Total War: WARHAMMER II

Total War: WARHAMMER II

Oldhammer - Shard Dragon
87 Comments
lwhのsama 13 Nov, 2024 @ 4:18am 
碎片龙。矮子可用,不作为单位招募,找到卷轴才能召唤:steamthumbsup:
Ben 23 Aug, 2024 @ 7:35am 
@Rauss Wait when someone takes the Frost Wyrm and reskins it into one since it looks from a structural POV very, very close to a Shard Dragon.
Rauss 12 Apr, 2024 @ 6:06pm 
I know this is quite old but would there be any chance of porting this mod over to Total War: Warhammer 3? Would love a shard dragon in my Dwarven roster.
JohnnyM&M 22 Nov, 2021 @ 11:39am 
update please
Blackoutsider 15 Oct, 2021 @ 10:30pm 
@Urgat Amazing mod, excellent work! Take the liberty to ask, can I use your animation file for my dragon mod? :steamhappy:
Nesher666 1 Oct, 2021 @ 1:34pm 
@Urgat
This unti still looks marvelous, thank you! :)
One thing which I have noticed is that the transition animations are somehow bugged/missing.
There is a certain jaggedness between forward motion and stopping and also turning to the side while in combat the unit seems to rotate slowly.

Also Woizer's idea would be nice a very nice addition to this already superb mod, namely that Thorek's campaign Carnosaur gets reeplaced by your Shard Dragon. It would make more sense lorewise for the Dawi.
djdomi44 5 Aug, 2021 @ 4:36am 
please add them to thorek, belegar and ungrim in custom battles
gamer rat 18 Jul, 2021 @ 8:49am 
awsome unit! would be cool if there was some option or sub-mod that replaced thoreks carnosaur with this. it just feels way more thematic
Villas 12 Jul, 2021 @ 9:21pm 
Excellent idea @Woizer
Woizer 3 Jul, 2021 @ 12:08pm 
would be awesome if this could replace thoreks carnosaur
rex999 2 Jul, 2021 @ 8:32pm 
Hey great mod, are you going to make rune golems in the future?
redtyrone 29 May, 2021 @ 8:02pm 
Does this work with Krak Draka Mod ?
Xarizon 20 May, 2021 @ 9:27pm 
Wow these look REALLY good. I usually don't use extra unit mods but ill make an exception here
Urgat  [author] 13 May, 2021 @ 5:54am 
@Rozorangre: As I said before, I have no clue, you're the only one who has those issues. If you care enough about that mod to go through the effort, I suggest that
1) you check if there's movie packs that could somehow mess up with this mod (movie packs won't be deactivated even if you turn all your mods off, including the ones the movie packs are linked to)
2) try a Steam repair or your game
3) unsubscribe from all your mods, uninstall the game, and reinstall.

Honestly though if 2) fails, I would suggest 4) just ignore this mod, it's just a dragon, there's no shortage of those in this game.
NINA rojozangre 12 May, 2021 @ 10:25pm 
@Urgat Hello :steamhappy:, I really like your mod but the "errors" presented by the unit do not look good (flickers, erratic movements, turns without animations ...)

- (I also see that no one else is reporting these errors, but they appear when I use their -individualitate mod, the errors also appear)

