Total War: WARHAMMER II

Total War: WARHAMMER II

Elite Ogre Mercenaries (SFO)
38 Comments
Yanichar 27 Aug, 2022 @ 2:38am 
Cheers, mate!
Fröb  [author] 27 Aug, 2022 @ 2:30am 
@Yanichar: I always put it lower. Though, since I edited the tables in a special way, it should work no matter if you place it above or below the original mod.
Yanichar 27 Aug, 2022 @ 2:28am 
Hi all! Should this submod be higher or lower in the loading order than the original?
Fröb  [author] 2 Jul, 2022 @ 11:58pm 
@HughJanus69: Exactly, I was also a bit confused by this in the beginning. :D
HughJanus69 2 Jul, 2022 @ 6:58am 
oh, was confused. Colossus is singular- multiple would be called Colossi or something
Fröb  [author] 2 Jul, 2022 @ 5:35am 
@HughJanus69: The mournfang behemoths are a troup with a small unit size. The mournfang colossus is a single entity. Also, the mournfang colossus has nearly no AP damage but a very high mass, so it can push through unit formations even easier.
HughJanus69 2 Jul, 2022 @ 5:23am 
the mournfang collosus and behemoth seem very similar? What makes them different?
Fröb  [author] 5 Mar, 2022 @ 12:58pm 
@DJToone: Thank you for your input! I admit that I am not very experienced regarding balancing. But so far you are the only one reporting this 'issue'. If more people will say something similar, I will try to make some changes.

I also have a bit the feeling, that mass in TW W2 works not like in TW W3. High mass units should be able to just stomp through anything in their way to snipe whatever unit they want. That was my intention for the Mournfang Colossus. But I also realized that it seems not to work like this in TW W2. For TW W3 I will most probably create completely new units and then I will have to see to the balancing again.
DJToone 5 Mar, 2022 @ 12:53pm 
Hey, thanks for the great mod. I may be alone here but I find the regular mournfang cavalry to outperform the behemoths and the colossus on a regular basis. Possibly just how I use them or maybe another mod somehow is affecting it(although none should by definition). Either way I like the mod and use them all but I feel they higher tier cav needs a buff, possibly an upkeep increase to match but either way the result should more expensive units should outperform the lesser. Can anyone else confirm their experiences with it?
Fröb  [author] 14 Jan, 2022 @ 1:23pm 
@Zod's Snapped Neck: Thanks for the report! No idea if the latest SFO update changed something regarding the overall AI recruitment behaviour. When I tested it only the rogue armies recruited ogre units and even then extremely seldom!
Zod's Snapped Neck 14 Jan, 2022 @ 1:18pm 
I am playing a (test) campaign as Karaz-a-Karak and just fought a Creeping Death army that was using Leadbelchers and Ironguts (both from Expanded Roster - Ogre Kingdoms). This was on turn 55. I am using both that mod and yours with the SFO patches.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2719321794

That's the only AI army with Ogre units that I have seen so far, but at least they are definitely able to recruit ER units.
Fröb  [author] 8 Dec, 2021 @ 6:07am 
@Kaleopolitus: Thanks for the info. For me it is the same. When using SFO the AI never recruits any kind of ogres. But I still don't know what causes this.
Kaleo 8 Dec, 2021 @ 5:10am 
I have never seen the AI recruit a single Ogre unit across probably more than 1000 turns since the mercenaries were introduced while using SFO. I didn't even know AI were allowed to recruit them! Just figured you might appreciate that data point.
Fröb  [author] 29 Nov, 2021 @ 11:32pm 
@Empyrealite: I checked the changelog of the latest SFO update. There was only one note regarding ogres and this is nothing which is included in my own mod files. Why did you mean my mod needs an update? Is something not working for you?
Empyrealite 29 Nov, 2021 @ 3:17pm 
Needs another update unfortunately.
Fröb  [author] 12 Oct, 2021 @ 5:54am 
@ERO-TAEPODONG: Thank you for the information! Actually, I am very surprised because recently I also played a SFO campaign on VH/VH about 200 turns and no ogres (not even the vanilla ones) appeared in the AI armies. But I think you rather mention the ogres from 'Expanded Roster: Ogre Kingdoms' and not from my mod?
ERO-TAEPODONG 12 Oct, 2021 @ 4:46am 
i love this mod and in case you need this information, i run sfo with Legend/Easy difficulty and the ai recruit it, with cats and leadbelcher being favourite (or survived)
Fröb  [author] 8 Sep, 2021 @ 9:47am 
Updated! - Fixed some minor graphical issues and added the Ogre Marauders and the Mournfang Colossus as new units.

