Total War: WARHAMMER II

Total War: WARHAMMER II

Zeus's Survival Mod (SFO) [OUTDATED]
43 Comments
Kman124  [author] 31 Aug, 2021 @ 9:11am 
Mod should still work for existing saves, except the couple new Beastmen units won't be affected. For new saves, please use Kam's mod, linked above.
乌拉拉urara 23 Aug, 2021 @ 2:28pm 
update? plz~!
calwish1 23 Jul, 2021 @ 10:08pm 
You the man, Kman
Drakken 23 Jul, 2021 @ 5:56am 
I want to thank you in advance for updating after SFO comes out. This mod is necessary to make the game a challenge for order factions. I never play without it!
Kman124  [author] 27 May, 2021 @ 7:45pm 
@nab Not unless Kam has one. But its pretty much every unit of Vampires, Beastmen, Skaven, Norsca, Greenskins, and Chaos minus heroes and lords. Some single entity units received some buffs too. A handful of non-gunpowder units for the Vampire Coast got a couple small size increases too.

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
nab 27 May, 2021 @ 4:35am 
Is there a list somewhere of all the units affected?
The Wriggler 10 May, 2021 @ 12:45pm 
@Kman124 Oh I already have changed them, I just wanted to make sure you knew just in case it wasn't meant to be there.
Kman124  [author] 10 May, 2021 @ 11:08am 
@ Uwu: I think so, but I'm not sure. I would copy the save file before testing.

@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.
NPC 9 May, 2021 @ 11:26am 
can you turn this off mid-game?
The Wriggler 5 May, 2021 @ 8:38am 
Currently poison wolf rats have 150 units while wolf rats have only 120. I'm not sure whether this is intentional or not, so I figured it'd be worth mentioning.
KaliYama 27 Apr, 2021 @ 8:02pm 
thanks kman for explaining how to make DIY edits!
captainducko 27 Apr, 2021 @ 7:42am 
Thanks for this update!
Kman124  [author] 5 Apr, 2021 @ 6:30pm 
@Buffalo

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)
Kman124  [author] 5 Apr, 2021 @ 6:30pm 
@Buffalo

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.
Kman124  [author] 5 Apr, 2021 @ 6:29pm 
@Buffalo probably not, but I'll outline the steps so you and anyone else that wants only certain factions affected can do it:

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)
Buffalo 3 Apr, 2021 @ 12:00am 
Rio 2 Apr, 2021 @ 9:12pm 
thanks for the mod, it would be cool if we could choose which faction we wanna buff for example just greenskins and how strong, for example with mod config tool
Kman124  [author] 23 Mar, 2021 @ 9:23am 
In addition to what Aevylmar said, one other tip is to take out the enemy lords and heroes ASAP if you're going to need a rout to win the battle.

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.
Kman124  [author] 23 Mar, 2021 @ 9:17am 
Yes, it should. I tested a battle in campaign, orcs v. skaven, and it worked fine
sterm 21 Mar, 2021 @ 8:18pm 
this work with update?
Aevylmar 20 Mar, 2021 @ 9:52pm 
@Ufnal: (p3)

(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.)
Aevylmar 20 Mar, 2021 @ 9:52pm 
@Ufnal: (p2)
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.
Aevylmar 20 Mar, 2021 @ 9:52pm 
@Ufnal: (p1): As the Empire? A fanatical devotion to the tactical defensive. Instead of attacking the enemy, take an extremely cramped position in one of the corners of the map, with crossbowmen and artillery (best for this strategy: Sootson's Guns) as squeezed in as they can be and not be standing on each other's toes, and your infantry (I usually prefer Swordsmen in SFO) in the thickest, tightest line in front of them you can, using forced manual formations to prevent the gaps in the line the AI tends to leave - you definitely want *them* standing on each other's toes!
Ufnal 13 Mar, 2021 @ 4:37am 
Damn it, I know I am not a good player, but I am finding it impossible to play this mod as Reikland even on normal difficulty, as the Norscans and Beastmen just GOBBLE up all the northern Empire and grow too strong. Any tips, anybody?
Alan 28 Feb, 2021 @ 3:32am 
Thank you
wlrmakwprnr 21 Feb, 2021 @ 7:41am 
thanks!:steamthumbsup:
Drakken 18 Feb, 2021 @ 2:00pm 
Thanks for updating this. I was playing with all of the tide mods except for the chaos tide before this fix.

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.
neverending 9 Feb, 2021 @ 7:43pm 
Hey just wanted to let you know @kman124 it's working for me too, at least int he custom battles, haven't started a campaign map but either way I'm really thankful you got to this since kam seems unable to update on his end from computer issues alone (let alone whatever else is going o n in his life)
Mr.Necrophile 8 Feb, 2021 @ 11:00am 
@ Kman124 - It works! Just quickly turned it on and had a look at a neighobouring ork army and voila! Thanks mate, the game wasn't the same without this mod :)
Kman124  [author] 7 Feb, 2021 @ 1:44pm 
Your unit mods for the 'good' factions (and dark elves, tomb kings) should still work. Even mods that add units to the 'bad' factions should still work (if they are SFO compatible), they just won't have the increased unit sizes.
Renown 7 Feb, 2021 @ 1:17pm 
But thank you for your hard work, I'm sure this will come in handy for many people.
Renown 7 Feb, 2021 @ 1:16pm 
Now all you have to do is make a huge compatible submod for all the various unit mods I have now =p
Kman124  [author] 7 Feb, 2021 @ 1:00pm 
Update: I went back to the Cataph school of modding and had some beers and guys, I think I fixed it.

A quick way to check is start a Skarsnik campaign -- the goblin units should be 300 and the wolf cav should be 150
Renown 7 Feb, 2021 @ 12:39pm 
Sorry I can't help much. I have not modded since I stopped modding Divide and Conquer M2TW. I am not familiar with the tables these days.

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!).
Kman124  [author] 7 Feb, 2021 @ 12:33pm 
Update: Sorry guys, I just can't figure this out. I cleaned up the mod, which will help with compatibility (another noob mistake I fixed) for mods that touch the non-evil factions, but I just can't get my changes to overwrite SFO. If anyone has any ideas, I'm all ears
neverending 7 Feb, 2021 @ 12:33pm 
thanks for your efforts regardless!
Kman124  [author] 7 Feb, 2021 @ 11:24am 
Update: I was able to fix the CTD (noob modding mistake), but I'm still not able to get the unit size increases to work. My non-SFO version works, so I really have no idea what could be the issue. I'll keep at it though.
Kman124  [author] 7 Feb, 2021 @ 10:48am 
@Renown [NPA] I am now getting the same error. I just tried running SFO and this and I'm getting a CTD when I load the game. I only edited SFO's own tables, so I'm not sure what the issue is.

@Mr.Necrophile: Can you please post your mod order? Are you using just this and SFO?
Renown 7 Feb, 2021 @ 10:38am 
Sorry, let me rephrase, I could not run this without a CTD, or with the proper unit values. Either I get vanilla, or CTD. Just this mod, plus some of the updated lord mods with no unit editions. Unfortunately now more unit mods have come out, so I will probably go try those.
Mr.Necrophile 7 Feb, 2021 @ 8:31am 
Just fought some zombies and they were 200. The load order is right where it was on the original mod so I don't think that's the issue. Probably a conflict somewhere.
Kman124  [author] 7 Feb, 2021 @ 7:46am 
@Renown [NPA]: what other mods are you running? This must load after the main SFO mod.

@Mr.Necrophile: Good to hear. Please let me know if you run into any issues.
Mr.Necrophile 7 Feb, 2021 @ 4:41am 
Works for me - game started fine. When I get to some Norscans, vamps, or Greenskins, I'll update.

@Kman124 - thank you sir!
Renown 6 Feb, 2021 @ 8:07pm 
Could not run this no matter how I tried.