Total War: WARHAMMER II

Total War: WARHAMMER II

Sebidee's Reduced Tower Range
Sebidee  [developer] 5 Oct, 2017 @ 6:24am
NEW MOD SUGGESTIONS
Hi guys, I'm open to ideas for new mods if you want to make any suggestions.
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Showing 1-8 of 8 comments
Maceman121 5 Oct, 2017 @ 12:30pm 
Is there any way to add oil back to sieges? I think that I really miss that from the MTW series.
The_Duke 6 Oct, 2017 @ 5:35am 
I would love to have more choas wapons and armor in the game. Like it would give a huge buff, but also some chaos related de-buffs. Like a blade of khorn could give +20% wapon damage, but also reduces captives taken, reduced winds of magic, increases choas curroption, etc.

Bonus points if you could use the loyalty mechanic from skaven and dark elfs and make them switch sides if they curropt to much.
Sebidee  [developer] 6 Oct, 2017 @ 5:47am 
Chaos weapons are a good idea!
TyleRDuRdeN 6 Oct, 2017 @ 8:27am 
I was wondering how much work would be involved in making the 10k
AI intervention force a bit stronger on normal mode. The way it is now it seems like a waste of money. More often than not my high elf 10k stack is getting owned by smaller mediocre dark elf armies, its very frustrating. I have tested different saves and circumstances, it seems that around the 2nd or 3rd ritual it becomes almost impossible to stop a ritual even if you have the best units available for the intervention AND you out number them 2-1. Its completly impossible to stop a ritual with malkoth or a full stack guarding it (which I can live with). But seeing 10k get flushed kinda sucks. lol.. Not sure how its balanced now or if you can do anything to make it more even. Honestly im not looking to make the game a cake walk, just make it more realistic. Thx
The_Duke 6 Oct, 2017 @ 3:32pm 
Originally posted by Sebidee:
Chaos weapons are a good idea!
Thanks. I'll keep an eye out for the mod :D
Chip 8 Jan, 2018 @ 12:12pm 
Main thing I'm always looking for is horde AI mods.
Also, a mod that hasn't been done yet is a mod that makes re-apperaing chaos hordes similar to how the beastmen and savage orks work. I've always been looing for something like that so you can actually encounter them throughout the campaign instead of at one point.
Last edited by Chip; 8 Jan, 2018 @ 12:12pm
glythe 29 Apr, 2018 @ 1:45pm 
Have you ever considered a fair play AI mod? It is really lame when you play the game and the AI is not bound by the same rules as you when you play the same factions.

1. Make the Skaven/Dark Elves follow the rules for loyalty.
2. Make the Greenskin armies follow the rules for fightiness.
3. Remove all AI bonuses from attrition/auto resolve/morale
4. Make the AI follow the rules for upkeep
5. Remove the penalties to the player based on difficulty (morale, public order).


One thing I am ok with keeping is the public order bonus to the AI (so that he doesn't have rebels all over the place). Likewise 100% upkeep for the AI would probably be too easy so maybe he just has to start paying some of the cost he doesn't normally.

Suggestions:

- Ideally have this mod into a few pieces so someone could mix and match parts 1,2 and 5 if they only wanted those parts.

- Overall try not to interfere with some of the more popular mods (like turning the AI agents off... leave those alone and let people use the agent disablers if they wanted - it is less work anyway right?)

- I have seen a mod that turns off fightiness but I feel that cripples greenskins. But I can't stand when the AI sits around for 20+ turns with a Waaagh following his army defending a city.

- Included with #3 if possible would make the AI have the penalty for chaos horde infighting.

- Don't adjust the player income for compatability reasons. If they want to change that there are already mods for it.
Vaelore Onari 17 Aug, 2018 @ 5:32pm 
No one makes a mod that only reduces seige time, 8 turns is rediculous, and 9 before attrition sets in!! Major settlements 5 would do, 6 attrition has begun, minor settlrments, your discretion.
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