Total War: WARHAMMER II

Total War: WARHAMMER II

Sea Dragons for all Dark Elves - SFO
34 Comments
Maal  [author] 29 Nov, 2021 @ 2:28pm 
Nan, appeared to be fine during testing. It's just adding units to a building and none of those were touched.
TSmonster 29 Nov, 2021 @ 12:05am 
Do you need to update it?
Maal  [author] 6 Oct, 2021 @ 2:27pm 
@TorgueUser
When you confed a faction you get to keep its armies even if you cannot recruit its units I think. So you'd keep their special units.

About making more mods, as I am not playing warhammer 2 right now I do not want to create more mods to maintain. But doing what you ask if actually simple, specially within a same race, could be a good first mod to try things out.
LimeUser 6 Oct, 2021 @ 9:21am 
It is possible to get special units without a mod but it would have to be through confederation and you'd be unable to recruit more if the units died.
LimeUser 6 Oct, 2021 @ 9:18am 
Could you do something similar to other units? I've always found it annoying that i need a specific faction to get a unit. An example would be Throgg trolls and Skrolk Anointed
Maal  [author] 17 Sep, 2021 @ 10:55pm 
@JCM3032
Do you have ChaosRobie's Sea dragon mod enabled too? You musn't use it.
ALso try to unsub-sub to make sure it is updated.
JCM3032 17 Sep, 2021 @ 4:49pm 
for some reason this mod makes my game crash on startup
jcubano2001 1 Sep, 2021 @ 8:18am 
thank you all for the hard work. i really like the sea dragons and the new unit card, awesome!
Maal  [author] 29 Aug, 2021 @ 9:41pm 
@ChaosRobie
Ehhh, I guess, at least it would be simple to do and not require balance updates in the future. Will take a look tomorrow.
ChaosRobie 29 Aug, 2021 @ 9:16pm 
Actually, this could still be a useful submod, since SFO only gives the SDs and HDs to the Blessed Dread.
Although it should probably been rebranded as a submod for SFO rather than a submod for my original vanilla mod. I could still redirect people to it though.
Maal  [author] 10 Aug, 2021 @ 9:07pm 
@WyattLin
SFO integrated it in the previous update, so this patch or the base mod are no longer needed.

Even if some few bits might still be useful/tweaked, simply enabling the base mod would break something else due to duplicate IDs.
WyattLin 10 Aug, 2021 @ 8:42pm 
Wait why is this mod obselete?
Maal  [author] 23 Apr, 2021 @ 8:34pm 
That's 3 submods now lol. The spearchukka, tomb barque and this. Not that I mind, less maintenance for me!
RatboyW 23 Apr, 2021 @ 7:57pm 
Thanks for making this, filled the gap before its' official inclusion :)
Maal  [author] 23 Apr, 2021 @ 4:13pm 
This mod is, of course, now obselete.
Maal  [author] 7 Feb, 2021 @ 4:39pm 
Quick fix uploaded for that cap issue.
flameshroud 7 Feb, 2021 @ 4:37pm 
:D ...error... nobody saw that... XD no problem mate. thanks for the quick fix!
Maal  [author] 7 Feb, 2021 @ 4:22pm 
@flameshroud
Found a mistake in the army cap script (the green/orange/red banner thing). Fixed and testing...
flameshroud 7 Feb, 2021 @ 4:19pm 
in my game i can't see the green/orange/red diamond on the unit card if i want to recruit one. at least for the small dragons, didnt get to the big one yet. could it be because i didnt have this mod form the start?
Maal  [author] 7 Feb, 2021 @ 4:13pm 
@flameshroud
Do tell what you saw which seemed wrong. Perhaps I did mess up somewhere, I didn't test in dept. Were the dragons missing SFO diamond cap thing if you selected army cap? No quantity if using faction cap?
flameshroud 7 Feb, 2021 @ 3:52pm 
hmm, than i might have done something wrong. good to know! :)
Maal  [author] 7 Feb, 2021 @ 2:01pm 
@flameshroud
All of my mods should be fully compatible with both of SFO cap system (faction/army) and with the cost-cased cap for sfo mod found in my workshop too. Unless I messed up somewhere.
flameshroud 7 Feb, 2021 @ 12:46pm 
hey, thank you for making thest 2 mods compatible. is there a chanse to integrate the unit caps system for SFO?
Calibrated 3 Feb, 2021 @ 5:17pm 
Maal  [author] 3 Feb, 2021 @ 5:05pm 
Chaosrobie did confirm that the helldrake weapon is too slow, when I did the SFO patch I noticed that it was as slow as some of the slowest weapons in the game and reported it to him. He updated the mod, and I will too later, with the proper speed.
Calibrated 3 Feb, 2021 @ 12:12pm 
please keep the high stats but low weapon strength. that is nice and unique. this requires many actual battles to test
Calibrated 3 Feb, 2021 @ 12:10pm 
I only play SFO. ill check it out and give feedback
Hassan Ben Sahid 3 Feb, 2021 @ 2:35am 
@Maal All right, understandable :)
Maal  [author] 3 Feb, 2021 @ 1:46am 
@Hassan Ben Sahid
The dimela of staying close of the base mod idea or changing it more. Right now it's "proportionaly" balanced compared to vanilla (Sea dragon is basically a black dragon with very minor stats changes, and helldrake is the same as the sea dragon with less HP/damage IIRC).

Took another look at most monstrous infantry in vanilla vs the vanilla helldrake. In pretty much ALL cases, the helldrake has MUCH better stats all around, but worst weapon damage than other monstrous infantry of the same cost (rat ogre, kroxigor, troll, ushabti, crypt horror, animated hulk, mourngul, chaos spawn...). So one could say that they are "designed" to be different from the monstrous infantry general trend...? I could do the changes suggested, but I'd prefer not, since chaosrobie designed them to be have high stats but low weapon damage compared to similar units, Tho they may be overtuned in vanilla and thus this translated into SFO... Will keep an eye on both SFO's and vanilla's.
Hiro-Kalas 2 Feb, 2021 @ 6:39am 
Hellyeah! :)
To infinity and beyond 2 Feb, 2021 @ 6:32am 
thx
Hassan Ben Sahid 2 Feb, 2021 @ 4:11am 
First of all, thanks for the submod!
Second, a balancing suggestion. Maybe decreasing the Helldrake Packs melee attack and defence to 50 and 35, while increasing their weapon strength to 110 or 120, more fitting the SFO monstrous infantry.
slyr101 1 Feb, 2021 @ 11:04pm 
Yay
Wolf 1 Feb, 2021 @ 10:37pm 
nice