Total War: WARHAMMER II

Total War: WARHAMMER II

Elon's Greybeard's Prospectors - SFO SUBMOD(UPDATED)
106 Comments
andre 5 Sep, 2023 @ 12:24pm 
I tried this mod with just the requirement and it doesn't work for me has anyone else gotten this mod to work
Inquisitor233  [author] 9 Oct, 2022 @ 8:53pm 
@Jon There is little difference between the two mod, so choose whichever you like.
Jon 9 Oct, 2022 @ 1:39pm 
?
Jon 16 Sep, 2022 @ 11:27am 
This was taken down for some apparent reason and has now been re-uploaded. So Flamboyant Schemer61 reuploaded the SFO version. Can I keep using his or should I use this SFO version instead? Thank you!
n.pedrazalis 10 Jun, 2022 @ 8:50am 
https://ibb.co/jTS2jS7 this is how they are suppose to look new morters :'(
n.pedrazalis 10 Jun, 2022 @ 8:43am 
i think the main mod uptated this model could you uptate it , as well gyrocopters changed the model on the main mod so could you see that please new morter models are so cool
n.pedrazalis 10 Jun, 2022 @ 8:27am 
Hello we have got a problem , the model experimental mortar bess, seems to not work properly since it seems sink underground i will show you so i cant see the model https://ibb.co/SQdGLVT could you solve it please ?
Count 7 May, 2022 @ 11:10pm 
In my opinion, these units are absolutely NOT weak against SFO stuff. They are quite powerful (although not overly so)! Having a literal blast with these dwarfs and their guns
VioletGrey\\TTV 30 Jan, 2022 @ 1:28am 
too weak against SFO stuff, i got a full army of the highest level troops and barely win against setra with a army full of garbage. also whats the point of unit caps if the unit caps are set at 40? dosnt make much sense. i know its your first mod and all so i recommend looking on how SFO itself balances units compared to vanilla and try to translate that over.
Speaker15071 27 Dec, 2021 @ 12:11am 
Can you check Bess characteristics? In my recruit panel in game it says it have 3 models with 18 hp total.
Jon 15 Dec, 2021 @ 9:07pm 
Awesome, thanks for the update laddie! :steamthumbsup:
Linkawaii 13 Dec, 2021 @ 3:44am 
Hi ! Gyrotransports costs don't make sense. How can transporting Scouts, Shieldwall and Linebreakers be the same cost ? Especially since Linebreakers cost around 50% more than the gyrotransport counterpart.
The rest of the submod is really cool tho ! (haven't been to the late game yet)
Silfarionblade 5 Dec, 2021 @ 4:10pm 
Thank you for updating this!
Fengxian0830 2 Dec, 2021 @ 7:11pm 
Looking forward to this being updated
sleepyHase 2 Dec, 2021 @ 12:56am 
Heya, I've updated this submod to the latest SFO patch as it has changed some ability names. Lemme know either on steam or discord (Ero-sennin#0431) if you'd like my updated pack file so you can update the submod, thanks!
碧空风影 1 Dec, 2021 @ 9:25pm 
update plz
Заклинатель 14 Nov, 2021 @ 5:38am 
This is too strong a balance. You can change the speed and attack of all shooters.
Plays as Negash of the Tomb Kings. Almost elite troops. The dwarves knocked me down in a 12-unit ranged squad. This is definitely not the norm.
Hasha-Ira 14 Nov, 2021 @ 3:28am 
I ask you to rebalance the damage and attack speed of the shooters (all), they simply annihilate units of other factions
Monaka Shinonome 10 Nov, 2021 @ 8:28pm 
Apparently the Gatling Gunners' weapon model is not properly set, so ingame they appear to be holding the default hammer instead of their gatling gun.

It's easy to get it fixed, simply opening the mod .pack (with something like PackFile Manager), and in db/land_units_tables/elo_grey, find the "gatling_gunner" row and change the "Man Animation" field from "hu3_dwarf_drakegun" to "hu3_malakai_makaisson_crankgun_and_2handed_axe" (I checked the base faction mod to see what the correct name was).

I made sure to disable all other mods and just test the Graybeard's Prospectors mod, SFO, and this submod, so I'm fairly sure this is the one causing it, thank you for the work you put in making this patch
Rollingman 21 Sep, 2021 @ 3:56am 
SFO submod is unbalanced.
GB units are too weak against SFO units.
Syntax 27 Aug, 2021 @ 8:32pm 
Thank you very much for this! One thing I've noticed while using this mod, is every faction I try that has a tech that buffs an economy building mentions (Prospectors or Gold Prospecting - which is a greybeard building.

Further, playing as Repanse I've begun to notice that none of the techs that should improve buildings IE a tech for 15% from gold mining and 50% from pottery, salt and dye actually work in game anymore.

