Total War: WARHAMMER II

Total War: WARHAMMER II

Mega Campaign Overhaul
22 Comments
Incata  [author] 9 Apr, 2022 @ 2:43pm 
I remind you that there is a second version with fewer changes Mega Campaign Overhaul 2 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2748494665
Incata  [author] 9 Apr, 2022 @ 2:41pm 
@ClassyAndrue All the buildings a wererat could get food from.
@LWH In principle, this mod could be loaded with higher priority and it will apply the changes even if SFO is active, now I don't know if the effects will go accordingly
lwhのsama 31 Mar, 2022 @ 12:16pm 
plz make is suitable for sfo
ClassyAndrue 9 Mar, 2022 @ 8:09pm 
what building specifically grant skaven more food?
Incata  [author] 7 Jan, 2022 @ 3:35am 
The skill has 100 levels but I think the maximum they can reach is level 80, in my games I never reach such high values because I tend to prefer other skills before
Albedo 5 Jan, 2022 @ 5:50am 
Also, the dump is more reasonable, it doesn't create monsters.
Incata  [author] 5 Jan, 2022 @ 5:47am 
😊 I use Sensei's Authority Rework but that's another good option;)
Albedo 5 Jan, 2022 @ 3:09am 
Hey incata, tried it yesterday. So it is indeed fun, much more dangerous that way! Keeping the other skill points mod wasn't a problem. Also compatible with "The Empire - Reloaded".
Incata  [author] 5 Jan, 2022 @ 3:03am 
@Albedo There is still more than 1 month to go until 3, the intention of the mod is not that the maximum number of people possible download it, the objective of uploading it is that the people who download it have as much fun as I do with it.
WH 3 will surely be very different and specific rules will have to be applied for it but I do not rule out making mods for it.
Albedo 4 Jan, 2022 @ 2:59am 
incata: I hope you'll adapt the mod to TWWH III, it's quite ambitious but comes a bit late for TWWH II
Albedo 4 Jan, 2022 @ 2:58am 
pyromanic7777: good to know, it's indeed OP after a while, it creates world bosses. Maybe this one is more reasonable (it seems so), I haven't done the math :)
Incata  [author] 4 Jan, 2022 @ 2:08am 
the skill that I put grants 1% of life per level and +1 point to the rest of statistics every 5, they have it in the photos
Pyrodysseus 3 Jan, 2022 @ 7:25pm 
Chiming in to say, I have 3 different mods that add a skill dump and all it really does is give me a choice between which one I want to use, every level. For example, one adds stats but after a certain point it gets OP so I start dumping points into the one that adds nothing.
Albedo 3 Jan, 2022 @ 3:37am 
Indeed, maybe both will work at the same time.
Incata  [author] 3 Jan, 2022 @ 2:19am 
@Albedo Hi thanks. I suppose they will put the 2 skills but I have not tried it. My mod is compatible with mixu and Lords of Change mods, but could be extended to other mods. Any suggestion?
Albedo 2 Jan, 2022 @ 11:59pm 
Incredibly interesting mod! Only one gripe on my side: I use a specific skill dump that I guess is not compatible with your mod since you also have a skill dump/skill points modifier. I wouldn't mind switching but the one I use is compatible with lots of custom lords/heroes :(
Pyrodysseus 1 Jan, 2022 @ 9:22pm 
Tell me about it lol, I've got 70 mods running and every Legendary Lord is crazy. Thank god the AI doesn't know how to cheese (at least on purpose) or it would be pretty much unplayable.
Incata  [author] 1 Jan, 2022 @ 8:12pm 
I'm glad you like it. I have played with vampire counts and did not notice excessive power, but it could be that you are right.
The rituals time and the technology time reduction could be adjusted by faction but I did not do the necessary tests to give fundamental values. Maybe in the next update.
The most op I have noticed is introduced with the Legendary Items mod for Legendary Lord, some become killing machines and others indestructible. but hey they are legendary lords right? : D.
Pyrodysseus 1 Jan, 2022 @ 3:23pm 
It's a big mod, I like it. Perhaps you could just reduce the cooldowns of rituals by a different amount per faction? I like that AI suffer equal attrition. The worry about Vampire Counts is that their magic is very strong and integral to their success, other factions are less reliant on magic and so Vampire Counts benefit the most (with a few exceptions).
Incata  [author] 31 Dec, 2021 @ 3:26pm 
I didn't want to do the same job someone else did and that's why it's not included in the mod but I highly recommend using all the mods I recommend for things like this.
Incata  [author] 31 Dec, 2021 @ 3:26pm 
Dwarves do not have a specific upgrade in this mod, but 2 of the mods I recommend are direct upgrades over the dwarves.
Mortuary Cult / The Forge Multiple Unique Crafting (Tomb Kings / Dwarfs) which removes the maximum item crafting cap and Matt's Safe Runes which eliminates the possibility of runic blacksmiths failing.
Vampire counts do not have a specific advantage over this.
The technology is the same for both gamer and AI.
The reasoning for reducing the rituals is that everything has been reduced, keep in mind that in turn 40 with this mod it is equivalent to a turn 80 in the vanilla game, if I do not modify this the rituals would feel useless.
The AI and the player suffer the same wear due to terrain or any other circumstance.
I hope I have resolved your doubts, if you think that something is too op, do not hesitate to comment.
Pyrodysseus 31 Dec, 2021 @ 1:26pm 
Hey I have a couple questions;
If magic is twice as strong, are dwarves getting buffed? How are you balancing Vampire Counts with that, as well?
Also,is research speed one of the bonuses you removed from AI? If so, do they now match the player with double tech speed or do they tech slower than us?
What's your reasoning behind making all rituals the same cooldown? For example, Skaven now can make more undercities, more earthquakes, and more plagues. Is that a deliberate decision?
As far as "removing perks such as attrition", what perks are we talking and does this apply to *all* attrition?