Warlock 2: the Exiled

Warlock 2: the Exiled

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46 Comments
Snow_Kowned  [author] 12 Oct, 2015 @ 6:16pm 
Yeah it's old and out of date. I suffer from chronic illness so i'm pretty sick about 9/12 months a year. I won't be working on it at all. Sorry if there are an increasing number of bugs with new patch releases and dlc available, and if any other modders want to duplicate parts of the mod, go for it.
Cognitive 11 Oct, 2015 @ 5:08am 
Race text when slecting race for Great Mage is not working. This applies to all the races included here.
Snow_Kowned  [author] 13 Jun, 2014 @ 6:53pm 
Woo hoo Ino-Co Plus fixed the overflow issue, just loaded a stack of mods all together lol! Wonder if there will be other bugs?
skycrow 26 Apr, 2014 @ 11:58am 
@f.serzedello
Press "Subscribe" and then it will be auto-downloaded in game ,afterwards click "Mods" at the upper left corner to activate it or not.
f.serzedello 26 Apr, 2014 @ 7:21am 
How do i download this?
Snow_Kowned  [author] 23 Apr, 2014 @ 6:43pm 
Hey Skelos I sent the email roughly 24 hours ago. Just wanted to make sure you received it. Think we're in different time zones.
Snow_Kowned  [author] 22 Apr, 2014 @ 6:14pm 
Will do.
skelos 22 Apr, 2014 @ 6:05am 
There shouldn't be any limitations to the mod size. If they are - it is a bug. Can you please send us mod that crashes the system, or give steps to reproduce the crash? You can mail me at skelos@ino-co.com
Snow_Kowned  [author] 22 Apr, 2014 @ 5:34am 
I could always delete the maps and see what happens lol. Maybe another day. I need rest. Night.
Chronoreaper 22 Apr, 2014 @ 5:32am 
maps will probably take alot in common sense and personally i dont see how a fully custom campaign is currently possible with the mod data limit
Snow_Kowned  [author] 22 Apr, 2014 @ 5:24am 
Yeah had I known about this limit I would have been less ambitious and just gone for 1 race, and then continued on with den creation, and strategic resource modification (though tailor making those changes to each race is prolly impossible with a 400 limit lol), and ultimately a campaign! I have a feeling the build trees themselves may also be counting as an item per building too (so like 25ish per race at least), it's the only way i'd even remotely get close to 400. Plus I have 2 maps which count for ???????????? lol?

No worries though, keep pushing this editor to its limits lol.
Chronoreaper 22 Apr, 2014 @ 5:00am 
lol thats good, and yea can be annoying with multiple races thats why my next mod is Demons and pretty sure ill end up copying new buildings to replace the temples and shrines cause i doubt they will follow the Gods but rather the First Dukes
Snow_Kowned  [author] 22 Apr, 2014 @ 4:58am 
yeah i dont want to share perks across all the races though, it's nice to pick up different ones as you find different cities. I have deleted all my new temples and shrines for the believers, and 2 perks that went with them, deleted all the modifications to forts/capitals (since these eat up the numbers quickly) Think I've chopped about 25 items worth lol.
Chronoreaper 22 Apr, 2014 @ 4:29am 
um you shouldve just kept the old temples standing there all buildings that appear as a single should just be left as they appear in all races such as the shrines and temples to gods, the farms, mana traps and markets are all examples of this, other then that can just give perks to pre-existing buildings that will save you data
Snow_Kowned  [author] 22 Apr, 2014 @ 4:26am 
I just deleted 15 redundent items, but it's not enough! Gonna have to slap believers in the face and give them the old temples and shrines and shift the resources somehow, maybe lowering upkeep.
Chronoreaper 22 Apr, 2014 @ 4:11am 
lawl i see you noticed i just put that one out today and can try going against or with them in your mod i havent tested them both together just yet, and you could be able too if you make a mod with 3 factions its gonna be much higher in data usage then 3 mods with a single faction
Snow_Kowned  [author] 22 Apr, 2014 @ 4:09am 
Yeah but if I make another mod, and it's large, well, to their limit, then neither can be played together anyway. Unless they raise the limit. Plus there's a lot of other mods, like yours lol, what if I wanna play ratmen against believers LOLOLOL!
Chronoreaper 22 Apr, 2014 @ 4:04am 
could do what im doing and making multiple race mods while waiting for the increase in size, hopefully merging will be easier then too
Snow_Kowned  [author] 22 Apr, 2014 @ 4:01am 
Yeah I think what'll do, which is kinda sad (cause I had much more I wanted to make) is try to trim back on some of the content, maybe merge buildings, remove things that might not get used, like the boat upgrades... and then cry when someone else has a nice size mod and we can't play them both!

