Total War: WARHAMMER II

Total War: WARHAMMER II

BM Alternative Miscast
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Update: 3 Jun, 2018 @ 8:02pm

Update: 24 Apr, 2018 @ 10:26pm

Modifications
  • Thanks to feedback by Darkness the mod miscast explosion radius has been reduced by 50% as it was a bit... excessive.

Update: 19 Apr, 2018 @ 12:20pm

Change Notes
This provides details as to how I made this Mod to help others who would like to learn to make their own Mods:

1) All Miscast Tables can be found in the “projectiles_explosions_table”. In this table you will notice that there is not a miscast for each Lore of Magic as CA has made a lot of the Lores of Magic just use the “wh_main_generic_miscast”. As I wanted this mod to be compatible with other Spell mods and balanced, I did not want to go and just create specific miscasts for each lore/or spell and so I just used the ones they provided. For example, every new Lore and some of the old Lores use the “wh_main_generic_miscast” instead of having their own.

2) For all of the miscasts excluding “wh2_main_spell_dark_magic_soul_stealer_miscast” I then changed the following with explanation:

  • detonation_radius: Which is used to determine how far the explosion will go, I set to 150. To note, I did attempt a map wide radius for this but it creates a bug with the AI where they then go and run away to the corner of the map for the rest of the battle.
  • detonation_speed: Which is used to determine how fast the explosion spreads from the wizard and thus how long it takes to reach its total “detonation_radius”. I set this to 50 as it gave a nice ripple effect across units.
  • explosion_particle_effect: Which is used to determine what visual effect occurs when the miscast happens. After reviewing multiple effects, the best one I found was wh_main_heavens_comet_of_casandora_impact, which conveniently matched my image.
  • detonation_force: Which is used to determine how strong the explosion in and therefore what units can be thrown around. As I wanted all units to feel the explosion I put it to a high value of 500. To note, there is falloff with this value as units nearing the edge of the “detonation_radius” are just knocked over instead of thrown around