- Any help or solution? 🔴
Leon'Ardog 12 May, 2021 @ 4:17pm 
let them fight, let them fight..
Ben 1 May, 2021 @ 2:35pm 
@Urgat OK.
Urgat  [author] 1 May, 2021 @ 1:13pm 
I'll revisit it at a later date (I plan to, at least), but not for now.
Ben 30 Apr, 2021 @ 10:35am 
@zerg93 Fair point. But I still believe, and that's my personal point, that it should be made tankier and beefier. Against infantry it's great. Also pretty good against cavalry. But against A VARHGULF it struggles. Against something that it would actually have no problems against. There is a reason why it has so many traits to make up for the lack of flight other draconic creatures have.
zerg93 30 Apr, 2021 @ 7:52am 
@Ben If Urgat allows that and if He's ok with those changes, sure.
He did express doubts about this unit current power, so IF I do get the permission to work on this, I will only change what I'm allowed to change, nothing more and nothing less.
Ben 30 Apr, 2021 @ 7:34am 
@zerg93 Don't forget addition of Poison Attacks, an extra 20 to charge, Scaly Skin, a 15% Ward Save, a 25% Magic Resistance and that Vanguard Deployment that it doesn't have despite being in its description. Also checked it. Units with Terror (and it has Terror) are themselves immune to Fear and Terror.
zerg93 30 Apr, 2021 @ 3:43am 
@Urgat Just want to let you know that if JvJ Is too busy with the other mod, I can easily make some DB edits to the main mod and then give you the modified pack file so that you can update It.
If you are okay with It, of course (which Is not a given since we don't know each other so I completely understand If you are not okay with this).
If you are okay with this though, I would like to change the following:
-Increase the recruitment cost from 1800 to 2000 and the upkeep from 450 to 500
-Put a global unit cap of 3.
-Increase recruitment time from 1 turn to 3 (of course for the normal Shard Dragon, not the scroll version)
-Add the Immune to Psychology attribute, like Ben previously suggested.
-Allow Clan Angrund and Karak Kadrin to use the Shard Dragon in custom battles.
Of course I can change any of this If you don't like It.
zerg93 30 Apr, 2021 @ 3:16am 
@Imperator No idea about the scroll chance, but since I have previously checked the mod files I can tell you that these units (I'm still talking about our standard Shard Dragon but I'm using plural because the mod counts the Shard Dragon used in custom battle and the one used for the scrolls as two separate units even if technically they are still the same unit) are both available for the main Dwarf-Greenskin-Skaven groups for custom battles and campaign.
Also notice that while you do have access to the Shard Dragon in campaign if you choose to use Clan Angrund or Karak Kardrin, you currently can't use It in custom battles with said factions.
That's due to the fact that, in custom battles, those factions are not tied to the main Dwarf group but respectively to the Karak Izor and Karak Kadrin groups.
Ben 30 Apr, 2021 @ 2:01am 
@rojozangre In my case the charge animation worked (it dived into enemy regiments) as well as the Breathe Attack.
NINA rojozangre 29 Apr, 2021 @ 8:24pm 
@Urgat Hello :steamhappy:
- a short video of the bugs you report. erratic movements, blinking, etc ... ( https://www.youtube.com/watch?v=KUG3sgTfSmg ) 🔴

I really like your MOD
for the dwarves I hope there is some solution 🔴 ( or does the mod unit work like this?) :steamsad: ...
The Black Kaiser 29 Apr, 2021 @ 4:53pm 
man those are cool! you should make golems too or trolls with that skin. What"s the chance of finding the scroll in campaign? Is it for all factions?
Ben 29 Apr, 2021 @ 4:06pm 
@Urgat Almost forgot. In its Monstrous Arcanum section, the Shard Dragon also had the Stubborn rule. This doesn't exist in TWW, but there is Immune to Psychology. This could also be very useful for it.
Then again it's your mod. I'm only suggesting stuff.
Ben 29 Apr, 2021 @ 2:27pm 
@Urgat My suggestion: Add in the Poison to its attacks (Rock Burner Venom + a slight buff to its charge), as well as both a 15% Ward Save and 25% Magic Resistance (to represent both the Gromlir-hard Scales and the effects of the Runic Collar). Not to mention the Scaly Skin Trait that Dragons have. While it's a Draconic offshoot descended from Dragons that crawled underground, it's still technically a Dragon.
Also forgot to add. It doesn't have the Vanguard Deployment Trait despite having it in its description.
Ben 29 Apr, 2021 @ 2:26pm 
@Urgat Nah, while it's powerful it does suffer from the fact that it doesn't benefit from the red skill tree. I mean I had it go up against a Varghulf one-on-one and it was a standstill here even with Phase 3 Rabid Frenzy. I mean, this thing is as big as any normal Dragon and has stats that are close to it. While it shreds infantry and foot lords (the former even more so with the Razor Scales) with ease, it struggles against larger single entity units.
Urgat  [author] 29 Apr, 2021 @ 12:41pm 
@Ben: hope it's not too OP... I'll wait for some returns and see if it shouldn't be toned down.
Urgat  [author] 29 Apr, 2021 @ 12:41pm 
Well, I really can't say, I have no problem at all, nor did any of the people who had it before release. Anybody else encounters such issues?
NINA rojozangre 29 Apr, 2021 @ 10:53am 
@Urgat A GREAT UNIT :steamhappy:
I will not pass a mod conflict (remove all mods I use and only use your MOD and the terror continues)

-They are animation errors such as erratic movements when being static, rotating without animation (static), so to speak, movements in the blink of an eye ...
- (Doesn't move smoothly):steamsad:

well the unit is like this ...:steamsad:

any solution? 🔴
Ben 29 Apr, 2021 @ 9:01am 
*I mean Orcs. Black Orcs. My 40K got in the way.
Ben 29 Apr, 2021 @ 9:01am 
Finally got to see the murder ferret in action. And I was NOT disappointed. It murdered the hell out of a Orc Warboss and set a regiment of Black Orks running.
Urgat  [author] 29 Apr, 2021 @ 2:10am 
@rojozangre: no idea, probably a conflict with another mod.
@Flamboyant Schemer61 : no worries, I'm adding it.
NINA rojozangre 28 Apr, 2021 @ 9:37pm 
@Urgat Hello
there is an error the unit does not move well (it moves, rotates without animation ...) with blinks ...

