Total War: WARHAMMER II

Total War: WARHAMMER II

Dwarfs - The Underway - SFO
48 Comments
NeoKorp 21 Dec, 2022 @ 3:27pm 
All good, just mentioned it because I saw it.
Thanks for the mods.
Maal  [author] 21 Dec, 2022 @ 11:11am 
@NeoKorp
Been as while, I replaced as much text as I could but some things had to be done on a base mod level (not the sfo patch), are just not really possible without breaking something, or I lacked the knowledge to find WHERE that text is to change it. That's probably one of these.
It'll stay that way unfortunately.
NeoKorp 21 Dec, 2022 @ 6:34am 
The underway button at the lower right corner of the campaign map says: Geomantic Web: Lizardmen
Malanthor 17 Jan, 2022 @ 8:02pm 
Yeah it isn't french it just looks like something a frenchman might say. :D French for ambush would be "embuscade". Also what does the "blaster ambush" do at the highest tier? Blaster ambush sounds like something out of star wars. Hehe. :)
=[NK]= Col. Jack O'Neil 17 Jan, 2022 @ 7:30pm 
I actually have no idea if anything is French! I just said it because I presume that's how French people speak :)
Malanthor 17 Jan, 2022 @ 7:18pm 
Hey Maal. I just noticed that it said "Ambushe" in game and reported that it should be "ambush" instead. Then the french connection happened. Hehe.
=[NK]= Col. Jack O'Neil 17 Jan, 2022 @ 2:44pm 
I've no idea 😂 I don't even know where it's been said
Maal  [author] 17 Jan, 2022 @ 2:20pm 
What is happening, did I miss something about Ambush(e)?
Malanthor 17 Jan, 2022 @ 2:10am 
Hahaha. :) Yeah it actually sounds a bit like french.
=[NK]= Col. Jack O'Neil 17 Jan, 2022 @ 1:11am 
It's French 😂
Malanthor 17 Jan, 2022 @ 1:00am 
Ambush not Ambushe. :)
Jon 15 Dec, 2021 @ 8:36pm 
Nice mod!
sleepyHase 15 Dec, 2021 @ 2:12am 
ye np! rpfm didn't show it as an error so it was an easy miss
Maal  [author] 14 Dec, 2021 @ 10:08pm 
@Ero-sennin
I had to miss that one dwarf sfo edict they renamed in The Last Kiss. Thanks, I'll update the fix tomorrow probably.
sleepyHase 13 Dec, 2021 @ 8:09am 
took a lil look in the packfile as the Purge the Urks edict wasn't changing effects between the different tiers, looks like all youve gotta do is change every instance of edict_dwf_skv_grn to dwf_edict_skv_grn and then it works perfectly. Also thorgrim's increased effect on edicts does work, it just stacks on top of the base value, the same way it does when you get the research in the teck tree, however it just won't show the bonus value on the different tiers as it only shows the base value
Synosh 14 Nov, 2021 @ 7:53am 
@Maal
Sorry, seems i didnt read properly. Didn't know that i have to use the base mod like "dwarfs-the underway" WITH "dwarfs - the underway - sfo" .

Your answer helped me for all the sfo submods, so a big thanks at this point!
Maal  [author] 4 Nov, 2021 @ 2:20pm 
@Synosh
You said "with just SFO" does that mean you didn't use the required base mod? (https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2184408013)
Synosh 4 Nov, 2021 @ 1:23am 
cant start the mod at all, even without any other mods or with just sfo. game isnt even loading, mostly crashing to desktop or sometimes with black screen when in start loading screen bevor the trailer... anyone facing same problems and have a resolution? friend of mine having same troubles with the mod.
Maal  [author] 19 Sep, 2021 @ 5:22pm 
Looked over the data, it's a bit confusing (everything has nearly the same name, hard to tell which is which) and it's of course not used for tiered edict. I'll attempt to do that later when I have more time for to trial error it.
Deadcurze 19 Sep, 2021 @ 10:40am 
A bit late, but the edicts are the same, just with bolstered effects (12% instead of 8% tax rate for 'High King's Tribute', off the top of my head) - I can only assume it's done without changing anything but the edicts' effects, since the techs that boost them work properly.
Maal  [author] 16 Sep, 2021 @ 2:20pm 
Someone asked that on the main mod page. No idea. I'll have to check how that bonus even works (Just added to the edict? Entirely separate edict? Does it even work with tiered edict? etc).

