Total War: WARHAMMER II

Total War: WARHAMMER II

Wood Elf Ammunition types
28 Comments
HORNY DOG 3 Oct, 2024 @ 6:19am 
why change sisters spread shot, i see no reason to play with this mod now
Bad-Wolf 7 Jun, 2021 @ 11:26am 
lol worked as of today but it replaced the sisters spread shot with poison single shot ammo lol
Hans 14 Feb, 2021 @ 7:09am 
Really really cool mod :D
The twister of Twilight dont have posion shots, or do they? They shoot the scatter shot, even there is the posion shot available xD So the posion shot itself is missing :D
JediMasterDraco 14 Dec, 2020 @ 9:28pm 
@duds. You might want to delete your current schema and the like. I had a similar problem where RPFM wouldn't update for whatever reason and that's what the folks on the Modding Discord recommended.
StreamLined 13 Dec, 2020 @ 6:41pm 
Thanks for the response! If you can update it at somepoint in the future it would great, but if not I understand, don't expect you buy 2 dlc's just to update a mod.
duds  [author] 13 Dec, 2020 @ 4:37pm 
With regards to Glade Guard/Riders it will likely be a change to the data base entries with the new Wood elf update.
Holding up an update is the current Pack File Manager schema, which needs to be updated. As is, I can't view the land units and projectiles tables, thus can't check what needs to be fixed.

(I don't have the latest 2 DLC but may get them if they come up on sale.)
StreamLined 8 Dec, 2020 @ 1:57pm 
The glade guard and glade riders only have access to there defaults and the Swiftshiver Shards.
mano-low 5 Dec, 2020 @ 9:41am 
Update please
JediMasterDraco 10 Nov, 2020 @ 10:00pm 
Given the likelihood of the Wood Elves receiving new arrow variants with their DLC, will this mod be updated to include them?
BUCKmaster 26 May, 2020 @ 5:48am 
Please update for latest build, I love this mod!
GaretGreed 23 May, 2020 @ 6:24pm 
I would love to try out this mod! Does anyone know if it's compatible with the newest DLC?
Thanathos6 10 May, 2020 @ 9:11am 
@duds
ok thank you very much !
duds  [author] 9 May, 2020 @ 7:34pm 
Sorry for delays, finally have sorted a new computer.
@penwy the "ammo types" are shared across all races, (the last loaded ammo mod will dictate the tooltip names used) hence generic names.

SFO Compatibility - It should function, However I took a a quick look at the missile damage in SFO and it looks like the first tier units will do slightly more damage and the higher tier units will do less. For proper balance it will require a new mod with modified damages.
Noxious 3 May, 2020 @ 3:10pm 
Is it SFO compatabile?
jojobe 23 Apr, 2020 @ 11:26pm 
@than yah im using it for it now sFo
Thanathos6 23 Apr, 2020 @ 11:52am 
is this any way SFO? compatible in the future
duds  [author] 23 Apr, 2020 @ 10:41am 
Hi all thanks for your comments, I'm taking an enforced break as my pc died.
Might look at an upgrade, so will be waiting on part deliveries.
jojobe 22 Apr, 2020 @ 7:02pm 
How AWESOME is this..thanks !
FallenShaw 21 Apr, 2020 @ 2:27pm 
Thank you for this mod, If you care to do an update to it, I'd suggest balancing wood elves better. By that I mean giving their units 2-3 more ammo supply. As they are an old race newer ones simply have more ammo than them.
Wambat 21 Apr, 2020 @ 6:02am 
Would you be able to make a mod along these lines for all poison ranged units (all factions), so the player could chose whether or not to use poison when there is potential for friendly fire?
Penwy 21 Apr, 2020 @ 2:07am 
Mod is pretty fun and well made.
I would however suggest changing the names in the tooltips when mousing over the abilities to the "actual" lore names of the shots (hagbane tips, starfire shafts and swiftshiver shards). It would be a bit nicer, and tbh, people already know what those shots are, and the tooltip is pretty self-explanatory.

I can confirm the AI does use them, but only on the base units, attacking an athel loren garrison as norsca, the glade guards with poison kept their base poison shots, but the barebones ones had switched to starfire shafts.

I'll add that while the mod is fun to play with I understand why CE originally didn't do it this way, because the versatility of being able to change ammo in-battle, and the possibility to get access to those ammos without the building requirements aare slightly broken.
Calibrated 20 Apr, 2020 @ 10:52pm 
Can confirm doesn't work with SFO correctly. someone needs to make a SFO submod. Would work really well with the new WE SFO rework imo lol.
青眼橘猫•Z 19 Apr, 2020 @ 12:42am 
Other factions need this too!
Walkabout 16 Apr, 2020 @ 6:46pm 
oh man, this is something I have been after for awhile. Should be standard for all races, instead of entirely new units. Great work
duds  [author] 16 Apr, 2020 @ 6:28pm 
I would guess it may function, it changes the missile_weapons_to_projectiles and projectiles_tables.
However the damage values are for the vanilla game - and my vague understanding is these may have been changed in SFO -
So new projectile types (and the games deepwood scouts - swiftshiver shards) might be unbalanced.
Some may be good to go, for example the glade guards standard, hagbane and starfire - all that was done was to say their bow shoots those types of base game projectiles.
Oh the other hand if SFO has edited/renamed missile types and projectile names then they wont show up.
AFGHAN PSYCHO 16 Apr, 2020 @ 5:56pm 
does this work with SFO?
duds  [author] 16 Apr, 2020 @ 9:33am 
Correct - pointless special units - they will become more expensive versions with the same output for players. (although the AI will still use special units as their default types)
This is more for those of us that would like to have the convenience of switching things up in battle. I've found it quite fun and thought others would too.
EzUNreal 16 Apr, 2020 @ 9:25am 
This is a great idea, but what's point of special units now. They are same as standard units but more expensive