Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
Is there any decent overview of what this mod does anywhere?
Question is in title.
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Showing 1-5 of 5 comments
ninjacarl (dk) 5 Apr, 2021 @ 1:13am 
Anything shorter than that? That's 186 pages.
Snacks 5 Apr, 2021 @ 5:03am 
Tbh it's likely easier to install it and play to see the changes than to try and explain them in text, especially in a short concise way.
Ghilgamesch 5 Apr, 2021 @ 7:54am 
Well I can give you a summation of what the mod does that I like if that helps.

-Elite units feel elite and are generally alot stronger or potent in aspect compared to your common troops but come at a markedly increased cost. Troops in general feel much more different from one another and even crap tier units feel like they have a place in the game by the end of it.

-Structures rebalanced with far more options allowing you to fine tune each settlement based on your needs in that location. So now you don't just end up dropping the same cookie cutter build in every settlement without as much as firing a neuron.

-There are unit cap systems that, while far from perfect, encourage complexity in your army comps so you don't end up spamming an army full of the same 1-2 units by the end of the game and neither does the AI. I personally play on combined caps and it's one of the things I miss the most if I'm forced to go back to vanilla

-Magic feels way more impactful but also more expensive.

-Factions on campaign are wayyyyyyy better balanced and feel alot more competitive vs one another, at least in my opinion. Many of them also have new or significantly retuned mechanics that make them feel more unique and less boring to play.

Last edited by Ghilgamesch; 5 Apr, 2021 @ 8:24am
Mrvecz 13 Apr, 2021 @ 11:54am 
Mod is made to be lore accurate, so the assymetry between factions has reached a new level completely. But it could be said that all factions have something going for them that lets them, in some way compensate or utilize their enemy weakness.

Faction caps might be the greatest gameplay changing aspect the mod offers. This curbs doomstacks that will break the game until really later on, so its still possible, but you need to put alot of effort in to making one. But on other hand,you wont see Wulfrik with 15 War Mammoths at turn 62.

This encourages in general, diverse armies and much healthier compositions.
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