Total War: WARHAMMER II

Total War: WARHAMMER II

[OUTDATED] Ratskrieg - Skryre Roster Expansion (SFO)
113 Comments
Kraker 13 Feb, 2022 @ 1:01pm 
Empy can you add original Ratskrieg it is currently hidden
Fengxian0830 24 Sep, 2021 @ 1:01pm 
Would love for this version to be updated yes yes
maca0147 15 Apr, 2021 @ 10:47pm 
Someone rescue this mod!
vixisdead 29 Mar, 2021 @ 11:23am 
Yes, update would be appreciated
Phukface 24 Mar, 2021 @ 7:00pm 
Just wanted to throw in my vote for an updated SFO version as well lol
alisvain 11 Feb, 2021 @ 4:42pm 
God, please, update this for SFO!
Regent 24 Jan, 2021 @ 9:47pm 
update pls :>
Sam_Py  [author] 3 Dec, 2020 @ 5:12pm 
Updated, though vanilla version of this mod, can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2307880122
Volijay 30 Nov, 2020 @ 9:21pm 
Woooooot! That's what I'm talking about. If I can ever get into modding I'm sure I'd want to update it or take that responsibility
Sam_Py  [author] 28 Nov, 2020 @ 7:29am 
@Volijay @jomix7 I have good news for you. Check top of mod page.
Volijay 17 Nov, 2020 @ 7:00pm 
should be for vanilla bump bump
Jomix7 23 Oct, 2020 @ 1:17pm 
vanilla??
Volijay 22 Oct, 2020 @ 1:56am 
Can you reach out to other modders to see if they'd make this compatible for vanilla?
I am Gordoing my Ramsay 22 Sep, 2020 @ 8:39am 
this mod instantly crashes the game upon opening wtf
DracoMcGee 22 Sep, 2020 @ 2:11am 
Wicked, thanks man :)
Sam_Py  [author] 21 Sep, 2020 @ 7:17pm 
@DracoMcGee It'd be more around any references to SFO, namely the stuff in ability and man_entity tables.
DracoMcGee 20 Sep, 2020 @ 7:44pm 
What would be required to make it not crash without sfo? I'd assume it comes down to a building requirement issue not present with vanilla.
Sam_Py  [author] 20 Sep, 2020 @ 4:25pm 
Finishing up Uni this week, meaning I'll have all my free time back. I'll be doing the things I've discussed in the comment section below, along with starting to add the last regular unit (Bangmine Layer) and the RoR I have planned. After this, I'll be leaving the mod as-is, updating when needed, and perhaps improving assets here and there.

I'll be releasing a new mod for Pestilens in the future, adding the Pestilent Brotherhood as both a roster supplement and a new mechanic focusing on afflicting your armies with worsening plagues, as well as creating different types of plagues that you can manufacture and spread amidst your enemies. Look out for it!
Sólyom 20 Sep, 2020 @ 3:40pm 
yep, designed by the author for their own enjoyment in SFO, added benefit of sharing it with others so that they too can enjoy it

thanks bro
DracoMcGee 18 Sep, 2020 @ 8:33pm 
Seems to crash without sfo :(
Sam_Py  [author] 13 Sep, 2020 @ 3:20am 
@kirill.kt93 Sorry fella, as it says in description, this mod is mainly for my own playthroughs, and I'm not playing vanilla any time soon whilst SFO is freely available. That said, happy for anyone to create a vanilla submod.
kirill.kt93 11 Sep, 2020 @ 9:45pm 
Hello, but you can do this as a Vanilla, so as not to use additional SFO?
Sam_Py  [author] 11 Sep, 2020 @ 11:22am 
@Infectedwazzle No worries, well aware from my own playthrough and in a few weeks when I'm free I'll be re-balancing Ikit back to normal levels on the main mod, though keeping his weapon slightly below Warplighting cannon levels and a way bigger cooldown on Maelstrom. Gimme some time to get it sorted and it'll be done 👍
Sam_Py  [author] 11 Sep, 2020 @ 11:20am 
@TorgueUser Maybe a 'Guzzle-Gut Recycler' ROR unit that could trigger regen based off of unit loss of other units in a radius? Might be cool
Infectedwaffle 10 Sep, 2020 @ 11:34pm 
Absolutely love the mod so far. One small issue I've been having tho is Ikit being Rat-Thanos. I have no issue with the few units that are *particularly* strong (I still have nightmares from the mortar) but Ikit being comically overpowered is a little too much. As TorgueUser suggested I'd love to see a separate version of this mod with all the rediculously overpowered changes, but on top of that I'd like his War-storm ability to be limited to some degree. My suggestion would be to limit it to one or two uses and force Ikit to wait for the full 240 second cooldown before being able to use it.

Good mod tho tons of fun!
LimeUser 7 Sep, 2020 @ 2:10pm 
Just wanted to say that i would love a doomwheel unit that heals/res allies around it since alot of skaven weaponry can hurt you just as much as the enemy.

I'm looking at you chasm mortar
LimeUser 6 Sep, 2020 @ 2:38pm 
Pretty well fleshed out with only 1 accidental troop being eradicated by chasm mortar so far. I believe that the projectile hit the ground as it was fired but the actual artillery unit was unharmed which confuses me alot. I also feel like there's room for a late game stormvermin unit which has magic attack and high fire/magic defense to survive in melee even if they get hit with your own spells. Overall i really like the mod and i hope you enjoy making it.
Sam_Py  [author] 6 Sep, 2020 @ 1:17pm 
@TorgueUser Mmh, I hear you. I made Malestrom to have a level alternative to giving Ikit free nukes, as do most of the 'Stupidly OP xx' character mods often do. Putting a use limit of 2 and having lower active time might help in that, but it directly uses the Warplighting spell and literally just spams it over an area.

