Total War: WARHAMMER II

Total War: WARHAMMER II

[HN] Cold One Unleashed
132 Comments
[HN]  [author] 27 Aug, 2022 @ 7:31am 
I've released the TWW3 version of that mod, with bonus kislevite bears:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854098742

Check it out if you liked that one.
Pimpin Pippin 11 Aug, 2021 @ 9:54am 
Really hoping this will be updated, love the cold ones!
thorondragon 6 Aug, 2021 @ 4:46pm 
how close are ya to an update. really want to use this one.
The Blade of Demons: Soul Reaper 5 Aug, 2021 @ 4:33pm 
This is my favourite Lizardmen mod. Please do you have any idea when you might have an update ready?
[HN]  [author] 19 Jul, 2021 @ 7:30pm 
I'll be looking into that this week :)
The Blade of Demons: Soul Reaper 19 Jul, 2021 @ 7:29pm 
Can confirm that this needs an update, it is still technically usable in the sense that it still works 100% but causes you to miss out on the final tier of unit. It blocks you from upgrading to the tier 4 building.
Pimpin Pippin 14 Jul, 2021 @ 10:40am 
With all the building changes CA did to LM and Nakai i am guessing this awesome mod needs an update :)
Avrahammer 7 Jun, 2021 @ 3:14pm 
Holy shit I love you
[HN]  [author] 15 May, 2021 @ 3:00pm 
That would be a good guess, but no I had to clear that problem when I made the mod in the first place, otherwise they wouldn't get any other bonuses from any sources^^
Pimpin Pippin 15 May, 2021 @ 2:56pm 
I am not familiar with game files but what i can see in game is that global recruitment for Feral cold ones stays at 2 turns while the global recruitment for other cold ones gets reduced to 1 as you upgrade that building chain.
Honestly i do not know where the issue is but last time i tested it the Feral cold ones really did take 2 turns to global recruit even with the maxed out Portal of Tlanxla.

On twwstats website i can see that there are two different versions of the unit Feral Cold Ones ( guess one for the summon spell and the other for regular recruitment CA added).
Could it be that your mod is applying the effects to the wrong version of the unit?
[HN]  [author] 15 May, 2021 @ 2:46pm 
Sorry, I must admit I forgot about it :D
But here I am now, I've double checked the db, and here what I found.
The effect on the Portal of Tlanxla T2 building is called "wh2_dlc13_effect_global_recruitment_duration_coldones" this effect applies to the unit set "lzd_coldones" and my mod tags the feral cold ones with the following sets
- lzd_all
- lzd_astromancy_stance_guerilla_units (to have them beneficiate from the stance)
- lzd_beasts
- lzd_coldones (the one used by the building in question)
- lzd_dinos
- lzd_terradon_coldones_rank7 (some weird group CA has created and seem to be a redundancy)
- wh2_def_lzd_cold_ones (same)
- lzd_saurus_coldones (iirc this was needed to have them be impacted by Krokgar faction effect)

