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Thread: The Vampire Thread - Sylvania 1.4

  1. #121
    RedDwarf's Avatar Ordinarius
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    Default Re: The Vampire Thread - Sylvania 1.4

    Quote Originally Posted by Big Pacha View Post
    You speak like Yoda. Cool

    This armor change would require a fix in the modeldb. Why not. It's possible... but that would be the least of my concern.

    UPDATE about 1.4.1 & my stuff: good news!

    - The Music stays, so for those who DL & installed my Vampire Music Mod=you keep it, nothing changes.
    - CoW team has fixed the Carstein bogyguard on foot in 1.4.1, giving them the proper defense level. You don't need my fix anymore. I will update first post ASAP

    Now for the (relatively) bad news: the translation hasn't been fixed for 1.4.1 yet so we wait... not a big deal.
    Not when stability is at hand.
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco

  2. #122

    Default Re: The Vampire Thread - Sylvania 1.4

    Quote Originally Posted by Big Pacha View Post

    You speak like Yoda. Cool
    Yeah I know my English is not the best

  3. #123
    Big Pacha's Avatar Campidoctor
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    Icon10 Re: The Vampire Thread - Sylvania 1.4

    Quote Originally Posted by RedDwarf View Post
    Not when stability is at hand.
    what do you mean? About what? skeleton lack of armor model or incomplete translation?

    I didn't notice any stability change - I mean, instability - but then I wait for the translation update to re-begin a new Undead campaign, again...

    Quote Originally Posted by easy View Post
    Yeah I know my English is not the best
    Can't be worse than Martin's (but then he's a Sith) and Yoda is pretty cool IMO
    End of OT.






  4. #124
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    Default Re: The Vampire Thread - Sylvania 1.4

    Quote Originally Posted by Big Pacha View Post
    what do you mean? About what? skeleton lack of armor model or incomplete translation?

    I didn't notice any stability change - I mean, instability - but then I wait for the translation update to re-begin a new Undead campaign, again...
    Translation OC
    A bone head missing his hand is not on my big OW No list
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco

  5. #125
    Big Pacha's Avatar Campidoctor
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    Icon10 Re: The Vampire Thread - Sylvania 1.4

    Quote Originally Posted by RedDwarf View Post
    Translation OC
    A bone head missing his hand is not on my big OW No list
    yeah me too.

    Hence the wisdom of waiting for the translation.

    Go out & do some sports until then






  6. #126

    Default Re: The Vampire Thread - Sylvania 1.4

    New Zombies are interesting. Although otherwise I imagine zombies in Warhammer ... but these are much better than the previous one. New animation rules.

    Zombie ... hmmm ... similar to those of the Dark Messiah.




    New Zombie rox
    Last edited by Martin von Carstein; January 08, 2011 at 09:52 AM.

  7. #127

    Default Re: The Vampire Thread - Sylvania 1.4

    I like the new models but i still think they need to be tough, because like cannon fodder they dont hold the enemy time enought
    With just 2hp but keep the actual stats would make them very useful

  8. #128

    Default Re: The Vampire Thread - Sylvania 1.4

    This may be a silly/noob question but, how do I get Black Grail Knights? I was playing as dwarves and saw that Sylvania had some and I really want to get them in my Sylvania campaign D:


  9. #129

    Default Re: The Vampire Thread - Sylvania 1.4

    I ran into what I believe might be a problem with my campaign. Within my first few turns (I can't remember exactly, but no more than 10) I received the Necromancer units with their general. However, in that turn I also did a battle in which the game crashed immediately after. However, when I reloaded the game at the point before, the Archmage and his Necromancers did not arrive on the same turn. In fact, i'm in turn 40 as we speak and I still don't have them.

    I also lost my entire royal family to a streak of assassinations at around turn 20, Manfred von Carstain himself being amongst the victims. Now the only surviving member of the bloodline is a minor character you receive at the beginning of the campaign. Since then, i've been receiving dozens of adoptions, but none of them are vampires! I had thought the assassinations were a script, seeing as all the deaths occurred within two turns.

    Also, on a side note, when do you receive Blood Dragons? I'm 40 turns in, as I said, with the Blood Keep in my control and fully upgraded. Is my campaign bugged?

  10. #130
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: The Vampire Thread - Sylvania 1.4

    Blood Dragons come in a script

  11. #131

    Default Re: The Vampire Thread - Sylvania 1.4

    So how would you explain my Archmage/Vampire Necromancer problem? Does the script generate them randomly?

