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Although not required, I recommend using Mixu's Legendary Lords mods and Recruit Defeated Legendary Lords so players get buffs (in the form of guaranteed legendary lords at some point).
@Skritch I appreciate the feedback regardless, thanks
@Skritch: Not sure, but I'm ok with that because the whole point of this mod is to make the "bad" (minus dark elves) factions more difficult to fight. I really made this for my friend and I, who have been playing total war since Rome 1/Medieval 2, and we usually co-op the 'good' or neutral factions. If it's you really want to change them, I posted how to edit unit sizes below.
Bonus: if you want to edit the number of units, you'll need to make sure you change the following columns in the tables:
1) in land_units_tables, "num mounts" (for mounted units), and MAYBE "bonus hit points" if you find the edited unit is too tanky or too weak.
2) in main_units_tables, "num men" (make sure it's equal to "num mounts" for mounted units)
5) In each of the 6 db file tables (3 in land_unts_tables and 3 in main_units_tables), use the search bar in the middle of the manager and search for "grn", "nor", "vmp", "cst", "bst", and then for the tables that pop up click + shift the numbers on the left hand side to highlight the entire table entries all at once (then hit delete). The tables should correspond to greenskins, norsca, vampires, vampire coast, and beastmen. If you want to leave chaos and skaven like they are in my mod, don't delete anything with "chs" or "skv".
6) Once you delete all the tables for the factions you don't want edited. go to Pack File and Save Pack File (make sure you renamed it from my mod as described in Step 4)
7) Open your mod manager (I use Kaedrin's Mod Manager) and uncheck my mod. You also should see your new pack file; make sure you check it)
When SFO updates for the last DLC, I will update my mod. You'll then have to repeat steps 1-7 for your edited version.
1) Download RPFM (rusted pack file manager; google for it)
2) Install then open RFPM and make sure Warhammer 2 is the selected game (look for 'game selected' at the top)
3) Click on Pack File, then Open Pack File, then find my mod in your data folder (@sfo_zeus_survival.pack). Your data folder is probably in C/program files/steam/steamapps/common/total war warhammer 2/data.
4) Before making any edits, click Pack File, Save Pack File As, then add a number at the end or something (@sfo_zeus_survival1)
Can you make an update of Chaos SFO only ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1239912031 ) and Skavens SFO only please? ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1239887325 )
Also, in the beginning focus on upgrading Reikland and the forts, sending out a full stack with the Franz to assist your electors and prevent them from losing capitals (and prevent civil war, which is a real threat with this mod), while keeping a half stack or so led by a Huntsmarshal running around Reikland and the forts to deal with any incursions.
(Standard army design: Lord, 1-3 heroes, 6 crossbowmen, 1 mortar, 2 pistoliers, and everything else swordsmen. This is for the early-game, of course, but with gold-boosting skills it can take you surprisingly far. If you have *no* training buildings in the very very early game it sometimes ends up being 1 lord, 8 crossbowmen, and 11 swordsmen, but cavalry is useful for forcing enemy attacks and artillery is your main mook-killer.)
Anyway, the enemy attacks you, and you gun them down with artillery (be careful to avoid friendly fire if using normal mortars!), shoot them down with crossbow bolts, and bombard-with-magic them down (all hail Balthazar Gelt!) while they throw themselves against your lines. The strategy does depend on picking up the +swordsman and +crossbowman battle skills, but you should be doing that anyway, and SFO's extra low-level skills and Karl Franz' '+5 level to new lords' makes it a lot easier.
If the AI won't attack you, you can try to force them to do so using pistoliers or mounted wizards, but if they outnumber you hugely, they probably will. And then you can maul them until they grow tired of climbing over their own corpses, pursue the stragglers, and then counterattack and annihilate them entirely.
I will admit, It might be insane to play with the entire mod (chaos tide) on Legendary Chaos invasion difficulty. The first invasion wiped almost all factions, both good and bad in the old world until I stopped them with Clan Angrund.
I can't even imagine what is going to happen with the second invasion! Chaos is insanely overpowered and unless you are in the Empire's part of the old world it may make the game easier by killing all competition there.
A quick way to check is start a Skarsnik campaign -- the goblin units should be 300 and the wolf cav should be 150
My suggestion, before making your mod - try overwriting the SFO files (with a backup) to make sure your changes work IN the mod.
If not, you had an issue with the changes somewhere (easy to do!).
@Mr.Necrophile: Can you please post your mod order? Are you using just this and SFO?
@Mr.Necrophile: Good to hear. Please let me know if you run into any issues.
@Kman124 - thank you sir!