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Roughly analogous to chariots.
Glad to hear it is working for you!
Somehow I have to do un-sub & re-sub to force the steam re-download the mod to make it works. Now the technologies works fine with both Juggernaut and Earth Borer Units. It looks like once you binding Unit keys with Tech keys properly, the technology tree will automatically include New Unit Card Icon.
Got it fixed and updated!
Turns out they used unit sets based on unit class instead of the usual method for them. Since the juggernauts are classified as chariots, they missed out on automatically working. But they have manually been put into those unit sets now!
It is very possible these got left behind when they did the big technology rework for the dwarfs and I missed it!
From my personal experience of modding in TWWH, you need to take a look at "unit_set_to_unit_junctions_tables" and link each of relative Dwarf Technologies (under "Unit Set" column) to your created unit key "(under "Unit Record" column). Hope it will help.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1980514782&searchtext=dwarf+tank
The author has long stopping update this mod and granting the authority for anyone to integrate his work into another mod.
The script to add RoR to the pool runs at the beginning of a campaign.
If it was on from the beginning I can look into it to make sure nothing funky is happening in this mod.
Unfortunately, either way that will need a new campaign start to resolve.
I hope you enjoy!
I fully intend to do a much bigger revisit to the Juggernauts later, but for now they are functional in game!
Thanks! I'm glad you like it! I thought the model was cool enough to bring it to life in game.
I will be updating and fully integrating all my new units with technologies, skills, and mechanics once the DLC comes out. These units will be getting a bit of a touch up as well as there are some new animations I can use from the Thunderbarge.
It is the time for Dawi!
Yes! The AI should be able to make them. They also count as bolt throwers / cannons as appropriate for effects boosting those units.
As for the axle and wheels, I might take another pass at this model at some point to add some polish. I've improved a lot on animation work since working on this project!
Here's a picture where it's easier to see:
https://forums.totalwar.com/discussion/266245/lost-in-time-dwarf-juggernaut
Might be interesting to have the wheels turn as the vehicle does. Not immensely important but worth a mention.
Also, were you aware of this thread when you named your dwarf mods? Poignant phrasing.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2897800168
Thanks!
Planning on releasing it with a couple of extra goodies. Just need to finish them up.
@Blitzkrieg
It got named that for a couple of reasons. I intended from the start to slowly build towards an overhaul for the dwarfs and my mods so far have been slowly working towards that goal. Wanted something a bit more catchy than: Dwarf Overhaul.
As for the specific name, it kind of came to me on a whim as I was digging through old dwarf stuff that hadn't yet been put in the game. Felt a bit like looking through an old lost and found box so I just went with that.