- (use the MOD alone and the error is the same)

any solution to the error? 🔴
Flamboyant Schemer61 28 Apr, 2021 @ 4:17pm 
Hello mate! I loved the mod! I've done a sfo submod for this mod and uploaded it. I forgot to ask you for permissions, sorry about that. Of course I will delete it if u dont want me to upload that. My submods needs this mod to work so everyone using that needs to use this one too. It's in a small compliation of ur Jabberslythe and chaosrobie's Preyton. You can see it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2470669687
Ben 28 Apr, 2021 @ 2:02pm 
@Urgat
@zerg93
Darn. Oh well.
zerg93 28 Apr, 2021 @ 2:00pm 
@Ben Shard Dragons are tied to Runeforges only in my submod and not here though.
While Urgat or JvJ can still cap these units from here through the main units table and consequently affect my submod in the process as well, they can only tell to the game, for example, to give them a global cap of 1 or 2 or 3 and so on.
Also, while I do think that the "x" unit capped for "y" number of buildings Is totally doable, I have no idea about how to achieve such a thing.
Probably a script or/and messing with other tables, if I have to guess, but I'm not sure.
It's a bummer to hear all of this but on the bright side I don't think that the AI Is going to spam these units anytime soon.
Nothing that a price increase can solve, though.
Urgat  [author] 28 Apr, 2021 @ 1:41pm 
I'm afraid that's way beyond my knowledge, and JvJ is too busy with Nagash stuff to go back to the dragon. I don't mind if you tinker with the files, as long as it remains a submod and doesn't lift the assets.
Ben 28 Apr, 2021 @ 1:07pm 
@Urgat. Small question. Is it possible for you to hard-cap the Shard Dragon to one per Runeforge? zerg93 wanted to do this, but doesn't want to mess in the unit files without your permission.
Urgat  [author] 28 Apr, 2021 @ 4:25am 
@Ben: yeah, they're good ideas
Urgat  [author] 28 Apr, 2021 @ 4:24am 
Sure, go ahead, if you send me the link I'll add it to the description.
zerg93 28 Apr, 2021 @ 12:21am 
@Urgat Can I make a building recruitment submod for this?
The Runeforge idea sounds good to me.
Ben 25 Apr, 2021 @ 2:23pm 
@Urgat Just proposing stuff. It's your mod in the end...
Ben 25 Apr, 2021 @ 2:22pm 
@The second would be via unique skill for Runelords. You build the Armory and upgrade it up to the Runeforge that allows you to unlock the Shard Dragon, but the cap for them you can increase with a Runelord via unlocking Shard Dragon capacity. This would allow you to get +1 to Shard Dragon capacity. Why? Because lore-wise, while the Dawi Ancestors did shackle the Shard Dragons to their will with the runic collars the Dwarfs forge, only a Runelord can command a Shard Dragon and point it at a problem to make it disappear...preferably with as much violence and collateral damage as possible.
Ben 25 Apr, 2021 @ 2:22pm 
@Urgat The former is that you first build and max out the forge tree in a settlement up to the Runeforge. This would unlock a building that would allow you to recruit Shard Dragons (the Dragon Kennel and yes, from how the Dawi use them, they treat Shard Dragons as disposable draconic tomahawk missiles of attack dogs) and increase the cap of Shard Dragons by 1. These would be buildable only in province capitals for obvious reasons.
Ben 25 Apr, 2021 @ 2:21pm 
@Urgat You could make them hard-capped in order to avoid making doomstacks and lore-breaking. I see it this way too with Rune Guardians and Rune Golems. These two and Shard Dragons (as well as the more crazier Dwarf machines) should be hard-capped due to a) being very powerful and b) in order to avoid phasing out the Dwarf play-styles completely. Such units should be mold-breakers, not replacements.
You could choose two routes in order to increase the number of Shard Dragons that Dwarfs have access to. Either as a building or a skill. Will continue in another post because it's too long.