Total War: WARHAMMER II

Total War: WARHAMMER II

The Final Plan A Lizardmen Unit and Race Overhaul
26 Comments
NeoKorp 30 Apr, 2022 @ 1:12am 
I hope that update is still coming >,<
Pimp Hand of God  [author] 14 May, 2021 @ 9:57am 
So after testing it looks like I will have to pretty much rebuild this mod. Too many tables have been changed in TWW2 updates for it run properly. Stay tuned should have something working. I will replace the file if need be so may have to re-download the mod.
Sniggledorf Fumpledink 20 Apr, 2021 @ 3:17pm 
please update
Pimp Hand of God  [author] 15 Jan, 2021 @ 5:53pm 
I apologize I am testing it this weekend it looks like something in the wood elves update stops loading in campaigns will fix asap and update again.
King Drago 15 Jan, 2021 @ 12:20pm 
not sure why but this mod makes my game crash even if its by itself
miguelmonte2005 8 Dec, 2020 @ 4:47pm 
update? pretty please?
Pimp Hand of God  [author] 21 Sep, 2020 @ 2:12pm 
Contacted the devs of Kaedrin's manager to help me figure this out.
Pimp Hand of God  [author] 15 Sep, 2020 @ 5:23pm 
Also, I playtested SFO II with this mod and it seems to start and run as far as I was able to get. if there are any specific issues I'd like to know because I don't usually play with SFO II on just do it for a few turns to see if I can make the game crash.
Pimp Hand of God  [author] 15 Sep, 2020 @ 5:22pm 
I still am unable to get it to work with Kaedrin's mod manager.
⎝👽⎠ Markus ⎝👽⎠ 9 Sep, 2020 @ 4:36am 
is there any news for the compatibility with the mod manager kaedrin ?
Pimp Hand of God  [author] 8 Jul, 2020 @ 11:44am 
For those of you using Kaedrin's Mod Manager I have been unable to get this mod to show up on there but I am working on this.
Pimp Hand of God  [author] 7 Jul, 2020 @ 7:40pm 
Yes, this will be updated. I apologize I am in the middle of moving during COVID. I am in the process of making it SFO compatible again. Most of the time nothing breaks after a large update but with all the bugs in the latest update I wanted CA to send the patch before I waste to much time fixing things.
As for more stuff added to this pack. I have come across several incredible mods lately and am asking for some help one part of this one. I am building...slowly...a separate mod that will be added to this for a troglodon and skink oracle rider. If I ever get it right I will add that mod to this one. For now just updating and value changes for balancing.
Wicked 28 Jun, 2020 @ 9:10pm 
any chance for a sfo?
Ciaphas Cain 5 Jun, 2020 @ 11:05am 
Does this need updating? Mod says last update was April but you can't trust what that says! xD
Pimp Hand of God  [author] 29 Apr, 2020 @ 9:57am 
I have just updated the mod to be compatible with the newest patches. Also, there were alot of balancing issues for campaign and custom battles that i wanted to test out.
- First and foremost all units are now available to all Lizardmen factions.
- Saurus Warriors got a nerf to further separate the shielded vs non shielded units
- Nerf to Ancient Carnosaur and Carnosaur now the former should be able to kill a Dread Saurian if you use its charge but if its not large the Ancient Carnosaur wont just kill everything
- Slight nerf to Stegodon MD
- Bug Fixes.

Finally, I do not know why it won't show up in the mod manager. I will have to download the latest version and test it.
Eefwee 23 Feb, 2020 @ 6:35am 
This mod isn't showing up in Kaedrin's MM for me either. Is this a known issue?
djdomi44 16 Feb, 2020 @ 4:14pm 
can make that these units will be avaitaible to the Nakai faction in custom battles please :)
Pimp Hand of God  [author] 1 Dec, 2019 @ 9:40am 
Yes, it should be ok to use with the newest SFO II. However, I haven't done extensive testing with SFO II I just am certain it will start and my units can be recruited and load into a battle. I would encourage anyone who has issues to post here or PM me please so I can fix them.
dnadolny 13 Nov, 2019 @ 12:16am 
hows the unit testing and balancing coming on any update on a SFO mod ?
Pimp Hand of God  [author] 25 Oct, 2019 @ 5:28am 
*Notes
* I know 100 is a huge bonus v large for the carnosaur, but I am testing it to see where it stacks up against the Dread Saurian, Necrosphinx, kharibdyss, Star Dragon and Hell Pit Abomination. It should win every single one of those battles, however, when facing anti-large infantry it should struggle more than it currently is. Facing anti-large missiles should delete it so I am currently balancing that.

* The Razordon might seem like it has too much ammo at 25 and very high weapon damage but it shoots a spread shot of 6 shots. This was intentional to do max damage over a very small space of time before lines hit. It wasn't intended to be artillery, more like a few rounds of grapshot before becoming an AP and Poison ball of spiky death.

* Pictures will be added this weekend I have to Photoshop them first.

Thanks for downloading
Pimp Hand of God  [author] 25 Oct, 2019 @ 5:27am 
* Notes

* I cannot recreate the Razordon crash in my current game but please try again with the current fixes.

* I will try to make an SFO compatible option when I am confident that I have play tested it enough. This mod isn't meant to make the Lizardmen OP. It is just meant to vary up the roster as much as possible and make every unit useful late into the game.
Tenebrae 24 Oct, 2019 @ 9:12am 
Hello, was wondering if you could post screenshots of the units and their stats? Thanks.
dnadolny 23 Oct, 2019 @ 10:35am 
Will you be making a sfo version ?
Blubber crap 20 Oct, 2019 @ 10:55pm 
For some reason it crashed when i hit the ancient razordon in custom battles
xXF1aKOXx 20 Oct, 2019 @ 10:45pm 
If not can you plz?
xXF1aKOXx 20 Oct, 2019 @ 10:44pm 
Compatible with SFO?