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The units cause the game to slow down significantly. I go from being able to run high/ultra to barely running on medium/low.
I have narrowed it down to this mod and specifically the units having more than 1 in battle.
Cant stress enough that the mod is great its just that issue for me.
error loading module raisedeadprovinces from file raisedeadprovinces:[string "script\campaign\mod\raisedeadprovinces.lua"]:657: unfinished long comment near '<eof>'
1.change the skin of the behemoth to greyish skin of the regular units.
2. Make a giant unit with the same skin as a behemoth
3. I would like to see stronger(late game) version of the swordsmen with the same shield as the spearmen. For variety sake. Or vise virsa.
4. A war altar type for this particular skin.
All and all one of the best designs if have seen in a long time! Great work! you are worth your weight in gold for this community!
Anyway hope you have a amazing day and keep up the great work :3
Thank you for your work :)
Many thanks for the mod though! It's really great work, and I've always found the vampire counts lack of units a bummer. This adds to it nicely without taking away from the immersion, and it looks awesome to boot. Thank you for taking the time and effort to do this =)
@Hubris, Download RPFM, use the top right search function when you open this pack with RPFM and delete all the lines that refer to those units youd like to see gone.
@Hans Wright, Undead Druchi is definitely a nice theme which already sorta fits to some of them. Well we can have both though, Ill look into it when I have more time to make it all come together nicely.
@Josen I think there is a SFO compatibility mod out there on the Workshop. And thanks for the kind words!
One could really go out of the town with imagination when it comes to lore of those guys.
Me two cents to the "catch" would not be that inovative but hey, it would make a sence that numbers are not on their side so they expand slowly, probably similar style to Tomb Kings.
Is it possible to get a pare'd down version with just the Infantry? the Knights, Lords, and monster seem a little OP and redundant. Makes early game Vlad in the old world Harder because the AI loves that broken Melee Hero.
Great Skins and artwork though man. Nice job all around.
Hoping to release my Slaanesh mod once 6.3 drops (its finished) - after I will get back and update this mod (including the building line). Thinking about making it its own subfaction. Not sure what the catch would be though, initially what I had in mind was making them this ancient civilization that perhaps even outdates the tomb kings, coming back to life due to the winds of change that released when belakor was struck down, or something along those lines. Open to suggestions.
@SFH thanks =)
@Shiramune, I like the troglodon idea heavily armored will swing back to this soon. My Slaanesh mod is about 90% done.
@Artorias, I will look into making this its proper subfaction. But itll take me a while to do so.
Prefer yours over the base games not gonna lie
@OXIDOME
Just an idea: an armored dragon spitting out this blue energy that covers your mod's units, for the Mage Lord.
For the Warrior Hero, a mount like your Tier V unit (This unit is honestly too weak for Tier V).
A monster using the Troglodon's skeleton and animations would be amazing.
For the Mage, just a horse I think, he accompanies the infantry, although a Tzeentch disc would suit him well, but I'm not sure it'll be to the majority's taste.
Thank you for your work.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3550625069
So I will read all your suggestions and see which will be an addition for when I swing back to this. Everything ofcourse if AwDiddums co-creator is onboard. :)
Would be cool tho if you could add a sprinkle of Range Dmg buffs for the Hollow Marks like Commander Passiv and maybe something in the Techtree too?
And for some reason I cant recruit the new Heroes- anyone else have the same problem?
Otherwise lovely Mod, cant wait to check out more of your Stuff. :)
Loading mod file [script\campaign\mod\raisedeadprovinces.lua]
Failed to load mod file [script\campaign\mod\raisedeadprovinces.lua], error is: cannot open raisedeadprovinces: No such file or directory. Will attempt to require() this file to generate a more meaningful error message:
error loading module raisedeadprovinces from file raisedeadprovinces:[string "script\campaign\mod\raisedeadprovinces.lua"]:657: unfinished long comment near '<eof>'
Can you fix it?