting nuked by even Non-Armor-Piercing missiles (which it does get nuked by right now in SFO).
I guess the handgunners on top deal more damage together than the steam secondary tank turret.
It was redesigned by Chaosrobie to be used like a chariot, run in and run out. I could probably buff its mass and speed a bit more so it is more effective at charging. Perhaps increase ranged damage resis but also increase fire weakness...?
However, do not that I consider it a bit weaker now, as is the non-sfo one. It is less tanky and the canon is much weaker. But it has higher charge bonus.
@FokkyFokky
Working on it.
@Darkwing Duke
Sorry for the delay, i wasn't receiving comment notification...
Great that it fixed it, weird, but good!
Also tried out GCCM and i couldnt run it either. Im gonna try switching my Warhammer 2 install to another harddrive and see if that yeilds results
Im still going through it since I burned out on playing Warhammer 2 back when Shadow and Sword released but thats all ive found so far after 3 hours of rigiourous testing since it takes around 5 minutes for it to get to menu, start a new campaign and test battle and I got over 100+ mods subbed
What other mods you use that stopped working properly but should?
Try unsubbing and resubbing to make sure it download the update.
Because on my end, everything work. : / https://i.imgur.com/U19XcQA.png
Overwriting my mod with the non-sfo version's tables and reapplying my changes to test that meanwhile.
"Total War Warhammer 2 has stopped working sending error report to microsoft"
I did a custom battle and consistently every time itd crash if either side had a landship
HOWEVER, i did this exact same setup BUT i used the nonSFO version of this mod and it worked
Just tested a small empire run with only this and SFO, recruited a landship and was able to fight a battle. Could you give me more detail?
I assume it was indeed a campaign battle and not a custom one.
Where you using both this mod and the non sfo one at the same time? (instead of just this one)
Were there any ghost movie mod enabled? Movie mod cannot be disabled with the launcher.
At what point did it crash? Loading? Loading after the battle? After selecting a post battle option?
They do fire on my end. I see no issue there.
And I found how to manage SFO's factionwide cap. So I'll be adding both caps to all of my patches. The only very minor downside is that the "rarity" metal on my patched units cards will always show even if that cap isn't selected. If I ever find a fix for that I'll change it.
I'll update them all with their cap after the new SFO is out to fix that too. Will save the hassle.
This was made with the latest release, I'll check the shooting but they did do the fire animation iirc.
I'll be adding the ARMY cap once I am done with Return of the Lichmaster (very soon), as I have experience with it. I didn't find how to add the faction-side cap, it is linked to a lot of files spread across SFO so I'll need to ask/do a lot of testing. My solo attempts at adding faction-cap it haven't worked so far.
I personally use https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1991556963 for my capping needs with SFO.