Yeah hopefully they open up the limits of the mod editor later. But for now, I shall trim!!! See if I can open up say 10-20 items. That'll be enough for some of those mods.
skycrow 22 Apr, 2014 @ 3:57am 
The same error you're getting during loading a map? Yes.
Was it incompatible before the patch for Warlocks 2 today, and before my patch?I only tested the 1.02 mod with base game v. 2.1.129.
Chronoreaper 22 Apr, 2014 @ 3:47am 
well its there first open modding system on this game genre(not counting crusader kings 2), personally i dont think they considered people thinking or being able to create mods this high using all we can do is hope they patch it to attain higher mod data usage and limits when they fix the other editor problems
Snow_Kowned  [author] 22 Apr, 2014 @ 3:44am 
I think I just confirmed that I hit the limit (size wize) of a mod (or total mod data amongst mods). I added 1 new unit to my draft and tried to run it, and bam OVERFLOW 401!!!!!!

Why it is limited to such a small number (small in that it still loads quickly???) I don't know. Only fix I can think of is to massacre my mod lol. Or make many smaller ones, however you can only have 5 active at a time, which creates the same issue in a way.
Chronoreaper 22 Apr, 2014 @ 3:35am 
This is actually a Warlock 2 editors bug it happens with alot of the mods namely the bigger mods such as that New Lords one as that didnt even work when i did it
Snow_Kowned  [author] 22 Apr, 2014 @ 3:31am 
Short answer, no it is beyond me. I have no programming experience and am purely relying on the editor.

I loaded up a bunch of other mods and kept getting the overflow error at 401 (presumably the same error you're getting during loading a map?). I encountered a similar error when I tried to make 5 buildings have the same prerequisite building and got an array overflow 4 < 5 (that is, the max prereq is 4) and this is giving 400 < 401 (but I don't know what it's counting? units/buildings/perks/monsterdens/allofthem? etc...)

I tallied up some numbers but nothing adds up to explain why it is happening considering I feel my mod is well under 400 new items of content, it's somewhere approaching 200, maybe a bit more if it's counting images. And some of the mods are only adding say 2 items.

Was it incompatible before the patch for Warlocks 2 today, and before my patch?

Thanks for letting me know about the issue. I'll put a warning on the mod, and if you come across a fix, let me know.
skycrow 22 Apr, 2014 @ 12:24am 
Your mod isn't compatible with "many" other mods,may this be fixed?
For example:Keepers Awakening, Recruitable Demons, New Lords, Sand Colossus, Great Mage Shadow and so on.
Chronoreaper 21 Apr, 2014 @ 9:38pm 
lol in due time theres no rush
Snow_Kowned  [author] 21 Apr, 2014 @ 9:36pm 
Yeah sure, whatever you want your ratman hero to be, i'm more than happy to oblige. But I'm gonna be afk for a bit, so I can't work on it right now. Literally running out the door. But yes, definitely!!!!
Chronoreaper 21 Apr, 2014 @ 9:30pm 
love the new portraits my friend and if you wanted the ratmen heros i made i can give ya the specs in private cause one of them is a unique hero made in a majesty 1 forum years ago :P
Snow_Kowned  [author] 21 Apr, 2014 @ 9:19pm 
Patch incoming!
NicJaye 21 Apr, 2014 @ 7:30pm 
ppp PARAKITO
Chronoreaper 21 Apr, 2014 @ 4:36am 
aye it sucks how that works closest you can get is unit actions that wont break the game so far, just wish they foresaw this happen cause other games had similar problems with there editors on release
Snow_Kowned  [author] 21 Apr, 2014 @ 4:34am 
Yeah, hopefully they open up the rest of the game. I'd personally like to play around with some of the terrains. And at the moment adding spells seems to break the spell research tree.
Chronoreaper 21 Apr, 2014 @ 4:31am 
i really pray they fix that problem up so its possible to select the units model would make copying other unit templates so much much easier, and i think theres a way to do it within the game files similar to how some have fixed great mage perks for example since it isnt released yet
Snow_Kowned  [author] 21 Apr, 2014 @ 4:01am 
I'm not sure about the custome models, but with the "build a city" command, you'll always want the province with the lowest number (for a 1 pop city) unless it finishes with "_" Each progressive number climbs through its automatic generation from tier 1, to tier 2, tier 2 food, tier 2 war, tier 3, etc... And yeah, cause I don't know how to get the game to use new/custom models, I've just been using copies of the existing models with new names. But yeah, I'm sure that did not help at all lol!
Chronoreaper 20 Apr, 2014 @ 5:56am 
congratz on retrieving mod access there and yea will keep that saved incase it does, and i meant the number file of the province of the capital so it properly selects the ratmen capital instead of another when settlers use Build a City(Ratmen) action i had to make, to custom models i mean units cause there isnt a abundent of species models ingame im even thinking to add bearmen as a late tier unit and make up some lore to say how it worked, hell im using the druid model for two of the temple units cause under that cloak who knows what it is lol
Snow_Kowned  [author] 20 Apr, 2014 @ 5:42am 
You don't want to use the existing beastman/monster capital model? I think the ingame models are beyond the editor and probably hidden in the code somewhere. I'm sure there are people working on it though.

