Total War: WARHAMMER II

Total War: WARHAMMER II

Large Units Can Attack Walls - All Large Units [Updated for The Silence & The Fury]
37 Comments
V 12 Jul, 2023 @ 9:25pm 
• Ancient Stegadon ➜ You missed this one wh2_main_lzd_mon_ancient_stegadon

So this poor unit has no wallbreak ability 😂

In case the author doesn't update anymore, I've fixed it, just download and put inside the data folder in your directory. I also fixed a vanilla-game bug where the Blessed Stegadon did not receive the 15% missile resistance (this is definitely a bug, since all the other variants including weaker ones have it).

https://drive.google.com/file/d/1Q6-WVnyf2l21VXV4LtNtb9h3FRt5au9C/view
HughJanus69 13 Sep, 2022 @ 3:53pm 
are these mods compatible with sfo and OvN?
Keyser  [author] 14 Jul, 2021 @ 10:24am 
Updated for The Silence & The Fury
MrSoul 3 Jul, 2021 @ 1:32pm 
Said it in og mod, but again, like ya your style telling folks how to edit, few in there I disagree with, and can't wait to tweak this up for my WoC campaign right now.

Funny, playing as other factions where have walls, really didnt think something was that needed. When the tables are turned tho, not so much even that at a disadvantage when steam rolling the world with chosen regardless of what their defenses are lol but geez does it get freaking boring, oh 2 siege towers, 1 ram, lather rinse fing repeat for whole world.

This will be ALOT more fun be able to actually have some diversity and like kholek alone, now my whole siege destroyer build for him actually really make sense as hes smashing down section of walls away from main attack force causing all sorts of chaos :D
Battle Boner 12 Mar, 2021 @ 7:58am 
I think someone was asking if this works for the AI. YES it does, i've been through a hundred sieges and the AI immediately has their large units go for your walls and will definitely use everything at it's disposal. They will enter through gate and wall breaches to make you defend on even more fronts. I love it.
FinaL 19 Feb, 2021 @ 6:33am 
I would name my firstborn Keyser if you'd make a SFO submod for this awesome piece of sauce! <3
Pinnacle of Pineapple 13 Dec, 2020 @ 8:43am 
As for why giant dragons/flying units don't get the trait I'd counter with that just because they can fly doesn't mean they'd not be able to tactically open up a wall to let the rest of the army in.
-> This!
Keyser  [author] 4 Dec, 2020 @ 3:26pm 
Updated for The Twisted & The Twilight
Two-Beers-Heavy-Drinking 30 Aug, 2020 @ 11:36am 
XD
Keyser  [author] 18 Aug, 2020 @ 8:31am 
@woadvader, you were right, should be fixed now
a_groundhog 17 Aug, 2020 @ 7:55pm 
I think you might have missed Avelorn's Treeman.
Keyser  [author] 6 Jul, 2020 @ 3:30am 
@plantman, I tried it with that settlement but I still wasn't able to replicate the issue, can you give me the name of the other mod you're using. And also if you haven't already I'd suggest only using the confederation mod and see if that causes anything.
plantman 5 Jul, 2020 @ 2:17pm 
i dont remember the name of of the settlement, but it was that northern dwarf capitol
Keyser  [author] 5 Jul, 2020 @ 1:43pm 
@plantman, is there a specific dwarf settlement and if so which one?
plantman 5 Jul, 2020 @ 12:49pm 
A condeferation mod. Ive replicated the battle as close as i could in a custom battle and it works fine. Just crashes my campagin
Keyser  [author] 5 Jul, 2020 @ 10:31am 
@plantman, I wasn't able to replicate the crash, are you using any other mods?
plantman 19 Jun, 2020 @ 12:37pm 
playing as kholek and i keep crashing when i use him to break a dwarf wall
Sphinx 12 Jun, 2020 @ 9:53am 
As for why giant dragons/flying units don't get the trait I'd counter with that just because they can fly doesn't mean they'd not be able to tactically open up a wall to let the rest of the army in.
Sphinx 12 Jun, 2020 @ 9:46am 
A "submod" implies you need to have the "main" mod enabled as well. But the wording "one of the mods", when the main mod is included in the list, is causing confusion.
Keyser  [author] 11 Jun, 2020 @ 7:20am 
@Sardorim, last sentence "You only need to be subscribed to one of the mods at the same time"
Sardorim 11 Jun, 2020 @ 6:46am 
Does this require the "main mod" as well? As your description says that this is a submod.
Minibotas 10 Jun, 2020 @ 2:38am 
wow, I never realized that... yeah... you can't do much to the walls without artillery... this will fix that problem
Keyser  [author] 8 Jun, 2020 @ 1:25pm 
@Gleen Cross, if you're only going to copy the kholek tables then sure go ahead, no worries.
Gleen Cross 8 Jun, 2020 @ 12:58pm 
Yep, exactly that. If I use your attributes_group in the land_units_tables, the game crashes because my mod loads first. They are not synergizing that well, unfortunately. If your mod load first, then it works.
Keyser  [author] 8 Jun, 2020 @ 12:02pm 
@Gleen Cross, I'm not entirely sure what you're asking. You want to use your own mod along with this mod, and you're wondering if you can copy the tables about kholek from this mod and paste it into your own mod and then upload it to the workshop, did I understand that correctly?
Gleen Cross 8 Jun, 2020 @ 7:23am 
I tried to mix up your mod with my Kholek mod, but mine is loading first... So, can you allow me to use your tables on my mod? I will give you full credit, of course
Wambat 8 Jun, 2020 @ 5:41am 
thank you
Keyser  [author] 7 Jun, 2020 @ 2:19pm 
I've made a guide on how to remove the attribute from certain units, it's in the description.
Keyser  [author] 7 Jun, 2020 @ 7:28am 
@Wambat the AI does use this ability, the only issue is that ranged monsters like the cygor seems to prefer to attack the wall in melee instead of from range. As for your other comment, I mentioned in the FAQ that it's impossible to tailor the mod to everyone. I will however try and make a guide today on how to remove the attribute from certain units, which is really easy even if you have zero modding experience.
Wambat 7 Jun, 2020 @ 6:56am 
In the case of the Arachnarok, exuding them would give the player a reason to have a Giant around, which he currently does not.
Wambat 7 Jun, 2020 @ 6:55am 
My feelings: Throgg and Varghulf seem just a bit too puny to be realistic wall breakers, and Arachnaroks don't seem to have the kind of limbs that would do the job, unlike Rotting Leviathans. Any chance you could publish a similar mod with these exceptions?
Wambat 7 Jun, 2020 @ 6:45am 
Does the AI take advantage of this mod, in your experience?
Unter_Null 7 Jun, 2020 @ 1:46am 
Good Idea, will try in my next game.
Blubber crap 6 Jun, 2020 @ 5:49pm 
Its funny Lizaardmen is very bloated
Ire 6 Jun, 2020 @ 5:21pm 
Neat mod, do these units also gain the siege attacker trait? If not, should be a good include.
Werwolf 6 Jun, 2020 @ 5:16pm 
Large units that can fly should get wall breaker as well.

Here is why,
1. They are large, and by your logic all large should get it.
2. yes they can fly over, but their brother units can not, therefore in a battle, if a general had a giant hitting the wall, and he wanted to dragons to help instead of doing something over the wall, then he would command them to do so, in order to break through.
Jozean Karlos 6 Jun, 2020 @ 2:36pm 
Man you the best. thanks for everything. Now i go destroi de walls with my Varghulf :steamhappy: