Total War: WARHAMMER II

Total War: WARHAMMER II

Jax - 3 standard mounts for the Black Ark Admirals
20 Comments
Jacksha  [author] 30 May, 2021 @ 8:50am 
Hey Sunset Sarsaparilla! :)
Yeah I agree on that completely.
About solving that problem... I've never been poking with map files so unfortunately i can't help you with that.
This guy on the other hand seams to have a lot of experience in it so he could be of much mor help to you that i could:
https://steamhost.cn/steamcommunity_com/id/TMiRRR
Sunset Sarsaparilla 29 May, 2021 @ 4:14pm 
Hey Jacksha, is it possible to make a mod that removes the Black ark's map completely or make them appear only when attacked ?

The lack of variety takes some fun away, not to mention its quite silly "sieging" your own ark

If you're not interested in that kind of mod, can you please tell me where and what in the RPFM i should change ?
Jacksha  [author] 20 Apr, 2021 @ 11:26am 
Well i don't play sfo but it should work on all standard black ark admirals except if sfo guys didn't make their own mounts in which case u don't need my mod :D
As i saw in their mod files they have "Fleet Masters" in sfo but i guess they have their own mounts or something...
Hans 20 Apr, 2021 @ 11:15am 
It dont need a sfo version? :O
Jacksha  [author] 20 Apr, 2021 @ 11:07am 
@Hans Was that a joke? :D :D
Hans 19 Apr, 2021 @ 6:30am 
Now we need a sfo version :)
Jacksha  [author] 8 Apr, 2021 @ 5:22am 
@Sunset Sarsaparilla Np. Your question was on point. Cheers!
Sunset Sarsaparilla 6 Apr, 2021 @ 8:22pm 
Makes perfect sense, the simpler - the better, especially in cases where the little extra could cause extra pain to maintain or be rarely used and therefore underappreciated.

i appreciate your effort & time.
Jacksha  [author] 6 Apr, 2021 @ 11:27am 
@Sunset Sarsaparilla
And to answer the second question:
- Well, yeah kinda... I think CA was thinking of implementing some kind of mounts for them cause the first 3 places in the first row of their skill tree were unused. So i just used them. Adding a fourth would mean that all other skills in that row would have to be shifted by one place which wouldn't be a problem to do but would make the mod not to be 100% save game compatible cause all those shifted skills in the first row would reset and players would lose skill points.
And since steed is something that i didn't think was a major thing to lose i left it out.

Hope that makes sense :)
Jacksha  [author] 6 Apr, 2021 @ 11:25am 
@Sunset Sarsaparilla
The other reason is the balance. It could be the case that admirals have higher missile dmg bcs thy can only be on foot in vanilla. Adding a mounts is a straight out massive buff to that unit in terms of usability in melee combat (that should be obvious) but he would also use his range attack more often and from a lot better angles (especially on flying mounts) so i see it range buff even so the raw numbers are saying the opposite....
Jacksha  [author] 6 Apr, 2021 @ 11:24am 
@Sunset Sarsaparilla
The simplest answer to all questions would be: "Convenience"! :)
The long answer is LONG, so it may take up few messages :D
- The reason why is that all the new mounts are exact copy of Dreadlord and their foot version does indeed deals 50% less missile damage then original black ark admiral on foot.
Now, there are few reasons why i didn't increase missile dmg for admirals:
It was a super-simple solution just to use already existing unit that is almost the exact copy of a unit that i needed. Changing that stat would require me to make a new unit or more easy solution would be to just add a 50% bonus to his missile damage, but that wouldn't be correct cause any other missile damage bonus that admiral gets would be less than it should be bcs his base dmg (that would be base for other multiplications) would still be 50% less.
Jacksha  [author] 6 Apr, 2021 @ 10:37am 
@Delta 1138 Yep!
Delta 1138 6 Apr, 2021 @ 10:11am 
Is this compatible with campaigns already in progress?
Sunset Sarsaparilla 6 Apr, 2021 @ 6:34am 
Great "fix" ! If you dont mind, id like to ask you few questions:
- I noticed that normal dreadlords(crossbows) have less ranged dmg than the admirals(both moded and vanilla), and their dmg stays the same, when mounted, but admiral's dmg gets reduced to the same value as dreadlords. Whats up with that ? Anyhow, even with lower dmg, its still much better, both in terms of usability and most importatnly fun aspect !
- Why the steed wasnt included ? Is it due to limited amount of slots available or other reason ?

Dont get me wrong, the mod itself is great as it is, its just my curiosity.
Jacksha  [author] 2 Apr, 2021 @ 1:06pm 
@Hairy Fairy U are correct mate. Now his admiral has mounts too! :)
Thnx for the info
Hairy Fairy 2 Apr, 2021 @ 11:38am 
Very nice little mod, thank you. I just have one issue - you seem to forgot to add mounts for Lokhir's unique admiral :)
Jacksha  [author] 2 Apr, 2021 @ 3:13am 
@ InfinityKage :D
Funny day to publish :D
Hope it brings more enjoyment in this wonderful game that we all invest tons of our time. Cheers!
InfinityKage 1 Apr, 2021 @ 4:41pm 
I saw the boat and rocks and remembered its April Fools and thought you made a mod where he just sailed the boat on land. I'll admit I'm just a bit disappointed.
totalwarwarhammer2 1 Apr, 2021 @ 8:05am 
Very cool and needed ;D:steamthumbsup:
Villein 1 Apr, 2021 @ 6:35am 
Since CA refuses to add actual Fleetmasters aside from a few skills and a trait, yeah mounts for bland dreadlord copies who didn't even have them prior will be great. Thanks for the mod