Total War: WARHAMMER II

Total War: WARHAMMER II

Empire of the Phoenix King - SFO
24 Comments
Maal  [author] 27 Aug, 2022 @ 8:07pm 
@Taylan
Neither required mods received a significant/any update in the past like year. Should be still fine.
Taylan 27 Aug, 2022 @ 1:05pm 
does it still work or need an update?
Maal  [author] 27 Nov, 2021 @ 10:48am 
I do not really keep/maintain previous versions. Specially not this many.
Open the file in RPFM (you can easily google to find it, it's the modding tool), and delete the land_units_to_unit_abilites_junctions_tables folder.

It will be awkward and remove some SFO abilities, but will fix the crash.
DocteurNapalm 27 Nov, 2021 @ 5:29am 
Hey man thanks for your work, could you upload the previous version of the mod please?
Maal  [author] 23 Aug, 2021 @ 3:12pm 
Everything will be slowly updated (busy week) in order of release (Population/Cost cap will be last due to requiring more work).

In the mods I've checked so far, they all had like one random ability which was renamed in SFO so it crashed on launch or when someone glanced at that unit lol. So they'll all need a look at.
wolfe374171 23 Aug, 2021 @ 2:52pm 
SFO dropped their latest major update "The Great Plan" the other day, might be worth taking a look to see if this needs any updating as well.
Maal  [author] 23 Apr, 2021 @ 7:14pm 
Do not need an update for The Sundering.
In The Emperor's Name 23 Apr, 2021 @ 5:57pm 
thats great thanks alot you doing asuryans work!
Maal  [author] 23 Apr, 2021 @ 5:52pm 
Everything here should only available in sea recruitment from Ainslin's boat except perhaps hawk riders. But I'll check as I fix stuff for the new SFO update.
In The Emperor's Name 23 Apr, 2021 @ 5:48pm 
hello just letting you know many of the new units are not available to be recruited via the buildings there is nothing listed, just letting you know
xT0RMENTORx 19 Jan, 2021 @ 9:16pm 
No rush, I just wanted to make sure that you knew. I look forward to the update!
Maal  [author] 19 Jan, 2021 @ 9:11pm 
In a perfect world all mods would be updated on a new dlc/sfo update, even those that do not crash, I update mines in order of release. This one, as one of the last one I've uploaded, will need to wait a day or two more until I reach it.
xT0RMENTORx 19 Jan, 2021 @ 8:46pm 
Seems that this may be in need of an updating. CTD when starting a new game with only this and the requirements but works fine when only using SFO and Empire of the Phoenix King
Aastel 28 Jul, 2020 @ 1:18am 
@Maal I appreciate it, hope i can be some help to bring these amazing mods to sfo. Thank you
Maal  [author] 28 Jul, 2020 @ 1:04am 
@{RE} Devilius
OvN is just a massive undertaking and still very much a WIP, patching it is sort-of a losing fight as we'd need to change/re-patch it all the time. That's why Flamboyant sort-of gave up for now. We'll see later once Shaky think he's going to be "done" for a while.

Patching stuff ain't exactly hard, cross referencing the new units against what SFO did to a similar vanila units is the easiest way (I usually keep 3 rpfm open, the patch which start as a copy of the new mod, SFO, and vanilla). When you get to things like new faction or lords/heroes, with skills and stuff, it become more complicated. If you've never really touched rpfm yet for modding total war, find a simple 1 unit mod you like and want patched and just toy with it. Eventually you'll know by heart which 10 of the hundreds of database are worth keeping in the sfo patch.

You could also join the SFO discord, people can helps in the submod section.
Aastel 28 Jul, 2020 @ 12:23am 
@Maal Hey bro amazing work. You and flamboyant are doing a great job to bring these mods to sfo. I just wanted to ask if you plan to balance ovn so it works with sfo as it hasnt been fixed since a while. And btw how hard is it to learn how to balance these mods to sfo? I'd like to try my hand at this so i can help. thanks
Maal  [author] 25 Jul, 2020 @ 10:07pm 
@GoatScream
The trick is to find a unit which fill a similar role in the same faction if possible. Looking at what SFO did to it and scaling those change to the new unit.

Made up example: "Ah, SFO increase the slayer Physical Resistance by 10% compared to vanilla and the Long Drong have slightly more Phys Resis than Slayers in vanilla? I'll increase their resis by 10% too so they stay slighty higher." And the like. And of course use common sense, if a change would give a unit 100 melee attack in sfo, something might need a harder look-at.

You can also join the SFO's discord, people can offer help in the submod section. But of course you do not have to do it or learn something you do not want to do. I'll probably do them one day, but that one day might be in 2+ months.
GoatScream 25 Jul, 2020 @ 9:58pm 
@Maal I could try, but I have no idea how to start tweaking it; balanceis not my forte
Maal  [author] 25 Jul, 2020 @ 9:36pm 
@GoatScream
None right now. I have several mods I plan to patch already. And since I already have sort-of slayers pirates thanks to Nanu Sartosa Overhaul I do not really need the Long Drong in my modlist, thus their low priority for me.

As a single unit mod, it's a good first step if one want to start tweaking units for SFO however!
GoatScream 25 Jul, 2020 @ 6:50pm 
Any plans to make an SFO patch for the Long Drong's Slayer Pirates mod?
TheSovietGator 25 Jul, 2020 @ 5:42am 
Thank you for making this <3
Zets 23 Jul, 2020 @ 4:23pm 
<3
Arkenor 23 Jul, 2020 @ 4:47am 
Yay! Thankyou!
Xoudad 23 Jul, 2020 @ 2:05am 
SFO pls