Total War: WARHAMMER II

Total War: WARHAMMER II

[SFO] The Empire Elite Legendary Units Version 1.0
23 Comments
chryssjanzonio 25 Dec, 2021 @ 3:55am 
update can someone else pls update?
TerrorOfDeath 19 Apr, 2021 @ 10:26am 
Please someone update the mod :(
maca0147 25 Apr, 2019 @ 11:44am 
Unit Formations seems like a niche mod, any plans for getting support on Crynsos' side instead of making it required to run yours?
JB 10 Feb, 2019 @ 1:19pm 
update pls <3
Marcel Soares 19 Jan, 2019 @ 7:47pm 
any news on this preview unit?
Agis 12 Nov, 2018 @ 10:09am 
hi can u tell me if u can update because i dont can start save game
Agis 8 Nov, 2018 @ 1:44pm 
update pls
crimson flame 25 Sep, 2018 @ 1:10pm 
any chance for a radious balanced and unit only mod?
^Triumph 8 Jul, 2018 @ 7:12am 
White light beam above the elite witch hunter retinue its still there :S Im the only 1 with this visual bug?
mdnizamsabdin 26 Jun, 2018 @ 10:27pm 
Please update sir
^Triumph 12 May, 2018 @ 4:59pm 
the witch hunters have a strange beam on their heads that drop fps so much :S
Crazyivan 14 Apr, 2018 @ 2:40pm 
Thanks so much Lieutenant Dan i will look forward to your stanalone mod really like this so much i am a Empire player more than any other faction gret work
Hassan Ben Sahid 14 Apr, 2018 @ 2:03am 
@Lieutenant Dan Thanks for considering all of that :)
Lieutenant Dan  [author] 13 Apr, 2018 @ 8:50pm 
@Crazyivan: i enable the formation using so it kinda need the mod, for the landmark, because i want these units to be recruited at specific building only so that mod enable some special buildings i want to, actually i am learning how to make landmark building for myself so once i am done with that i will make everything needed available in this mod and it wont require any other mods, sorry for the trouble, please stay tunned as i will update it as soon as i can
Crazyivan 13 Apr, 2018 @ 7:58pm 
to have this mod why do i need the required mods i don't like useing any unlocker at all amny thanks for your hard work and i do use SFO.
Lieutenant Dan  [author] 13 Apr, 2018 @ 4:55pm 
@Hassan Ben Sahid
3. Witch Hunter, i am still fiddling around the stats with these guys because they have 15 models count, kinda hard to do the math, but yeah, they need a nerf, maybe not too much since only 2 of them available
In general, pretty much i still keep these guys pratically stronger and unique comparing to the other units since they can only be recruited at certain provinces, and their price tags are ridiculous as well, they also dont receive much buffs from builldings or tech as well as general skills, so it kinda make sense to keep them strong in a big campaign scale.
thank you very much for your feedback
Lieutenant Dan  [author] 13 Apr, 2018 @ 4:55pm 
@Hassan Ben Sahid: Hi, thank you very much for your suggestion, i did have a test with a campaign with SFO enable,
1. The Nuln Ironside definitely need nerf, i declared war on Wissenland and get destroyed by these guys
2. Knights Panther: Yeah i will change their name, having 2 Knight Panthers are somewhat annoying too, but because my unit can only be recruited at special building and the one available in Middenland is Knight Panther Chapter house so i may chang their name to "Elite Knight Panther", kinda make sense because they are stronger and only 4 of them can be recruited in the whole campaign.
Lieutenant Dan  [author] 12 Apr, 2018 @ 7:05pm 
@Hassan Ben Sahid: thank you very much for the feedback, i will have a closer look when i arrive home after work
Lieutenant Dan  [author] 12 Apr, 2018 @ 12:50pm 
@Zymerix: they are still human, just happen to be cursed because they have been fighting the vampire for all their lives, they get stronger when fighting against vampire forces as well.
Hassan Ben Sahid 12 Apr, 2018 @ 9:07am 
Love your units, very well done textures and unit cards.
Here some balancing suggestions:

Templar Witch Hunters shouldn't be that Strong in Melee as they are much better than the Witch Hunter Retinue in SFO. They should be a swift unit with middle range (90 perhaps) which you can move around quickly and attack from behind thanks to their sneak ability.

The Elite Nuln Ironsides should also only be 60 men per unit like normal Nuln Ironsides or even 45 but with increased stats (Health) and maybe less missile damage but increased bonus against large enemies.

Knights Panther are already in SFO integrated so it's a bit weird so maybe making a new cavalry unit with support abilites and magic attacks?

What i want to say is that you need to make unique units with certain rolls which can't (or hardly) be expelled from the roster or have unique advantages.
Zymerix 12 Apr, 2018 @ 8:01am 
wait raven knights should be for VC or no?
Lieutenant Dan  [author] 11 Apr, 2018 @ 12:41pm 
@Venris: thank you very much
Venris 11 Apr, 2018 @ 9:01am 
Me like, good mod.