Warlock 2: the Exiled

Warlock 2: the Exiled

Fused Ones
20 Comments
WingedKagouti  [author] 11 Oct, 2015 @ 6:43am 
If you've verified that it happens if you use just this mod and absolutely no other mods at the same time, then I would think it is either an issue with a file that got corrupted during download, an issue with your installation of Warlock 2 or a hardware issue.

If you confirmed it by turning mods on and off individually, then it's likely a conflict with another mod. I've used it with other mods and alone without any issues, especially not ones as early as "New game".
Cognitive 11 Oct, 2015 @ 3:53am 
This mod crashes my game every time I try using it. When I click "New game" it get an error about array size. I verified that this mod is causing it.
Mango7889 22 Sep, 2015 @ 3:11pm 
oh, thanks :)
WingedKagouti  [author] 15 Sep, 2015 @ 8:39am 
The Advanced Modding manual (you can find a link in the main Warlock 2 discussion area) has an explanation of how you import custom models.
Mango7889 14 Sep, 2015 @ 1:41pm 
is there actually a way to do custom models in warlock 2 ?
Lord Majesty Shrimpy the Just 18 Aug, 2014 @ 3:15pm 
Ah, I see. So in reality what screwed me over was dumping prosperity on all my cities and letting them grow too large, too fast. Thanks for clearing that up for me. Shame about the models, but it's a fantastic mod all the same.
WingedKagouti  [author] 18 Aug, 2014 @ 10:22am 
It's not the units that consume Research, it's population in Fused One cities. The units only take gold and mana in upkeep (the only way to make units cost Research is by using a perk with a negative Research value). You can see the actual consumption if you hover over the Research production in each city.

As far as unique models go, I'm about as good at 3D modelling as I am at belly dancing (ie. no skill or practice at all). While I would like to have some different models for buildings and units, it would be far better if someone else could provide those.
Lord Majesty Shrimpy the Just 18 Aug, 2014 @ 7:31am 
Been playing around with the mod. I didn't realise just how big a drain on my research their units are, and almost ground to a halt on research. I guess it's not possible to show the research cost on their upkeep, but could you maybe create a custom icon like your fused ones icon that displays the research drain for each unit?

I like the idea of the Fused Ones having elite high upkeep units, but I wonder if the upkeep costs are a little too high considering how much of a drain on research they are. Since a lot of their buildings have high upkeep costs, juggling the need for more research while keeping my gold and mana income positive was difficult.

Finally: Any thoughts on custom models for the Fused Ones?

I don't mean to sound negative about the mod. I love the concept and I've certainly been having fun playing with them. They have a very different playstyle to the existing races in the game.
WingedKagouti  [author] 23 Jul, 2014 @ 11:40am 
Update status: Currently putting in some finishing touches on lore and minor unit tweaks. Will need to test the changes in a few games, but I do not expect anything massively out of order.
Chronoreaper 21 Jul, 2014 @ 5:37pm 
ah i didnt know it was just visual thought it was the other issue that sometimes occurs lol
WingedKagouti  [author] 21 Jul, 2014 @ 8:34am 
While I could substitute the Research consumption with Mana consumption, that would actually change how the Fused Ones play and require noticable changes to the tech tree for them not to starve. Also, the "only" issue with Research consumption is the visual representation.
Chronoreaper 20 Jul, 2014 @ 11:47pm 
very beautiful concept and a little bit of advice into the lore you've written you could substitute the mana as there main consumption item and make most of there items bring forth research even make units that can gain research points for you(trying to figure out a attack and gain them in the files atm myself) that way you dont struggle on that research problem till its addressed by the devs.

keep up the good work though :D
WingedKagouti  [author] 20 Jul, 2014 @ 5:38am 
Dremer lands deal damage to anything that isn't tagged as a Dremer.
Def 20 Jul, 2014 @ 12:15am 
Hi. Great job. Is this race is weakened on the dremer world ?? I think the fused ones are weakened on living lands because they are mechanical but what about dremer lands ?
Toran 19 Jul, 2014 @ 4:51pm 
Ah, that's a shame. I thought it might be something connected to that but wasn't entirely sure. Regardless, I'm digging the unique style of this race. Great job on the concept, and best of luck to working it out.
WingedKagouti  [author] 19 Jul, 2014 @ 4:37pm 
As far as the names for the basic soldiers, I just needed something to quickly distinguish them and didn't think too much about the actual name. Since they are more or less the Human Warriors/Veterans, but with the Fused Body perk, I simply added Fused in front. I'll probably rename them in a future update, once I figure out something I feel fits better.

Also, the birds will likely get an upgrade, the basic version is way too fragile.
WingedKagouti  [author] 19 Jul, 2014 @ 4:36pm 
The units taking damage from Living Lands (and being healed by Lands of Death) is an unfortunate side effect of the "Cannot be healed by Life Magic" status, which is part of the Fused Body perk and needed to make the units Repairable (so they get healed by Reconstruction and similar spells).

The Construct status/perk does not accomplish this, the Construct class (ie. the gear) does. Having every unit be the same class was an even worse option, as you would not be able to easily see which units were in different positions without selecting each of them or zooming in closely.

The issue has been discussed a bit on the official forum, but no official word on any changes there.
Toran 19 Jul, 2014 @ 3:58pm 
Just a quick question. I've noticed most, if not all, the units take damage from being on a Living hex but are not actually considered 'dead' type units. Was this intentional? If so, that's fine, but I thought I'd mention it just in case it was not.
WingedKagouti  [author] 19 Jul, 2014 @ 7:45am 
I haven't encountered any crashes myself, but I have not played it together with other mods yet so I can not vouch for interaction with other mods. I have stuck to options that should be safe to mix with other mods and Research consumption is an option using the ingame editor (the display issue merely seems to be an oversight as usually nothing consumes Research).

The only issue I could see is one of the altered food related quests, which has a lot of options. If another mod also modifies it, there could be some conflict in what gets displayed.
istrokemy 18 Jul, 2014 @ 9:00pm 
sounds awesome