Total War: WARHAMMER

Total War: WARHAMMER

Mixu's Empire of Man 2.0. SFO compatibility patch
64 Comments
Lobuno 7 Jun, 2018 @ 1:33pm 
Thanks, awesome mod!!!
Dr. Oz The Great And Powerful  [author] 18 May, 2018 @ 2:55pm 
Hello everyone who still cares! I will be helping update this and other old mods by Flamboyant Schemer61 While he works on WH2 ones. It should be updated later tonight.
Kurt Helborg 27 Oct, 2017 @ 7:51am 
hi :-) will you continue your work for WH2?? i hope so!!!
Flamboyant Schemer61  [author] 25 Sep, 2017 @ 1:43pm 
I changed my mind and made some changes on some units. Decreased some unit sizes and keep the health and general stat values. But I do believe you will like them more now, and they llok better for me too.
Pipp 19 Sep, 2017 @ 11:22am 
hey sir. happy you are making compatibility versions for sfo and thank you for your work.

the unit sizes seem to be weird. imperial foot got 120 men when the sfo original only got 80. most elite units in sfo only got 80-100 men anyways.

the imperial foot with halberd is doubled because sfo did them aswell. the custom battle costs seem a bit weird aswell

would be great if you could have a look about this :)
Flamboyant Schemer61  [author] 18 Sep, 2017 @ 5:52am 
@[RoC] Tactical Turtleneck
Yeah but they are quite powerful for their money so I will probably not add that to them lol
Rustic Clover 15 Sep, 2017 @ 1:45am 
I seem to be Mr. Shield Man lately, but I noticed that the Death's Heads unit with spears and shields only has charge defense against large, instead of charge defense against all like most spear and shield units in SFO.
cody 3 Sep, 2017 @ 6:09pm 
Do you only make SFO patches, and are you done until warhammer 2? I have an idea for a patch but its not for SFO.
Flamboyant Schemer61  [author] 3 Sep, 2017 @ 5:55pm 
@rome2
yes they are
rome2 3 Sep, 2017 @ 4:33pm 
unit size in correct for SFO ?
Flamboyant Schemer61  [author] 3 Sep, 2017 @ 3:11pm 
cody 3 Sep, 2017 @ 11:58am 
are you working on any other SFO patches? :steamhappy:
Flamboyant Schemer61  [author] 3 Sep, 2017 @ 11:47am 
@Carter [2PWRR]
Yes it is
Patton 3 Sep, 2017 @ 9:11am 
has this been updated for the latest SFO update?
icydawgfish 31 Aug, 2017 @ 4:46pm 
Sounds good. No worries and no pressure, keep up the great work.
cody 30 Aug, 2017 @ 6:46pm 
Great work with these sfo compatible mods :)
Flamboyant Schemer61  [author] 30 Aug, 2017 @ 5:32am 
@icydawgfish
Instead of that I will make both the look and the name of the unit different than SFO one. Name change is simple of course, I can do it right now but changing the look is the hardest one so I need some time for it. I am very tired of modding right now, new norsca patch killed us and I have some new project to work on.
icydawgfish 30 Aug, 2017 @ 5:11am 
Could you remove the Imperial foot halberd unit? It's redundant because SFO has already included this unit in their base mod
Flamboyant Schemer61  [author] 29 Aug, 2017 @ 3:01pm 
@Bob
I have the same problem with Mixu's norsca. I know he will do outstanding job about it but I have to wait and see if it will be fully compatible or not before starting to make a balance mod. By the way, new mods are here guys check them out!
Bob 29 Aug, 2017 @ 1:18am 
@Flamboyant Schemer61 Oh yeah you a right almost forgot that Chaos update.
I think so too it will be to 99% make the mods incompatible and i said before it would be to much work to update but that is your choice you have to make.
Flamboyant Schemer61  [author] 28 Aug, 2017 @ 3:53am 
Update contains small stat changes and a fix for the sigmar hammerers attrition

@Bob
@Moorgeist
I am scared to make a patch for ultimate chaos because we wil probably have a big update for SFO in a couple of weeks, for chaos and there will be major updates for both of these mods after warhammer 2 release, which may make two of these mods incompatible
Bob 28 Aug, 2017 @ 12:46am 
Guys you now that the chaos mod would be a shit ton of work right?
Moorgeist 27 Aug, 2017 @ 8:36am 
Good work! Now there is only one important mod missing in your collection: Ultimate Chaos :)
Flamboyant Schemer61  [author] 24 Aug, 2017 @ 10:26am 
@Brutus Salad

Probably something about Empire of Man. I will mention about it at the changelog if I can fix it.
Brutus Salad 23 Aug, 2017 @ 3:34pm 
Ha sounds good, here's a screen just to prove that this did happen: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1118592665 As I kinda mentioned earlier this occurred before I updated with today's official patch, so it might have been an issue with that. I'm going to try and recruit a unit of Sigmar's hammers myself just to see if that helps, but that'll take some time.
Flamboyant Schemer61  [author] 23 Aug, 2017 @ 2:47pm 
@Brutus Salad