Good news, changing 2 numbers to 0 in the info file mysteriously allows me to edit my mod once more, and for all I know, other people too lol!

This link seemed to work incase you run into a similar thing. Hopefully it's just my badluck lol.

http://forum.paradoxplaza.com/forum/showthread.php?770090-Is-there-a-way-of-recovering-a-mod

Time to retire for the night. Thanks again for your help.
Chronoreaper 20 Apr, 2014 @ 5:24am 
im trying my best thats for sure trying to figure which province in my race will be the captial for settlers kinda wished i noticed earlier on, if i can manage to get someone who can put models into the game would make it highly successful
Snow_Kowned  [author] 20 Apr, 2014 @ 4:48am 
Thanks, I hope your ratman mod turns out well.
Chronoreaper 20 Apr, 2014 @ 4:08am 
i heard somewhere on the paradox forums that you can merge your smaller mods into a single file, ive yet to find out how but its possible, i would say just work on bigger mods then one at a time cause i named a mod i put too much time into after what it is thus limiting its use, like i cant have goblins and a wolf lord appearing in a ratman faction could i? well i could but be wierd is the point lol.

if ya need help feel free to send me a message will help ya out
Snow_Kowned  [author] 20 Apr, 2014 @ 3:41am 
Yeah I might make some more, maybe smaller mods and put them in a collection. That way if this happens again I'll only lose a part of my work. Should've thought of that first lol.

Just took a look in the editor again and my perk data is there in raw form without names or icons. Strangely enough I now have 2 copies of my published mod showing up... when I've done nothing on my end. So maybe the workshop is still updating or working itself out, fingers crossed.
Chronoreaper 20 Apr, 2014 @ 3:29am 
could just restart the mod itself using your knowledge of what you did, though might be a idea to get a text book or two for this and then rework the mod and even add or remove more stuff, thats what i did more so on memory wise especially during unit stats
Snow_Kowned  [author] 20 Apr, 2014 @ 3:26am 
Yeah, ah well. I can't be bothered trying to figure out how to decompile the code >_< At least it was finished, except for the icons and maybe some more tweeking.
Chronoreaper 20 Apr, 2014 @ 3:17am 
damn that sucks man, and you could just cruise google for the images like i did
Snow_Kowned  [author] 20 Apr, 2014 @ 2:51am 
Or not... it seemed to delete my draft when I updated the workshop >_< It didn't do that last time :'(
Snow_Kowned  [author] 20 Apr, 2014 @ 2:30am 
Yeah I haven't gotten around to making some 64x64 images (or larger for the great mages), apart from the snowcone image i have for the mod lol. Yeah I was hoping some of the different styles of play (in the build trees) with this mod might inspire some others so it's good to hear it has :D :D :D

Thanks for the feedback, I might go make some custom images now while the iron is hot!
Chronoreaper 20 Apr, 2014 @ 1:39am 
nice work even if just having fun around and you know you can use custom images right? im doing that for the Ratmen factions new custom Mage, also your Believers faction helped me create a lord above legendary im thinking to call a Chosen Hero who has the perks of all gods or maybe just a single perk with a mixture of the gods one