Not sure if the two issues are connected or not.
溥天之下小灵通 3 Jul, 2021 @ 3:56am 
mod need update ,please and tks
FeldwebelSteiner 30 Jun, 2021 @ 9:59am 
you are the best ...... :steamthumbsup:
NINA rojozangre 29 Jun, 2021 @ 4:05pm 
El MOD principal se actualizó el 29 de junio a las 7:27 pm. :steamhappy:
But some units are (New) not balanced for SFO :steamsad:

Will you update this SFO SubMOD? ...:steamthis: 🔴
FeldwebelSteiner 29 Jun, 2021 @ 12:47pm 
the mod please update

orginale mod Aktualisiert 29. Juni um 21:25 Uhr


with best regards feldwebel steiner :steamhappy:
Running Blind 14 Jun, 2021 @ 11:17am 
Mod is very fun but also quiet imbalanced. I would recommend removing the -2% to -4% upkeep on units on those mining buildings. They lead to free armies and really ruin balance. The units are also either too strong or too cheap for their strength. Very fun none the less tho, its like skaven warfare but with a bit more bang.
The Demon Doctor 4 Jun, 2021 @ 4:39pm 
@nevron
That is not a mod issue, deployed units from gyrotransport count as summoned and summoned will not recive any campaign buffs, army buffs or faction wide buffs
Hell Brothers 2 Apr, 2021 @ 10:06am 
I have a bug in vortex i don't get unit and my first building is bugged
Nevron 27 Mar, 2021 @ 10:04am 
Hi !Heavy thunderes from gyrotransport doesn't have explosive rounds with researched technology
shane_357 18 Mar, 2021 @ 5:38am 
@Valkia
Isn't that like a large part of the faction's play, that the infantry are more fragile and lower in number?
Strider 14 Mar, 2021 @ 1:40pm 
Just wondering if the HP Pool is correct for everyone else on SFO. Just as an example, Slayers and Giant Slayers have 12k hp pool on large unit scale vs Ushabti Slayers with 9k. Most of the infantry (melee and ranged) don't go over 10k hp and I'm having a real tough time with most factions have 10-13k hp pool for their infantry. I.E. Black Orcs and Swordmasters of Hoeth.
VioletGrey\\TTV 8 Mar, 2021 @ 7:30am 
yah still missing the caps, would be nice to get those :)
Hell Brothers 6 Mar, 2021 @ 12:48am 
can you ad victory condition for Vortex ?
Cahir 22 Feb, 2021 @ 5:50am 
So it doesnt have SFO caps
BunnyMuffin 27 Jan, 2021 @ 11:30pm 
@Cahir Yes and no, In my SFO campaign with the Greybeards I do see some limits set but would hardly make an impact such as the limit for Heavy Thunderers set to 50. Unlimited gyro transports which I feel is excessive. Tank limits for regular gyro-copters and land tank.
Cahir 17 Jan, 2021 @ 8:16am 
Were unit caps added already?
Nope 17 Jan, 2021 @ 4:47am 
Because some changes with TK in SFO this submod make the game crush unfortunatelly. Please update!
To infinity and beyond 17 Jan, 2021 @ 3:30am 
thk,updated?
corith21212 28 Oct, 2020 @ 4:11pm 
My bad, thanks for the reply
Inquisitor233  [author] 28 Oct, 2020 @ 2:13pm 
@corith21212 I had add those buildings. If you can't find them in your building list, you may need to check the mods you load.
corith21212 28 Oct, 2020 @ 11:32am 
I believe Viking Blood's submod included these buildings.
corith21212 28 Oct, 2020 @ 11:26am 
Awesome job with this submod. Is it possible to include the SFO Dwarf's Tier 5 building chain "Shrines to Grungni, Grimnir, Valaya, etc."? Thematically, it makes sense, and it gives you a lot of incentive to keep conquering into the late game.
Brianna The Brave 20 Oct, 2020 @ 10:10am 
We salute you for this update! Looking forward to its expansion with grudges and factionwide caps
Hell Brothers 15 Oct, 2020 @ 12:24pm 
+1 for the grudge in early it could be very cool
Buffalo 14 Oct, 2020 @ 10:02am 
hard multiplayer desynch since the last update
gongoozler 13 Oct, 2020 @ 5:31pm 
Hi, can u give him some grudges at start of campaign?? Otherwise sfo grudge will give him recruit penalty and it's really bad.
Cahir 12 Oct, 2020 @ 5:41am 
@GK_223 When will you add factionwide caps like other factions have?
Inquisitor233  [author] 11 Oct, 2020 @ 11:13pm 
@Cold That's a rare bug. I have no idea about what cause the problem. But everything works fine when I test this mod.
Hell Brothers 11 Oct, 2020 @ 10:48am 
@GK_223 Ok i have manage my Mod order to don't have you'r mod overcome by SFO or Ovn and it appear that the grudge system can ork with both mod xD but still no garrisson SFO Like. With all my mod or just the 4 necessary
Hell Brothers 11 Oct, 2020 @ 10:30am 
@GK_223