Well thank you! I'm looking forward to it
Well thank you! I'm looking forward to it
nice! how is optionality organized?
Hi, can I remove the Chaos Daemons mod from the assembly by editing only the .module file without dire consequences? Or do you need to take some other steps? Thx
Do they behave the same way with you? I thought that maybe I had a problem, but in other mods they seem to behave correctly, that is, they continue to soar in inaction
Hi, is it a bug that the Eldar Swooping Hawk get to the ground? Exarch hovers but regular models stand on the ground with torn animation in manikin poses
Sucks. Maybe just transfer the Tachyon Cyclone activation to some building?
I understand, but you can at least fix the moment when there are 2 artifacts and there is a free cell, but the Lightning Field still disappears? Or is it really just I have such a bug?
I really have such a mod, but how can it change the game without being activated?
When you take three activated artifacts, there are simply no free slots for one of them
Even at Necron Lord, if you take 2-3 activated artifacts and research Essence of the C'tan Gods, some of the abilities disappear. For example, if you take Lightning Field and Resurrection Orb then Lightning Field will disappear after C'tan research
It would be great, thx/ and the mod is awesome
Thanks for the answer. Did you do this on purpose? But now the construction area around the monolith is quite small. It is very uncomfortable
I had a problem with your mod. A conflict with one wacky mod that altered vanilla directly, forced the Necrons to start with a lord and three living spiders in CornCobMod. After I uninstalled this wacky mod everything fell into place. Except for spiders. Now they do not lie around the monolith. They just disappeared. I ran vanilla for the Necrons and everything was fine there. Returned to CornCobMod - no recumbent spiders. Maybe you know what the problem might be and how to solve it? Thx
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