Total War: WARHAMMER II

Total War: WARHAMMER II

Mixu's Curs'd Ettin-SFO
14 kommentarer
RatboyW 11. jan. 2022 kl. 14:01 
Nice, been waiting for someone to make this one, thank you very much! :)
fredrowe234 11. jan. 2022 kl. 13:26 
Thank you!
Lobuno 9. jan. 2022 kl. 22:32 
You are doing a great work, thank you very much!!!
Kaguya(伏龙芝肄业)  [ophavsmand] 9. jan. 2022 kl. 21:51 
At least in my test, the damage he can cause is not different from that of the giant. I think my current setting should be reasonable.Of course I just tested it roughly, it may not be accurate.
Kaguya(伏龙芝肄业)  [ophavsmand] 9. jan. 2022 kl. 21:43 
As for melee damage, according to the description, heroes have magic damage. I want them to be more different from ordinary units, so I slightly increased the power of some weapons, but reduced some hit points to meet their mage status, that's all.

Your feedback is very important to me. If you think what value is more in line with him, please tell me. I can reset it and test it to see if he's more balanced.Very thank you for your feedback.
Kaguya(伏龙芝肄业)  [ophavsmand] 9. jan. 2022 kl. 21:37 
@Lobuno
When I set the value, I always subconsciously use some similar units of SFO as a comparison to reset the value, rather than setting it according to the comparison between SFO and the original.Because some unit is a big difference from vanilla.

At first, according to Warhammer Fantasy, I thought curs'd ettin was a giant like creature, so I gave them a hit point like giant in the first edition, but soon you reported the exception to me. I found my mistake after looking up the information carefully. I reduced some hit points and deleted the skills of giants.

In fact, until now, I still don't know what the positioning of curs'd ettin should be. If increase their hit point by 10% and put it into SFO submod, his hit point is less than 9000.I'm a little worried that they will be too weak to deal with some anti large units.
Lobuno 9. jan. 2022 kl. 16:13 
Summed up, the giants skills are not a problem, the numeric values you gave them are.
Lobuno 9. jan. 2022 kl. 16:08 
You took several decisions I really don't undestand, like making the melee damage different between the base unit and the lords, when in the base mod all of them use the very same weapons/damage. Also if you take the Beastmen Giant (wh_dlc03_bst_mon_giant_0) for a comparison, from base game to SFO his Hit Points are augmented around 10% from 12612 to 14000, not 100% (or 60% now in your submod). There are several more inconsistencies like those. Weapon damage values are actually reduced from vanilla game Giant to SFO's one, but in your submod your Ettins do more melee damage than in base mod. I made a comparison image of the values for the Beastmen Giant so you can see clearly what I say (see the link: https://ibb.co/ky6nrF4 )
I'm really grateful for your work in all the SFO submods you are doing, though they seem to have little of SFO balance and more of a new "interpretation" of the SFO-modded game.
Tell me if I can be of any help and salutations.
Kaguya(伏龙芝肄业)  [ophavsmand] 9. jan. 2022 kl. 4:39 
Well..maybe i shouldn't make them have giant's skill.
Kaguya(伏龙芝肄业)  [ophavsmand] 9. jan. 2022 kl. 4:06 
Can you take a screenshot to me?
Kaguya(伏龙芝肄业)  [ophavsmand] 9. jan. 2022 kl. 4:05 
What !? I will check it later.I balance it with the template of the Nosca giant, but it seems that there too much powerful?
Lobuno 9. jan. 2022 kl. 4:04 
Thanks. Though they seem toooooo much OverPowered. The units have twice or thrice times more Hit Points than any other equivalent unit in my game, and they also have Regeneration, Strider and are fast as fuck... so basically they are unkillable. They have even more Hit Points than the Iron Colossus!!!
NRKE 8. jan. 2022 kl. 22:22 
Omg Thank you for this Kaguya!
奇谈怪论,满嘴放屁 8. jan. 2022 kl. 22:14 
持锤大只佬的肯定!