Total War: WARHAMMER III

Total War: WARHAMMER III

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Empire Battle Wizard Regiments - SFO
   
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Tags: mod
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617.059 KB
28 Jun, 2023 @ 10:48pm
26 Oct, 2024 @ 9:50am
7 Change Notes ( view )

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Empire Battle Wizard Regiments - SFO

In 1 collection by =[NK]= Col. Jack O'Neil
Jack's SFO Mods 5.2.6/SFO 1.31 - V4 - READ DESCRIPTION
459 items
Description
Empire Battle Wizards balanced for SFO! All credits go to Prop Joe's amazing work

**I have removed the projectiles, but will leave this here to show people why**
The biggest problem at the moment is CA has hardcoded every entity in a unit fires a projectile when it's cast. So fireball, the amber spear and Shem's burning gaze, all have 20 projectiles that get fired. This poses a few issues.
1) That's 20 fireballs coming the enemies way, so the spell and explosion tables were really nerfed
2) If you lose entities then the spell becomes much more ineffective
3) That's a lot of fireballs!

Other changes is I've changed the base building slot requirement from level 1 to 2, changed the price slightly and added SFO abilities to the greatswords.

Please read his mod description for a better understanding of how they unit works!

I've reached out to Prop Joe to get any more info on this (Which he was already aware of on his page). I had thought about simply removing the projectile spells, but I've done my best to balance the projectile spells, but I feel they may need a *touch* more nerfing.

Let me know about any feedback, and I'll keep my eye on any SFO updates. Enjoy :)
12 Comments
=[NK]= Col. Jack O'Neil  [author] 30 Oct, 2024 @ 6:59am 
I'll look tomorrow. It might be an issue from when the main mod recently updated.
just jackson 29 Oct, 2024 @ 3:01pm 
Hey, the mod works for me (building, recruiting, and upgrading) but when i upgrade to a lore, my regiment has no spells. In custom battles they have spells. Do you know what I could be doing wrong?
=[NK]= Col. Jack O'Neil  [author] 26 Oct, 2024 @ 9:51am 
Fixed issue with bodyguard building chain not being right (Not sure if this was from the recent base mod update). Also reduced the cost of the building down quite a bit.
=[NK]= Col. Jack O'Neil  [author] 6 Sep, 2024 @ 8:01am 
Forgot to rename some spells
=[NK]= Col. Jack O'Neil  [author] 5 Sep, 2024 @ 7:03am 
Fixed CTD that was coming from base mod from last patch
=[NK]= Col. Jack O'Neil  [author] 28 Jul, 2024 @ 6:22am 
Small update just reducing Flock of Doom duration from SFO update
CunningSTOX 30 Jun, 2023 @ 12:03pm 
Awesome choices
=[NK]= Col. Jack O'Neil  [author] 30 Jun, 2023 @ 1:42am 
Removed the 3 projectile spells until hardcoded code of each entity firing one is removed
Datacored db/land_units_to_unit_abilites_junctions_tables/pj_wizard_regiments

Gave another spell use of Net of Amyntok, Flaming Sword of Rhuin and Flock of Doom to replace the spell removed
=[NK]= Col. Jack O'Neil  [author] 30 Jun, 2023 @ 12:55am 
Yeah, I agree with that. I might just remove the projectile spell, maybe give another use of another spell to replace it
CunningSTOX 29 Jun, 2023 @ 11:23pm 
Overall really like it but I think the projectile spells should be replaced for now. Seeing a bunch of greatswords spewing out fireballs looks kinda ridiculous. Or maybe just change their name to spellsowrds body guard lol.