Total War: WARHAMMER II

Total War: WARHAMMER II

Not enough ratings
The Final Plan A Lizardmen Unit and Race Overhaul
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Overhaul
File Size
Posted
Updated
102.968 MB
20 Oct, 2019 @ 9:48am
26 May, 2021 @ 8:21pm
10 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
The Final Plan A Lizardmen Unit and Race Overhaul

Description
What it is:
This mod is designed to add more unit variety to the Lizardmen and vary up their play style a little while still maintaining their core mechanics. The new lord packs for the Lizardmen have absolutely helped make the race better. I created this mod a while ago when the primal instincts rampage issue made the race less fun to play and it grew into what it is now. I removed the primal instincts nerf and some of the units because they were redundant with what CA released. I have added a few units as well as tweaked a few recruiting buildings to better spread out the recruiting. All of the changes I have made have been tested but may not be perfect yet. Please report any bugs or things that don't work right in the comments thanks!

What it does:
Gameplay changes:
This mod should make the Lizardmen's units that were redundant such as Saurus with/without shields and bastilidons/stegadons much more different due to changes in stats. For instance, the skink cohort with javalins now are without shields and worse melee stats; however they have more ammo to throw. The same goes for many units that have redundancies. In vanilla there is less reason to take a feral bastilidon if you could afford a stegadon. The armour increase was negligible and the stegadon was a straight upgrade. In this mod the bastilidons are much more adept at tanking damage from any source. They can tar pit whole units but don't deal nearly as much damage. In contrast stegadons are now more like heavy wrecking balls that swing in and need to go through a unit then come back, and cannot stay in combat for long periods of time.

Adds units:
Infantry
Temple Warriors: AP shielded elite infantry
Skink Braves: anti-infantry vangaurd skinks with low armour
Red-Crested Skink Guard: shielded elite skinks with a ranged attack
Old Gaurd: AP shielded elite unit of aspiring saurus scar veterans
Beasts
Ancient Razordon: single razordon with decent melee but a powerful AP and poison ranged spike attack
Ancient Carnosaur: Larger carnosaur with a huge anti large bonus and better stats

Other Major Changes:
Units that had similar roles or were upgrades have now been edited to be much different and more useful in the later game
Carnosaur is now a tier 4 monster and has been nerfed and reduced cost.
Feral Cold ones are added (thanks to HN's Cold Ones Unleashed Mod and his consent for letting me use it in this one.)
Dino Color variations
Blessed versions of the Skinks were added to the pool of blessed spawnings missions
Added buildings and changed which buildings recruit some units.

Thanks to HN for letting me add his mod into this one. It is fully compatible with Nakai's campaign.

It may not be compatible with some mods.
Known Issues
when using Unit Rarity Core, Special, Rare
cannot recruit carnosaur at level 4 building I have this fixed I will release a sub mod for it.
Ancient Stegadon (engine of the Gods) still says that you need to make the Holy Ziggurat instead of the correct Pyramid of Itzl. This unit should be recruited from the Holy Ziggurat but require the Pyramid be built first.

[HN] Cold One's Unleashed
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1159702718
26 Comments
NeoKorp 30 Apr, 2022 @ 1:12am 
I hope that update is still coming >,<
Pimp Hand of God  [author] 14 May, 2021 @ 9:57am 
So after testing it looks like I will have to pretty much rebuild this mod. Too many tables have been changed in TWW2 updates for it run properly. Stay tuned should have something working. I will replace the file if need be so may have to re-download the mod.
Sniggledorf Fumpledink 20 Apr, 2021 @ 3:17pm 
please update
Pimp Hand of God  [author] 15 Jan, 2021 @ 5:53pm 
I apologize I am testing it this weekend it looks like something in the wood elves update stops loading in campaigns will fix asap and update again.
King Drago 15 Jan, 2021 @ 12:20pm 
not sure why but this mod makes my game crash even if its by itself
miguelmonte2005 8 Dec, 2020 @ 4:47pm 
update? pretty please?
Pimp Hand of God  [author] 21 Sep, 2020 @ 2:12pm 
Contacted the devs of Kaedrin's manager to help me figure this out.
Pimp Hand of God  [author] 15 Sep, 2020 @ 5:23pm 
Also, I playtested SFO II with this mod and it seems to start and run as far as I was able to get. if there are any specific issues I'd like to know because I don't usually play with SFO II on just do it for a few turns to see if I can make the game crash.
Pimp Hand of God  [author] 15 Sep, 2020 @ 5:22pm 
I still am unable to get it to work with Kaedrin's mod manager.
⎝👽⎠ Markus ⎝👽⎠ 9 Sep, 2020 @ 4:36am 
is there any news for the compatibility with the mod manager kaedrin ?