Total War: WARHAMMER

Total War: WARHAMMER

Vicz Impactful Magic (No longer Supported)
22 Comments
Ray 10 Nov, 2018 @ 2:50am 
Is this compatible with radious? Because in TWH2 I'm playing this with radious but here it seems to crash.
Commisar Jon Fuklaw 9 Oct, 2017 @ 2:48pm 
Excellent. Some of the spells there are in a sorry state and others feel about right.
Vicz  [author] 9 Oct, 2017 @ 2:46pm 
@Commisar Jon Fuklaw Work is in progress
Commisar Jon Fuklaw 9 Oct, 2017 @ 2:36pm 
Can you make a WAAAGHammer 2 version?
Vicz  [author] 3 Sep, 2017 @ 4:41pm 
Also in regard to orcs spamming heroes, thats a problem with the vanilla AI's recruitment policy and can be fix with AI recruitment mods.
Vicz  [author] 3 Sep, 2017 @ 4:39pm 
@Commisar Jon Fuklaw Thx for the information i'll look into it.
Commisar Jon Fuklaw 2 Sep, 2017 @ 8:54pm 
Update: Happens when fighting kayoss.
Commisar Jon Fuklaw 2 Sep, 2017 @ 5:08pm 
Sigh, just noticed I missed a question. It appears to happen consistently with about half of the battles I fight (I usually do not, skeletons and ghouls are easy to replace). It appears to only happen with the upgraded version of Invokation based on current data (miscast? lol).
Speaking of miscasts.....unfuck CA's broken miscast system plz <3
Commisar Jon Fuklaw 2 Sep, 2017 @ 5:04pm 
Mind you this is just so far. I'm about to see what happens with Kayoss.
As a side note, I have noticed that orks spam wizards and have them all cast single target spells on your general. I have never seen a character die in .5 seconds before (close, but not quite *cough* arch archaon *cough cough*).
Commisar Jon Fuklaw 2 Sep, 2017 @ 5:01pm 
It has happened vs Templehof, vs Von Carstein, and Vs orks (many many times on this faction). It has also happened in the "tutorial" mission when the enemy lord cast it. The crash appears to happen during the effect duration, not the cast itself.
Vicz  [author] 2 Sep, 2017 @ 4:23pm 
@Commisar Jon Fuklaw Ok lets get some specifics. Is it happening against a specific enemy faction or in all cases? Is it happening immediately after the cast or during the effect duration? Is it happening after every single cast or infrequently?
Commisar Jon Fuklaw 2 Sep, 2017 @ 2:19pm 
Invocation of nehek still crashes the game
` 21 Aug, 2017 @ 11:14am 
@Vicz Found, doing mods is not so difficult as I expected)
thank you again
` 21 Aug, 2017 @ 11:02am 
@Vicz ok, thanks for explain
Vicz  [author] 21 Aug, 2017 @ 3:38am 
@4ujoi So you'd like to increase the duration of activated abilities such as "Stand Your Ground"? That's sort of outside of the intent of this mod as I only wanted to effect actually spell casting. I realise that there'd likely be a conflict between my mod and another that'd do what you want so here's a solution: Get the Package File Manager program, open my mod with it and in the special_ability_phases_tables go to data_core and there you'll find the full list of special abilities and spells simply increase the duration of the abilities to your liking. Not the most straight foward solution but it should work.
` 20 Aug, 2017 @ 11:26am 
Hey,
Can You add another doubled time, for units and heroes/lords skills and debuffs pls?)
thaygiaomap2000 6 Aug, 2017 @ 4:54am 
thank for reply , now magic is useful now
Vicz  [author] 23 Jul, 2017 @ 5:58am 
@thaygiaomap2000 do you mean thr amount of healing that each individual receives or the size of the spells area of effect? Either way these can be changed if you have Package File Manager. Use that program to open the mod and edit the values for those spells in the special_ability_phases_tables, if you want to change the healing amount, or unit_special_abilities_tables, if you want to increase the size of the spells area of effect.
thaygiaomap2000 23 Jul, 2017 @ 5:02am 
how to increase healing magic efect in Ultra unit size ?
Lobuno 18 Jul, 2017 @ 1:44am 
Thanks for the answer. I was thinking that loading your mod over SFO would make it have preference and just "overwrite" the changes introduced by SFO, so it would be very easy to use your mod. But it's not the case. With both mods loaded the game just crashes. I wonder why.... Keep on the good work. Cheers!!:steamhappy:
Vicz  [author] 17 Jul, 2017 @ 4:23pm 
@Lobuno Ty for the interest although, sadly, I doubt a compatible version will be possible. I'd love to make my mod work alongside a really popular mod but looking at them side by side there appears to be too much overlap in the modified tables. I'll look a bit further into it though I think its unlikely.
Lobuno 17 Jul, 2017 @ 1:24pm 
Thanks. Sadly crashes if loaded with SFO mod and submods. Hope you make a compatible version since the concept is much interesting and IMO very needed.