So from what I'm seeing, there's no reason why the Portal of Tlanxla wouldn't impact correctly the Feral Cold ones.
Pimpin Pippin 15 May, 2021 @ 10:40am 
Did you have the time to look into the issue i described?
Its present only on nakais secondary lords (not nakai himself).
If you get the chance please fix the issue.
[HN]  [author] 16 Apr, 2021 @ 1:26pm 
Alright, I'll look into that, but I think I remember having properly tagged them with the right keyword. Wont hurt to double check tho.
Pimpin Pippin 16 Apr, 2021 @ 9:25am 
Thank you for looking into this.
Here is what i saw in my game:
Nakai secondary lords have a line of buildings called "Portal of Tlanxla".
Its description states that it reduces the global recruitment time of "Cold One units".
However that does not affect the Feral Cold Ones you added.
They always take 2 turns to globally recruit while the other Cold One units properly recruit faster globally when the adequate Portal of Tlanxla is built on secondary lords.
If you can please fix this, since Feral Cold Ones are definitely "Cold One units" and as a low tier unit it makes no sense for them to take longer to globally recruit by secondary lords than tier 3 cold one cavalry.
[HN]  [author] 15 Apr, 2021 @ 4:56pm 
Alright, so I checked a bit (takes quite some time actually since you have to get enough pop to not only build the cold one building but also recruite a new horde, and I can confirm that not only Nakai himself have the modded cold one building that lets him recruite Feral Cold Ones, but also the secondary lords will get access to them as soon as Nakai gets the building (like they do with every other units).
So if you dont see the building on your side it's probably due to some mod conflict.
Pimpin Pippin 15 Apr, 2021 @ 3:45pm 
Thank you very much for taking a look!
I see Feral Cold Ones in Nakai building but i do not see them in his secondary lords feral cold one building.
I wonder can the lizardmen AI also recruit these newly added Feral Cold Ones?
[HN]  [author] 15 Apr, 2021 @ 3:36pm 
Hmm... I remember it already being applied to Nakai (dont remember about his secondary lords tho).
I'll give it a look to make sure it's the case.
Pimpin Pippin 15 Apr, 2021 @ 3:30pm 
Could you please also add feral cold ones to Nakai buildings and his secondary lords building that affects Cold One recruit timer?
Norwegian Forest Cat 18 Jan, 2021 @ 1:34pm 
Okay !
[HN]  [author] 18 Jan, 2021 @ 11:02am 
That's not something I'm really interested to do right now, sorry.
Norwegian Forest Cat 18 Jan, 2021 @ 9:26am 
Hello , could you add it for the dark elves too please ? thanks !
[HN]  [author] 11 Dec, 2020 @ 3:51pm 
Updated
Deviant 1 Dec, 2020 @ 12:38pm 
I will write my thought in more detail *
I am asking to create a separate mod. Shifts Saurus Warriors from 1-2-4 levels to 2-3-4.
Here are some arguments if in doubt:
1) Saurus Warriors without shields - The first level of barracks - Able to kill most of the units of the third level.
2) Saurus Warriors with a shield - the second level of barracks - Able to kill some units of the fourth level.
3) Previously, it was impossible to hire skinks from the lizardmen from the main building of any city, so in a sense 1-2-4 levels of the barracks were justified, because you had to somehow hire infantry in the first four turns. Now there is no such excuse.
4) We've all played lizardmen and we know that initial spam from Saurus Warriors gives full dominance for the first 20 turns.
[HN]  [author] 1 Dec, 2020 @ 12:21pm 
Oh.
Well, that's a bit out of the scope of that mod tbh.
Deviant 1 Dec, 2020 @ 12:10pm 
Saurus Warriors (I use google translate *)
[HN]  [author] 1 Dec, 2020 @ 12:07pm 
Savras?
Deviant 30 Nov, 2020 @ 10:14pm 
Great mod! You can make a mod that moves the lizardmen barracks from 1-2-4 levels to 2-3-4, savras don't look like a first-level unit ...
[HN]  [author] 26 May, 2020 @ 7:09pm 
Thanks for the heads up, I'll update this again :)
Frosty 26 May, 2020 @ 5:43pm 
@[HN]
Hey [HN]! Your building_levels_table is outdated, CA has added a new column to it "Slave Cap Distribution". Probably won't cause any harm, but just wanted to warn ya!
[HN]  [author] 25 May, 2020 @ 11:39pm 
Glad you like it :)
sciri7 25 May, 2020 @ 11:16pm 
Thanks for update, early game feels much better with your mod :)
[HN]  [author] 25 May, 2020 @ 10:47pm 
Updated.
[HN]  [author] 11 Dec, 2019 @ 10:24am 
Don't worry I'm on top of it ;)
Villas 11 Dec, 2019 @ 10:17am 
@[HN] Sorry to hear that. It wasn't a demand or something though, just excitement.
[HN]  [author] 10 Dec, 2019 @ 8:13pm 
Good thing you are here to remind the "Modders" to update this mod.
I'm sure they wouldn't have tought about it otherwise.
[HN]  [author] 15 Sep, 2019 @ 3:31pm 
Look closer.
Only the buildings past the first one of a chain cost 1 or 2.
Stoltverd 15 Sep, 2019 @ 1:53pm 
Then Nakai doesn't follow that rule.
Almost every building Nakai constructs, costs 1 population surplus
[HN]  [author] 15 Sep, 2019 @ 1:00pm 
The building has the standard cost of a new building chain, so 4 +1 for each other chaines you've started before it. It's the same price than the vanilla cold one building is.
Stoltverd 15 Sep, 2019 @ 11:57am 
@[HN]
You should take a look at the requirements you used for Nakai...
12 population surplus for the cold ones building? Damn...
Trazyn the Infinite 11 Sep, 2019 @ 8:06pm 
Sweet!
[HN]  [author] 11 Sep, 2019 @ 2:55pm 
Updated. Nakai's horde now also have access to the Feral Cold One's building.
Trazyn the Infinite 6 May, 2019 @ 8:58pm 
Feral Dwarf Rangers? Scary! I heard they were completely untameable. Or at least impossible to housebreak.
Simple Sam 23 Apr, 2019 @ 11:20am 
So how about the same treatment for Dwarf Rangers now? :D
Pimpin Pippin 22 Apr, 2019 @ 1:27am 
Thanks, your implementation of FCOnes is much better than CA.
Twitchey 21 Apr, 2019 @ 7:58pm 
Ah ok, so the ones CA added to build lists are the same unit (same stats and price etc)? Fair enough, thanks for the mod either way, it was and still is a good one (one of the first I went looking for too).
[HN]  [author] 21 Apr, 2019 @ 7:43pm 
There's only one Feral Cold Ones unit, the one use in MP, created via the army spell or recruited on the ressource building are all the same, and they are what this mod is letting your recruit.

The idea isnt to create a new unit, just to let you actually use them when they are still useful (ie, before you access the cold one riders).
Twitchey 21 Apr, 2019 @ 7:37pm 
That's a good point about them being useful at the start etc, maybe chop the unit size (and health) in half to make them different from the later ones that can be unlocked? Or did you remove the other ones?
[HN]  [author] 21 Apr, 2019 @ 6:08am 
Updated. And from what I've tested I think that mod still has a place since you can't really easily recruite Feral Cold Ones early one where they are really useful.
[HN]  [author] 16 Apr, 2019 @ 12:31pm 
Yup, but it may not be implemented in the same way than my mod, so I'll wai to see where this is going before retiring this mod.
WingsOfChicken 16 Apr, 2019 @ 9:43am 
Added in the DLC.