Until TW W3 I will not add anymore units!
Fröb  [author] 4 Sep, 2021 @ 12:21am 
Updated! - Added the Ogre Frontbreaker as an additional unit!
Fröb  [author] 1 Sep, 2021 @ 7:29am 
Updated! - The Ogre Bulwark counts now as a single entity and should not restore its HP to 100 % after a battle anymore.
To infinity and beyond 28 Aug, 2021 @ 12:21pm 
thx
Kaguya(伏龙芝肄业) 28 Aug, 2021 @ 9:36am 
Well..I finally found which mods cause conflict in SFO.It's "Lord Voss"and ”Knight of the Raven“mod cause it.So strange...
Kaguya(伏龙芝肄业) 27 Aug, 2021 @ 8:47pm 
Thx for helping!Maybe my other mod have conflict
alexej 27 Aug, 2021 @ 11:19am 
I am having those mods active too without crash
Fröb  [author] 27 Aug, 2021 @ 10:48am 
@nab: Thanks for the information! In that case it seems that it is a problem on @Kaguya no Akatsukis side.
nab 27 Aug, 2021 @ 10:18am 
@Fröb @Kaguya no Akatsuki I tested it with Arkhan sfo mods and its working fine.
Fröb  [author] 27 Aug, 2021 @ 7:55am 
Sorry, but I don't know what this mod includes and what could cause the CTD. Besides, I can't make submods for every other mod...
Kaguya(伏龙芝肄业) 27 Aug, 2021 @ 5:18am 
Use with sfo, i found it's not compatible with ”Arkhan the black“mod .Will crashed the game at campaign start
DeadlySprout 26 Aug, 2021 @ 5:54pm 
I definitely saw Throgg hire a Slaughtermaster from Expanded Roster earlier - I also use SFO.
RatboyW 26 Aug, 2021 @ 10:12am 
Thank you! :)
Fröb  [author] 26 Aug, 2021 @ 8:00am 
Updated! - Added the missing features regarding the chevrons and the upkeep as mentioned by Cyñical.
Fröb  [author] 26 Aug, 2021 @ 6:58am 
@Cyñical: Thanks for the info! No, I did not know about these changes so I did not include my units in them. I will try to add it soon.
RatboyW 25 Aug, 2021 @ 7:56pm 
Not able to test atm so I'm not sure, but do these receive the same benefits as the other ogres as they level up?

From patch notes:
"Ogres; in campaign they gain +3% to all damage per chevron because they don't benefit from any skills/tech. Upkeep lowered by -50% for Beastmen and Tomb Kings"
vxiong029 25 Aug, 2021 @ 4:24pm 
A gentleman and a scholar
Fröb  [author] 25 Aug, 2021 @ 1:28pm 
SFO makes many changes and adds many new units. So maybe the AI now has more than enough options and maybe better units and decides not to use ogres on purpose. As written, even the vanilla ogres seem not to be used by the AI in SFO... Oo
RatboyW 25 Aug, 2021 @ 1:26pm 
Thank you for this! That recruitment bug sounds weird though, I'll be sure to keep an eye out once I finally start a campaign
TryToBeHappy 25 Aug, 2021 @ 12:15pm 
Thank you
DisgustingIncelPervertFreak 25 Aug, 2021 @ 11:22am 
thx