Will look into it.
Deadcurze 16 Sep, 2021 @ 8:16am 
Out of curiosity, how does this interact with Karaz-A-Karak's faction trait that buffs commandments?
Dei Ni Na Jio Si ki 29 Aug, 2021 @ 3:19am 
tks for the update!
Maal  [author] 28 Aug, 2021 @ 7:34pm 
I worked fine on my end for my test run with cheat to speed it up. Tho I didn't do an in-dept check.
Solaire 28 Aug, 2021 @ 7:26pm 
Seeing as how this was updated Im guessing the original doesnt need to be updated?
LimeUser 4 Jul, 2021 @ 2:51am 
Oh maybe it would be like a caravan at high lvls like a trade convoy got pulled into battle? Sadly the dwarves dont have any war wagon to use as a cart so it might be better to just stick with miners
LimeUser 4 Jul, 2021 @ 2:47am 
Normal miners might be abit too weak to be any use late game but maybe they get their explosives at max building lvl?
Maal  [author] 3 Jul, 2021 @ 8:48pm 
@TorgueUser
Dwarves ARE fairly building heavy. Might take a look at what they are missing building-modifier wise and add it. Maybe an ability which spawn some units of miners? I might actually do that, using the skaven menace below tunnel animation. They make their way from the underway they are digging out! It would be a province wide ability, since its a capital only building.
LimeUser 3 Jul, 2021 @ 3:55pm 
And i just realised i should probably change my profile picture to something more serious if i want people to listen to me when i have suggestions and such...
LimeUser 3 Jul, 2021 @ 3:54pm 
I feel like the underway building is kinda lackluster. More movement range is nice but it takes since it takes up a building slot with a quite small income increase it becomes quite annoying having to build it to get your commandments to max power. Maybe adding some siege holdout or some mid game units for recruitment would make it worth actually building it. Also one thing i find odd is that it doesn't add any kind of resources like diamonds, iron or gold since they're quite literally digging through the mountains. I like this mod but currently it's simply not worth trading a building slot for slightly better commandments. And yes i know this is just a submod, i play SFO almost 100% of the time except when a new DLC drops. Hope this helps with balance in any way and although i'm not the best with words i hope you're not offended by my suggestions.
Maal  [author] 23 Apr, 2021 @ 5:37pm 
Do not need an update for The Sundering.
jojo_star 16 Feb, 2021 @ 8:49pm 
thanks!
Maal  [author] 29 Jan, 2021 @ 4:32pm 
Seemed to work just fine, nothing has changed in the few tables I tweaked. The bigger update will be when he attempt to do the teleportation thing from the DLC.
Anarky 29 Jan, 2021 @ 5:30am 
Thanks man. Much appreciated.
Maal  [author] 29 Jan, 2021 @ 5:06am 
Hadn't noticed that it had been updated, the base base mod, will do it later today then.
Anarky 28 Jan, 2021 @ 8:48pm 
I would also love to see this get an update!
voiceofreason467 19 Jan, 2021 @ 10:40am 
update pls
Maal  [author] 6 Aug, 2020 @ 10:39pm 
@Anarky
More like blinking on and off than just being off. If they blink it technically mean that the edict level could be higher but are not linked to a settlement with equal or higher "underway" building level.
Anarky 6 Aug, 2020 @ 10:26pm 
Not that i know of, which has me confused.

Only mod that could possibly impact it could be something esoteric like shipping lanes mods that could be impacting but i cant see how. I'll check tonight when i have a chance and see if the circles are off.
Maal  [author] 6 Aug, 2020 @ 9:58pm 
@Anarky
I just tested with my +100 mods set-up, with only Karak and Gunbad under my control. Upgraded them both to Tier 5, and built in both the 3 levels of underway buildings. I was able to hit tier 5 link.

Was the "circle" of the geomantic web over any of the city blinking?

Aside from that, yeah must be some weird conflict. Have any mod that touch the web>
Anarky 6 Aug, 2020 @ 6:15pm 
Even with the tier 5 building i'm not getting tier 5 upgrades even with tier 5 underways in gunbad and karaz a karak. Its probably a conflict with something else.
Maal  [author] 6 Aug, 2020 @ 5:09pm 
All mods should be loaded in Alphabetical order. That's why we put so many ! and 1111 to mod's names, so they load earlier or later based on their names. Which mean, in KMM, this mod should be "higher" up.

What sort of mod conflict are you seeing? Misssing building? Wrong Edict?
Anarky 6 Aug, 2020 @ 7:33am 
Stupid question but i might have a conflict. Should this be loaded before or after the original mod in KMM?
YinYangTW 4 Aug, 2020 @ 4:43pm 
Oh ok never heard of him thanks for the heads up.
Maal  [author] 4 Aug, 2020 @ 4:27pm 
@Yin Wang TW
Someone else is doing it. SW_Ground in both the SFO and Xoudad discords. I believe it's his first patch and it's a big mod. Which explain the delay.
YinYangTW 4 Aug, 2020 @ 3:48pm 
Any chance you could do heirs of sigmar? Not sure why noone has patched it yet since Xoudad said he was leaving it to the community.
SpaceWolf223 4 Aug, 2020 @ 1:09pm 
awesome and thank you
Rumpl4 4 Aug, 2020 @ 3:07am 
Great mod mate, thanks for picking this up, hopefully SFO fans can now enjoy the overhaul