Total War: WARHAMMER II

Total War: WARHAMMER II

Red Host of Tehenhauin (units only) - additional Red Crested units for lizardmen [SFO submod]
34 Comments
HughJanus69 6 Jul, 2022 @ 9:02am 
updata
Archdeacon Monseigneur 27 Jan, 2022 @ 12:30am 
updaaaaaaaaaaaaate pleeeeeeeeeees
young lack sleep. 10 Dec, 2021 @ 3:19am 
SFO has released their final update, can we please get the last update for this beautiful mod?
bluerat 22 Oct, 2021 @ 11:25am 
any chance of an update? ur vanilla version works great and is so good!
Zooasaurus 15 Sep, 2021 @ 9:11am 
This doesn't work anymore. Can you please update?
Nouitra 8 Jul, 2021 @ 12:09pm 
It crashes the game at the very beginning of loading. It does not work for me, shame :(
Had big hopes to try this one.
The Wriggler 24 May, 2021 @ 1:30am 
@Zeth.exe I just tried using it today and it does still seem to work
Zeth.exe 23 Jan, 2021 @ 9:22pm 
Does this still work with the new SFO update?
MangyMinotaur 15 Aug, 2020 @ 1:39pm 
Cant believe I just saw this one. would be sick if you did a sfo version for the kroxigor pack too :lunar2019piginablanket::lunar2019piginablanket:
Ubermorgen  [author] 15 Aug, 2020 @ 4:06am 
updated for grim & grom dlc

I am not sure about unit balance as i don't play with SFO very often. Feedback is highly appreciated!
Ozymandias 14 Aug, 2020 @ 6:31pm 
You're a legend m8 thanks for all the hard work.
wolfe374171 14 Aug, 2020 @ 2:20pm 
@Chief Irons Right?? It feels like playing a Volkmar campaign without flagellants, or Alith Anar without shadow walkers. It just doesn't feel right.
Chief Irons 9 Aug, 2020 @ 10:26pm 
Thanks man, it is hard to go back to playing Tehenhauin without them. Awesome work btw.
wolfe374171 9 Aug, 2020 @ 9:44am 
Awesome, I'll keep an eye out then!
Ubermorgen  [author] 9 Aug, 2020 @ 8:54am 
@wolfe374171: I'll try to finish it next week.
wolfe374171 9 Aug, 2020 @ 4:28am 
How's the update coming along? No rush or anything, I just miss my extra-murdery skinky bois.
Ubermorgen  [author] 29 Jul, 2020 @ 11:45am 
obviously
Darkwolf 29 Jul, 2020 @ 3:11am 
crashes on startup. Tested it. This mod is causing it. Just a heads up
Ubermorgen  [author] 29 Jun, 2020 @ 2:12pm 
@Zeth.exe: yes
Zeth.exe 29 Jun, 2020 @ 12:30pm 
Any chance for an update to this?
Leeroyfreeman 27 Jun, 2020 @ 5:15pm 
luckily venris was kind enough to explain what the sweeping change was a day later: +20% hp increase for all units above 60 models, +10% for the rest. Single entities have hidden ability that has to be added to your mods/submods. All single entities also have hidden skill wh_monster_nerf in land_units_to_unit_abilites_junctions_tables that has to be added. Units dont have hp in battle_entities anymore. You need to transfer those values to land_units_tables.
Leeroyfreeman 26 Jun, 2020 @ 2:28pm 
Hello sfo has been updated, though specific lizardmen infantry changes dont really exist except cold one cav get a slight buff, more sweeping changes that effects all faction units do exist. changelog: https://docs.google.com/document/d/1SgnRVTtNCDct--wmldaXubPRGhuh_ROj6e2mpgeCjks/preview?pru=AAABcxZ-JOk*Z95lzOeHkkYd9cuNeMnylg#
wolfe374171 19 May, 2020 @ 4:29pm 
Hey, just noticed that the Saurus Warriors of Sotek lack the desert, swamp, and skaven plague resistances that the other units added in this mod have.
Ubermorgen  [author] 8 May, 2020 @ 3:58am 
@della_leedsunited: Must be a problem on your end, for me the Mauls of Sotek have exactly the same hp (6800) and unit count (8) values as other kroxigors in sfo.
Boudicca 7 May, 2020 @ 9:59pm 
ive found an issue, the sotek kroxigors arent viable with the low 3 unit count and 3900 hp considering other kroxigors have 6800 hp on medium scale. ive tried editing it myself but no matter what i adjust value wise the unit count doesnt increase to match nor does the hp increase
wolfe374171 12 Apr, 2020 @ 7:00pm 
Hey, just saw that the update and read through the change notes, gonna boot up a fresh campaign and see how it feels. Just at a cursory glance it looks pretty good! I was definitely surprised at how widely you spread out your units, I figured you'd basically copy everything from your original skink building to the sacrificial building. Don't get me wrong, spread out is definitely not bad, just not what I expected. I'll give it a couple dozen turns and let you know if I run into anything weird, but I expect I'll be plenty satisfied. Thanks for the hard work mate, keep it up! Guys like you are why I love this game so damn much!
wolfe374171 10 Apr, 2020 @ 4:22pm 
Yeah, it's a building chain that reduces your income by 100, but provides a steady income for sacrifices and a few other secondary benefits. Adding your units to the building chain would make it a much more appealing option too, since I usually find it to be a building chain not worth taking up a building slot.
Ubermorgen  [author] 10 Apr, 2020 @ 4:59am 
@wolfe374171: Don't worry man, all feedback is appreciated! I am guessing the sacrificial altar is a new building added by sfo? I'll look into it and see if i can distribute the units among the buildings to make my building chain obsolete.
wolfe374171 10 Apr, 2020 @ 4:00am 
Sorry if it seems like I'm ragging on your mod man, trust me I'm not. Your new units are legit and I like how you incorporated a few of them into the garrison buildings. Just something about having basically two identical building chains where one is obviously better rubs me the wrong way. I'm just hoping to add some helpful criticism.
wolfe374171 10 Apr, 2020 @ 3:57am 
I see the value in keeping the CoS units separate like that. As they currently stand however, there's no real reason to build the original skink chain over your version. They offer basically the same unit roster, except your units are better. The only thing the vanilla chain has on yours is a skink recruitment cost reduction and the SFO shield skinks. Maybe instead of adding the new building chain, you could just add your new units to the sacrificial altar building chain instead? It's a building chain already unique to the Cult of Sotek faction, so they'd still be faction locked.
Ubermorgen  [author] 10 Apr, 2020 @ 2:10am 
@wolfe374171: There are actually 2 reasons why i chose to use a new building chain. This way i can easily allow the new building (and thus the units unlocked by it) only for cult of sotek. Also i felt like the vanilla skink building would offer too much value for its price if it were to unlock 10+ new units. Some units are in the sotek building chain because they fit there and are available to all lizardmen factions this way.
The Wriggler 9 Apr, 2020 @ 7:45pm 
The madman actually did it. You have my thanks, and I'm sure the thanks of many others as well.
wolfe374171 9 Apr, 2020 @ 5:23pm 
Hey, really enjoy the new units added in. I was wondering though, is there any reason why you made a separate building chain for some of the added units, but others are incorporated into existing building chains? Why not simply go one or the other? Any chance you could ditch the new building chain?
Invincible under the Heavens 9 Apr, 2020 @ 2:57pm 
ty for the mod