Total War: WARHAMMER II

Total War: WARHAMMER II

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Jax - 3 standard mounts for the Black Ark Admirals
   
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Tags: mod, Campaign
File Size
Posted
Updated
264.499 KB
1 Apr, 2021 @ 5:55am
2 Apr, 2021 @ 1:03pm
3 Change Notes ( view )

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Jax - 3 standard mounts for the Black Ark Admirals

Description
I found that Black Ark admirals are extremely boring in combat so i added a quick fix. :)

Ads 3 mount options to Dark Elf - Black Ark - Admiral:
- Cold One (at level 7)
- Dark Pegasus (at level 14)
- Black Dragon (at level 18)

All the stats are the same as the standard Dreadlord (Sword & Crossbow) gets.

Hope that someone finds this useful.


Compatibility:
- 100% vanilla (standard game) compatible (CA even left those first 3 slots open)
- Should work with all mods (unless they tamper with Admirals skills in the first row)




If you like the mod don't be shy to rate it :)
Enjoy and kick some ass!

Donations
I do this for my own use and share it with the community. If you want to support my work, you can buy me a beer via
[paypal.me]
20 Comments
Jacksha  [author] 30 May, 2021 @ 8:50am 
Hey Sunset Sarsaparilla! :)
Yeah I agree on that completely.
About solving that problem... I've never been poking with map files so unfortunately i can't help you with that.
This guy on the other hand seams to have a lot of experience in it so he could be of much mor help to you that i could:
https://steamhost.cn/steamcommunity_com/id/TMiRRR
Sunset Sarsaparilla 29 May, 2021 @ 4:14pm 
Hey Jacksha, is it possible to make a mod that removes the Black ark's map completely or make them appear only when attacked ?

The lack of variety takes some fun away, not to mention its quite silly "sieging" your own ark

If you're not interested in that kind of mod, can you please tell me where and what in the RPFM i should change ?
Jacksha  [author] 20 Apr, 2021 @ 11:26am 
Well i don't play sfo but it should work on all standard black ark admirals except if sfo guys didn't make their own mounts in which case u don't need my mod :D
As i saw in their mod files they have "Fleet Masters" in sfo but i guess they have their own mounts or something...
Hans 20 Apr, 2021 @ 11:15am 
It dont need a sfo version? :O
Jacksha  [author] 20 Apr, 2021 @ 11:07am 
@Hans Was that a joke? :D :D
Hans 19 Apr, 2021 @ 6:30am 
Now we need a sfo version :)
Jacksha  [author] 8 Apr, 2021 @ 5:22am 
@Sunset Sarsaparilla Np. Your question was on point. Cheers!
Sunset Sarsaparilla 6 Apr, 2021 @ 8:22pm 
Makes perfect sense, the simpler - the better, especially in cases where the little extra could cause extra pain to maintain or be rarely used and therefore underappreciated.

i appreciate your effort & time.
Jacksha  [author] 6 Apr, 2021 @ 11:27am 
@Sunset Sarsaparilla
And to answer the second question:
- Well, yeah kinda... I think CA was thinking of implementing some kind of mounts for them cause the first 3 places in the first row of their skill tree were unused. So i just used them. Adding a fourth would mean that all other skills in that row would have to be shifted by one place which wouldn't be a problem to do but would make the mod not to be 100% save game compatible cause all those shifted skills in the first row would reset and players would lose skill points.
And since steed is something that i didn't think was a major thing to lose i left it out.

Hope that makes sense :)
Jacksha  [author] 6 Apr, 2021 @ 11:25am 
@Sunset Sarsaparilla
The other reason is the balance. It could be the case that admirals have higher missile dmg bcs thy can only be on foot in vanilla. Adding a mounts is a straight out massive buff to that unit in terms of usability in melee combat (that should be obvious) but he would also use his range attack more often and from a lot better angles (especially on flying mounts) so i see it range buff even so the raw numbers are saying the opposite....