  12. #132
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    Default Re: The Vampire Thread - Sylvania 1.4

    Same with them. They come randomly. I recieved Blood Dragons on turn 1 in one game and in another I never recieved a merc unit. It's just random.

    Also, for your assassinations, I'm sure that will be just a one time thing. I've never encountered something like that in any of my 3 or 4 Sylvannia campaigns

  13. #133

    Default Re: The Vampire Thread - Sylvania 1.4

    It was a major blow to my campaign. I haven't had a single vampire since. I've got mortal generals commanding my armies of Undead.

  14. #134
    Big Pacha's Avatar Campidoctor
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    Default Re: The Vampire Thread - Sylvania 1.4

    Indeed, none of the newly adopted family members are vampires.

    I get it for the main generals (even if that's weird) but for the family members... there's no way. They HAVE to be all 100% vampires. Logic!

    Sylvania characters shouldn't be random. They must be ALL vampires. That would simplify + those are Vampire Counts, dammit! (litterally )
    BTW the only way a mortal could command undeads would be as a Necromancer. Lets simplify=all Vampires

    As for now, this factions relies too much on Empire factions script. Who's with me for a Vampire Mod to personalize them a bit more?
    My opinion






  15. #135
    angus young's Avatar Ordinarius
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    Default Re: The Vampire Thread - Sylvania 1.4

    Quote Originally Posted by Big Pacha View Post

    As for now, this factions relies too much on Empire factions script. Who's with me for a Vampire Mod to personalize them a bit more?
    My opinion
    I m not a moddeur, but i could do a video trailer to promote your mod, if you want ?

    Tu pourrais aussi faire un appel sur Mundus Bellicus afin d'essayer de chopper 1 types ou 2.

  16. #136

    Default Re: The Vampire Thread - Sylvania 1.4

    As we're at personalization:
    Submod on the interface and event.

    Sylvania, 20 mb. It should work well for this version.

    http://www.twcenter.net/forums/showthread.php?t=322577 - event.

    http://www.twcenter.net/forums/showthread.php?t=322799 - interface.

    How would look like this mod? Please write in simple English, I understood everything without effort.

  17. #137

    Default Re: The Vampire Thread - Sylvania 1.4

    Quote Originally Posted by Martin von Carstein View Post
    New Zombies are interesting. Although otherwise I imagine zombies in Warhammer ... but these are much better than the previous one. New animation rules.

    Zombie ... hmmm ... similar to those of the Dark Messiah.




    New Zombie rox
    I think these are the best zombie !
    Spoiler Alert, click show to read: 

    or these
    Spoiler Alert, click show to read: 

    or these ?
    Spoiler Alert, click show to read: 

  18. #138

    Default Re: The Vampire Thread - Sylvania 1.4

    Quote Originally Posted by Borbonic South View Post
    or these ?
    Spoiler Alert, click show to read: 
    if you upgrade their armors to Gold, they kind of look like it

  19. #139
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    Icon9 Re: The Vampire Thread - Sylvania 1.4

    Quote Originally Posted by holynevil View Post
    if you upgrade their armors to Gold, they kind of look like it
    ... what you can do in Drakenhof, turn 1

    On another subject:

    Vampire Cult

    It seems that this "religion" is messed up in 1.41. It was mentioned before here but I didn't pay enough attention. Sorry.

    Turn 1: all Sylvania has a 90% VCult score.
    Turn 2: VCult drops to 64% and stay like that, for no reason at all.

    Although the liche "priests" can raise VCult in foreign provinces, they seem unable to do it on VC mainlands.

    I've never seen this on any Med2 mod or any TW-based game...

    That + the CTD on the siege battle at Blood Keep (me defending) who can't even load = I quit CoW campaigns until the 2 problems are fixed - that, and:
    - the Krell anomaly, go HERE
    - the Blood Dragons who never show up
    - the human (not Vampire as they all should be) VC generals & characters

    PS: @ MartinVon Carstein: sorry, I totally forgot about multi this sunday. My bad...






  20. #140

    Default Re: The Vampire Thread - Sylvania 1.4

    The problem with making all Sylvania generals vampire is that vampirism is a personality trait in the game but the way traits work there is no way to make a trait with a 100% chance of being inheirited within the nuclear part of your family (the ones related by blood) and of course theres no way to guarantee the trait is transferred to adopted members (sorry no neck bite for you). You could do it by script but I don't think you can write a script in such a way that all new family members get the trait. Hence the problem. The devs could lengthen the family but you still need to wait for the buggers to mature and get old enough to take command.

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