I honestly didn't change anything about it lol. But I will look into it. It might be an issue about SFO or Empire of Man
Brutus Salad 23 Aug, 2017 @ 12:37pm 
This might have been due to update shenanigans, but it seems as though the Knights of Sigmar's Hammer are tagged as Undead? I had a rebellion that included those units and they started taking attrition. Might be worth looking at.
Revan519 22 Aug, 2017 @ 10:20am 
nice ty
Flamboyant Schemer61  [author] 22 Aug, 2017 @ 10:19am 
@😈😉
I'm working on it
Revan519 22 Aug, 2017 @ 10:14am 
jw
Revan519 22 Aug, 2017 @ 10:14am 
could you make this mod for SFO as well Mixu's Legendary Lords(Crynsos' Faction Unlocker+ addon)
Flamboyant Schemer61  [author] 22 Aug, 2017 @ 2:52am 
@Vandamsel

What ignorance? It is a good question actually lol. About your answer. No they are not. This mod is a patch for Mixu's Empire of Man 2.0. which is a simple version of the Mixu's original empire of man. Mixu made this mod and updating only this one because he wanted all of units to be different and cut some units in order to make the rest more unique. I personally agree with him, it was a smart move and this is the only updating version of the empire of man right
now.
Vandamsel 21 Aug, 2017 @ 11:12pm 
I havent' tried the GC since the most recent SFO patch (so forgive my ignorance if these units are in the campaign), but aren't there a whole bunch of units missing in custom battles?
Flamboyant Schemer61  [author] 11 Aug, 2017 @ 3:16pm 
@nflickner

Thanks for your kind words!
nflickner 10 Aug, 2017 @ 9:51pm 
Thanks so much! You're doing amazing work! I echo Bob's desire for Mixxus legendary lords mod after you are done with Crynsos+ lords :) Thanks again
rome2 10 Aug, 2017 @ 8:18pm 
please, correct unit size for SFO mod
Vamp 9 Aug, 2017 @ 4:14pm 
WOAH you weren't kidding about the blazing sun (foot) change. I like it, KotBS were generally more offensively minded compared to Reiksguard anyways.
Flamboyant Schemer61  [author] 9 Aug, 2017 @ 3:44pm 
That and a lot of other balance adjustments are ready now. Please give it a try and give your feedback!
Bboomer 9 Aug, 2017 @ 2:47pm 
The unit Sterntower Marksmen from Nuln has 169 missile damage, I don't think thats balanced judging by the fact that each unit can get 200 + kills easily
Bob 9 Aug, 2017 @ 11:03am 
WOHOHOHOHO THANKS you make me really happy now :steamhappy::steammocking:
Flamboyant Schemer61  [author] 9 Aug, 2017 @ 10:55am 
@Bob

I will do a comp. patch for that mod after making one for Crynsos+'s lords
Bob 9 Aug, 2017 @ 10:25am 
@Flamboyant Schemer61

God I'm stupid...
Sorry wrong link.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=904487915
Flamboyant Schemer61  [author] 9 Aug, 2017 @ 8:28am 
Further balancing coming in a couple of hours. Especially about some of the knights. Hope you enjoy it guys
Flamboyant Schemer61  [author] 9 Aug, 2017 @ 8:24am 
And of course if there will be enough demand, I can make every knight units much more powerful and expensive than the vanilla counterparts but I think not all of the new units should be that powerful
Flamboyant Schemer61  [author] 9 Aug, 2017 @ 8:22am 
Please give it a try now
Flamboyant Schemer61  [author] 9 Aug, 2017 @ 8:21am 
Thanks for the feedbacks guys! I was actually just working on the units stats on this mod. The K. of the Blazing sun foot soldiers are fixed (they were just the test stats sorry for that), nearly all of the minor faction units have been checked again(their stats and upkeep and recruitment costs have been changed) and I also make the weapons more ap lesss normal damage. But, about the knights, the blazing sun foots are very powerful and expensive now ( with of course correspondant upkeep cost etc.), imperial greatswords are somewhere between carrobourg greats. and normal greats.. About the other knight units, the cavalaries are fine for now, I don't want to change their stats before norsca and correspondant patches, but I looked at the minor imperial faction knights and changed them a little bit. They are very cost-effective, most of them could be weaker than empire greatswords but they are also much cheaper (in any way).
Vamp 9 Aug, 2017 @ 7:51am 
Sry for the spam, I just tested the Foot Knight Blazing Sun unpromoted vs rank 9 GW Chosen while keeping lord buffs and everything away from the fight. The Foot knights won even with the terrible melee stats, it's actually pretty funny for the time being LOL
Vamp 9 Aug, 2017 @ 7:41am 
I also just noticed the Blazing Sun (foot) stupid high WS but it's paired with stupidly low melee stats too. I'm pretty sure it was just a minor oversight on your part, so I'd appreciate a fix whenever you get the chance, thanks for getting the entire mod working with SFO though :)
Silver 9 Aug, 2017 @ 7:34am 
The weapon strength of knights of the blazing sun(Foot) is 240, that's definitely not right. Hope fix : ). By the way, the stats of the various knights in this mod are not even better than Greatswords of the empire faction in sfo, that makes the foot knights units a bit useless. Hope further balance.

Thank you for your hardworking anyway ; )
Vamp 9 Aug, 2017 @ 7:33am 
After skimming through the weapon values, I would highly recommend that you look through the MixXxu units' normal/AP dmg values for cav. Most of the SFO changes upped the ratio of AP dmg compared to vanilla.