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  #271  
Old October 19th, 2009, 11:14 PM

BandarLover BandarLover is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

that is....odd. I know I've started my own SP Warhammer game using this mod. You're sure it is the ONLY one running? They can't guarantee total compatibility with any other mods running, except maybe CBM.
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  #272  
Old October 19th, 2009, 11:55 PM

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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

make sure that CBM isn't included in that mod.
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  #273  
Old October 20th, 2009, 07:33 AM

KimKhan KimKhan is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

@ MonkeyLover: Yep, I've tried all kinds of combinations too. I even downloaded twice to make sure I didn't get any corrupt files.

@Trumanator: CBM? I don't think it's about compability issues, as I tried running both the Itza mod solo, and the bigger "whole warhammer" single mod with Tomb Kings and Chaos included.
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  #274  
Old October 20th, 2009, 01:03 PM
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

That is certainly odd. Are you absolutely certain that you don't have other mods enabled? Remember that some of them don't have banners that would show up in the right side of the screen.

If you have just and only the wh complimation mod "six nations" enabled and start a game, there really shouldn't be any error.
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  #275  
Old October 20th, 2009, 03:30 PM

KimKhan KimKhan is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Yep, I'm 100% sure. Partly because the lizardmen mod was the first mod I've ever tried on Dom3.

I tried that once I removed ALL other mods I had, and enabled the "six nations" mod. I got the exact same error.

It's the darnest thing
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  #276  
Old October 21st, 2009, 02:57 AM

tka tka is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Have you patched the game to the latest version? 3.23b.
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  #277  
Old October 26th, 2009, 04:50 PM

Sicaire Sicaire is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

We play with CBM and Lizardmen - v0.6: there is an issue with the stegadon's howdah javelins attack that doesn't show on the unit description and that isn't used on the battlefield.
I've made a few tests tweaking the mod and only the first 4 attacks of the stegadons (which is supposed to have 5: gore, spike tail, howdah bows long-range, howdah bows mid-range and javelins) are listed and working. You can set the attacks in any order, only the 1st 4 will work, maybe thats an ingame limitation?
Strange though because hydras do have 5 attacks for example (4 lesser heads plus greater head).
Any clue?
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  #278  
Old October 28th, 2009, 05:59 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Guess I'll have to combine gore and tail into one weapon with two attacks in the next version.
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  #279  
Old October 29th, 2009, 05:01 PM

Sicaire Sicaire is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

you could also combine the 2 howdahs bows attacks in a single 12 attacks (2x6), 20 range (18 and 25 currently).
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  #280  
Old October 29th, 2009, 05:12 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

The nice thing about 25, 18, 10 is that it forces your dudes to advance firing. I don't see the need to have separate tail and gore attacks, so I'll combine them.
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