Total War: WARHAMMER II

Total War: WARHAMMER II

Farce's Wallbreakers
28 Comments
Opposing Farce  [author] 28 Aug, 2022 @ 1:28pm 
Yes, once immortal empires has a couple patches under its belt and I'm reasonably sure unit traits wont get changed again.
HUNG 28 Aug, 2022 @ 7:20am 
plan for wh3?
KangarooTheBlessed 25 Aug, 2021 @ 8:40pm 
Why does DE has no wall breaker units? They have several monsters but were not on the list
Opposing Farce  [author] 11 Aug, 2021 @ 7:44am 
Should be fixed now, they renamed the feral stegadon animation. unit table now points to the correct name.
big black Mountain elder monster 10 Aug, 2021 @ 9:50pm 
Rakarth's feral stegadon,animation borken,no animation.in custom battle can check
The Butlerian Jihad 5 Aug, 2021 @ 1:19pm 
Thank you very much for the update of the new units!
Opposing Farce  [author] 4 Aug, 2021 @ 2:58pm 
Updated for Silence & Fury. Ghorgons and Jabberslythe can attack walls.
Opposing Farce  [author] 3 Dec, 2020 @ 12:46pm 
Updated. Norsca giants, all the new varieties of treemen, and the new RoR abomination can break walls now.
H-K 47 12 Oct, 2020 @ 11:28pm 
Why no dark elf wall breakers?
Millor 30 Aug, 2020 @ 9:09am 
nice ty :)
Opposing Farce  [author] 29 Aug, 2020 @ 10:49am 
Yes, that's definitely an oversight! I haven't played in a while but when I update this I'll be sure to add the norscan giant!
Millor 29 Aug, 2020 @ 1:26am 
can you update to include norscan giants? Seems like an oversight to me when all the other giants got it. I know mammoths have it, but I'm a mad man who occasionally still likes to use giants :^)
Green Rabbit 16 Jun, 2020 @ 9:11am 
its okay, still a fun mod for me!
Opposing Farce  [author] 13 Jun, 2020 @ 7:44am 
Hmm I'll take a look, not much I can do if its underlying AI behavior. In my testing I essentially had full stacks of wall breaking monsters, so maybe the AI used them against walls because they had 'critical mass' so to speak.

In land_unit_tables each unit has an 'AI usage group' and the original warp grinders, which this ability is stolen from, has melee_gatecrusher. All the units from this mod have the same AI usage group. That's about the limit of my AI modding ability, so if that's not helping then IDK.

Also it makes sense that this mod would conflict with the Idol Constructs mod, as being a 'construct' is an attribute much like breaking walls, so whichever mod loads with priority will take effect.
Green Rabbit 13 Jun, 2020 @ 6:41am 
hello just want to tell you from my observation, the AI seem to never use this new ability and always attack gate instead of wall.
just wanted to tell you. and i also want to tell you this, Great mod!
CountCatharsis 7 Jun, 2020 @ 3:13am 
It was the 'Rogue Idol are Constructs' mod. Strange since KMM doesn't report any conflicts... well, too bad!
CountCatharsis 6 Jun, 2020 @ 8:47am 
For some reason my Orc Idols can't attack walls... KMM doesn't report any conflicts with other mods, but I'll do some more testing.
Opposing Farce  [author] 21 May, 2020 @ 12:46pm 
Updated for new DLC. CA completely changed how the Strider and various forest-affiliated attributes worked which snapped the mod in half. It's been rebuilt from the ground up. Let me know if a unit didn't make the transition.
Opposing Farce  [author] 15 May, 2020 @ 11:45am 
When the new Orc/Elf DLC drops I'll update to include the Orc Idol, as well as the oft requested Lizardmen Bastiladon and Stegadon. I figured they could effectively use their armored bodies to batter walls.
Opposing Farce  [author] 26 Feb, 2020 @ 1:06pm 
Ill try to get around to adding bastiladons and hydra/kharibdys, but for miners you can find other mods which add them. I'm not sure I want them to be added, and dwarves have tons of wall breaking units with artillery.

As for modded units, the way a unit becomes a wallbreaker is tied to that specific unit entry, it's not a tag you add to a unit that goes around their singular entry. So if you wanted mod units to be affected it would require that mod to add it or you patch it.
Rachel L 25 Feb, 2020 @ 6:55pm 
What about giving miners (and miners with blasting charges) the wall breaker ability? Also, any chance of modded units support?
MooseDiver13 24 Feb, 2020 @ 9:13am 
I agree on the dark elves Hydra/Kharibidis having wallbreaker! Great Mod!
Xarizon 14 Jan, 2020 @ 5:57am 
How about Hydras/Kharibdis? DE dont have any wallbreaker monsters atm and they seem like they could probably do it after some body rushes
Antanos 18 Dec, 2019 @ 4:54am 
Yeah carnos would be a bit ridiculous, but an ancient stegadon methinks is probs strong enough.
Opposing Farce  [author] 17 Dec, 2019 @ 10:13am 
I considered stegadons because of their horns and mass originally, and you get them before dread Saurians which is nice. Ill probably add them in the future.
Blubber crap 16 Dec, 2019 @ 11:12pm 
What about stegadons and carnosaurs? I think a stegadon has the necessary girt and charge power to demolish a wall.
Opposing Farce  [author] 16 Dec, 2019 @ 9:39am 
Dragons can already fly over and land on walls, didnt seem necessary and I'm not sure how it would mess with the AI. Would they use them to attack units or attack walls, which is arguably not as good as a use for them.

Also my general idea was only to use units which had weaponry to hack/smash walls (ex: giants, shagoths, mammoth tusks) or were so large they could conceivably body slam walls to destroy them (dread saurians). Varghulfs were the exception, but VCounts needed a unit like this in the worst way, unless you use something like tireless undead where they suffer no vigor loss for climbing walls (which makes sieging zombies and skeletons suddenly terrifying)
EyeBags.On.Fleek 15 Dec, 2019 @ 8:26pm 
What about Dragons?