Total War: WARHAMMER II

Total War: WARHAMMER II

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More Ferals for Lizardmen SFO edition
   
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Tags: mod, Units
File Size
Posted
Updated
6.786 MB
10 Mar, 2021 @ 2:05pm
9 Dec, 2021 @ 10:02am
15 Change Notes ( view )

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More Ferals for Lizardmen SFO edition

Description
As the title says this is an SFO version of my original More Ferals for Lizardmen mod, you can read the full description of this mod here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2415476775

This simple mod adds more types of Ferals for the Lizardmen, respectively:
-Blood Splitters (Feral Cold Ones), a stronger version of Feral Cold Ones
-Scavengers (Feral Cold Ones), a cheaper version of Feral Cold Ones that relies on sheer numbers, they are pretty much a slightly stronger version of Deco's Snotlings
-Scavengers (Poison)
-Greater Feral Carnosaur, a stronger and bigger version of the Feral Carnosaur in all aspects, It's not fast like the blessed one nor has his 50% magic resistance though
-Greater Feral Stegadon
-Greater Feral Bastiladon
-Feral Terradons
-Feral Dark Ones (Nauglir)
-Greater Feral Troglodon
-Greater Feral Dread Saurian

*QA*

-"I'm having difficulties with finding X unit"
I suggest you to use the building browser but since the Lizardmen have a lot of building chains I get that It could be confusing at times, so here a brief reminder:
1) For most Lizardmen factions:
-Blood Splitters and Scavengers= animals resource chain
-Greater Carnousaur, Stegadon, Bastilodon, Troglodon and Dark Ones= Lizardmen beasts chain
-Feral Terradons= Terradon building chain
-Greater Dread Saurian= Lizardmen Worship building chain
2) For Nakai:
-Blood Splitters and Scavengers= horde cold ones building chain
-Greater Stegadon, Bastilodon, Troglodon, Dread Saurian and Dark Ones= horde beasts chain
-Greater Carnosaur= horde great beasts chain
-Feral Terradons= horde flying chain

*KNOWN ISSUES*

-While Nauglir models are compatible with the Lizardmen Cold Ones animation there seems to be a visual glitch regarding some enemy death animations: every once in a while some of the downed enemies will magically teleport back to their position in a "time-rewind Prince of Persia way".
I have no idea what Is causing this and how to fix It, sorry about that.
I can tell you that this problem does not impact the combat in any way though.

*Credits compendium*

Firstly I would like to thank the artists who made those pics!
I would also like to thank Decomposed https://steamhost.cn/steamcommunity_com/profiles/76561197983876192 for his Snotling concept which helped me a lot while I was working on the Scavengers, please check out his works https://steamhost.cn/steamcommunity_com/profiles/76561197983876192/myworkshopfiles/?appid=594570
Thanks to H3ro for his great asset editor tool!
Any of this would not have been possible without Frodo45127's RPFM which is still updated to this very day, thank you!
I would also like to thank Sebidee and Caligula for their great modding guides!
And I would like to thank you!
Whatever you liked my mod or not thanks a bunch for giving it a try!

Let's be brutally honest now: there are countless modders that are WAY more talented than me and that would deserve your money more than me.
That said, If you have grown to like my works so much to the point that you want to express your appreciation or just put a smile on my face...well: I will not stop you ;) .
You have my gratitude for all the support you can throw at me, independently by the donation's sum: you are all equals to me and I do thank you all.
From my part I can assure you that your donations will not be wasted, in fact I would mainly use them to:
-complete the Total War Warhammer DLC collection and thus expand my modding possibilities
-speed up my Warhammer 3 preorder
-PC related things

[paypal.me]
31 Comments
zerg93  [author] 22 Aug, 2022 @ 8:19am 
I have officially concluded my modding journey on this workshop.
As always: feel free to make any kind of submods for any of my mods.
zerg93  [author] 4 Dec, 2021 @ 3:25am 
That version Is already planned, gotta finish another mod I'm currently working on though.
But yeah, I'm probably gonna work on that next.
EzUNreal 3 Dec, 2021 @ 7:28pm 
Thanks for your work love it very much! Please do a Kremlo sfo version if possible. The sfo submod for Kremlo has been updated
zerg93  [author] 29 Oct, 2021 @ 5:24pm 
@Lion Thanks for the feedback, apparently I've been tricked by that particular building chain and mess up the correct unit's building assignment.
Will fix this tomorrow, cheers.
Lion 29 Oct, 2021 @ 4:56pm 
either that or u could also move it up to the tier 5 pyramid of itzl building instead. Just an idea though :)
Lion 29 Oct, 2021 @ 4:54pm 
great mod, however just wanna throw out the idea of moving the greater feral carnosaur from the corral-arena to the giant beast pit, which is where the normal feral carnosaur is recruited. It would also move the greater one from tier 4 to a tier 5 building which just makes more sense imo.
zerg93  [author] 29 Oct, 2021 @ 11:49am 
@Falk Must be something else, all of these units have custom unique indexes that have nothing to do with vanilla units.
Falk 29 Oct, 2021 @ 11:30am 
seems to get rid of the vanilla variants of carnosaur and troglodon, at least in multiplayer
zerg93  [author] 16 Oct, 2021 @ 10:04am 
As you may have noticed the new unit Is lacking some SFO's only abilities and attributes.
That's due to the fact that I'm experiencing stability issues with RPFM after the latest updates.
The application Is often not responding and It takes a lot to load/change things.
While this Is not a problem for small mods It Is basically impossible to work/access to bigger mods without getting RPFM to freeze or crash, and this include SFO.
Without having access to the main mod I can't see the specific codes that I need which Is a big problem.
The only thing I can do now Is wait and hope that the next RPFM updates fix these issues (IF It's a common issue and Is not on my part of course), until then thanks for your patience.
Blood 21 Sep, 2021 @ 3:48am 
Awesome. <3