There are a few ways I can reel it in a bit, so maybe I'll have a play around and see what feels right. While you're active, how're you finding the rest of the mod in its current state?
LimeUser 6 Sep, 2020 @ 8:50am 
I'll be honest i really love the warpstorm skill but it should probably be more of a horde killer than army destroyer, as in strong against low armour high entity troops but slightly weaker against things like black orcs. Putting a limit on its uses would probably be a good idea aswell since we can just sit outside the walls during a siege battle and just spam it untill we win. ( Or untill the game decides it has had enough of our bullshit and crashes on us. )
Sam_Py  [author] 6 Sep, 2020 @ 8:34am 
*tone the buffs
Sam_Py  [author] 6 Sep, 2020 @ 8:34am 
@TorgueUser I'm having second thoughts about the buffs myself too, I'm just enjoying the new weapon and spell. I might just time the buffs right down to a small rise in weapon strength and armour, and put everything back to normal.
LimeUser 6 Sep, 2020 @ 2:30am 
Can you perhaps make the ikit steroid buff a seperate submod? I keep forgetting to turn this one off when im playing as any other race and i risk having a rat thanos snap me from behind.
LimeUser 5 Sep, 2020 @ 1:54pm 
Well they got overtaken by their royal highness so i started killing them
Sam_Py  [author] 5 Sep, 2020 @ 9:21am 
@TorgueUser You should totally get a free diplomatic choices mod and subjugate them later when you've properly turtled yourself and built enough corruption in their regions. That's always fun.
Sam_Py  [author] 5 Sep, 2020 @ 9:20am 
@MangyMinotaur No worries at all, hope you enjoy your next Skryre playthrough ;)
MangyMinotaur 5 Sep, 2020 @ 4:06am 
Oh my god I can't believe I didnt know about this mod sooner. Thank you author, more weapons of mass destruction :lunar2019madpig:
LimeUser 3 Sep, 2020 @ 1:47am 
They're currently reducing growth, public order and corruption in my province so i think im doing it right
LimeUser 3 Sep, 2020 @ 1:46am 
I'm trying to befriend the brettonians and become their pet rat
LimeUser 2 Sep, 2020 @ 2:41pm 
I was wondering why ikit was stronger than Archaon....
The Wriggler 15 Aug, 2020 @ 4:21am 
Yeah, I've been seeing so many talks about the the other factino in the wood elves dlc being clan moulder and bringing wolf rats as one of the units, and rat ogres like the amoured rat ogre as one of the unit variants they mentioned. It didn't seem too unlikely so hopefully they're correct. But I guess we'll have to wait and see, but I'll be excited to see what you come up with when that happens.
Sam_Py  [author] 14 Aug, 2020 @ 10:09pm 
@Lord Skritch Hey man, that's definitely not a bad idea, and I might use it in future to be honest if that's cool, but creating augmented variants of Moulder units will depend on the upcoming (and very likely) Moulder DLC. That way, at least I'd be able to do that with an actual Wolfrat model, and create others, like Bomb-Rats and so on. We'll see where abouts that DLC lands us, and if I finish off the last two units before then. Cheers again btw!
The Wriggler 13 Aug, 2020 @ 1:40am 
Here's an idea you might like; take the direwolves of the VC and reskin them to be more of a black around their "mane" and a more grey color for the rest of their bodies. Along with a bright-greenish color for their saliva around their mouths to turn them into wolf rats. Then add a weapon model on top their back or don't use any weapon at all and, just use their mouths, then have that shoot warpfire. Sort of like a stormfiend, but they'd be more of a recon support type that runs around the battlefield using their warpfire from the flank.
Sam_Py  [author] 11 Aug, 2020 @ 10:33pm 
Updated numerous things but forgot changelog before logging off, will try to do soon
Sam_Py  [author] 11 Aug, 2020 @ 12:23pm 
@Zets And rightly so my guy. Might increase cost and upkeep soon, though. I'm not too keen on nerfing them, but they are fairly easy to spam if you've got a semi-good economy going.
Sam_Py  [author] 11 Aug, 2020 @ 12:22pm 
@Osamar Bin Laden It's very likely a bug, yes. The Steelvermin is still very much WIP, but I'll look into their tables and see what I can find when I next work on them. It sounds like a discrepancy. Glad you're enjoying everything else. :)
Samarai 9 Aug, 2020 @ 8:54pm 
Not really sure if this is a bug or not, but I was midway through a Skryre campaign trying to recruit steelfiends. I had just built their building and had them queued up for recruitment and then they just disappeared. I can still see them on the building panel but not on the recruitment screen. That doesn't seem to happen for any of the other units, just the steelfiends. Just wanted to bring it to your attention in case it's a bug.

p.s. I absolutely love the warphunters. They're so satisfying to use!
Zets 6 Aug, 2020 @ 2:00pm 
Holy shit that tank totally rapes everything hahaha
Sam_Py  [author] 30 Jul, 2020 @ 2:41pm 
@Morskitt Doomrunner Well, I see why the latter wouldn't work (this mod requires SFO), but it should work with just this and SFO... did you have any movie packs still enabled that might've conflicted or caused the bug?
Sam_Py  [author] 30 Jul, 2020 @ 2:40pm 
@TorgueUser Hah, yeah, the Warpflare launchers fire on a skewed angle, and the homing property can sometimes cause the projectile to misfire into uneven terrain or even a unit in the way of the projectile. You've got to give the Warpflares even and clear space so they can land. As for the Warpnaught, it should benefit from all Doomwheel buffs in the tech tree and in skill lines. Can't say the same about Laboratory buffs, however.
LimeUser 27 Jul, 2020 @ 12:12pm 
By the way in what category is the warpnought tank placed? Like what skills/tech makes it better