Total War: WARHAMMER II

Total War: WARHAMMER II

SWO-RD core: Southern Realms update
stephane.f.david  [developer] 17 Nov, 2018 @ 10:03pm
Future evolutions
Some news!

First, I had some busy week ends with personnal stuff to do, and very busy days at the office, so I couldn't work as fast as I'd hope...

I have almost finished the rework of HE lords and heros, to redo the unit cards and portholes in the new style, and add new variations. I only have the princess and handmaiden left to do.

In the same time, I've worked on the tables
- Included some AI changes, some adjustement in the rules for Wind of Magic, Tower and Siege...
- Reworked the speed of units, each unit now has its own speed.
- Reworked the weapons. Melee weapons are done, projectile are next. The goal is to adjust a little the stats to have it a little more consistent. But not BIG change.
- Cleaned some effects desciption to make it easier to read, especially for effect like "recruitment cost reduction for X units"

I'm now considering several options for the future:

1) Climate overhaul: the idea is to have one more suitability level (if the game engine allows), and more variations (like Desert Mountain, Snow Mountain, Forest Mountain), and a rework of what climates are suitable for each faction. There are already some mods doing this kind of stuff, but I'd like to have my own version.

2) Occupation overhaul. The idea is to give more options when occuyping some settlements. Exemple with HE:
- Possibility to vassalize the faction if it's a HE or WE. Other factions cannot be vassals
- Possibility to gift the region to another "order" faction (HE, WE, Empire, Bretonnia, Teb, Kislev or Lizardmen), if you don't want to keep it
- Possibility to liberate the faction, if it's an "order" faction.

There are also some mods like this, but they are usually "liberate any one" kind. I want to make it more detailed. Each faction will have adjusted options.

For example, the WE will only be able to vassalize another WE, and only when capturing a few specific settlement like Athel Loren. But they could liberate or gift.

DE can vassalize other DE, or gift/liberate, but only other DE: they will not gift to other races.


There's also another big decision ahead: what to do with the startpos?

I'm currently using Crynsos's unlocker. It's nice because :
- it's widely used, to it helps with compatibility.
- it allows playing virtually any faction, so it's good for replayability.
- it already includes special secondary slots for every region, very good for my regional recruitment system.


However, I think it has several drawbacks
- Vortex campaign is not covered at all
- It allows playing any faction... but maybe too many. Selection screen is to cluttered... And it has some minor changes that goes with it.
- It takes time to update with any new release. Probably because it has too many scripts of additional changes.

So I'm considering making my own startpos
- For regional recruitment, included in Vortex campaign
- With additional slots to allow more building variety. It may allow having two kind of buildings for units "generic units", and "heraldic units". It could make things clearer and easier to organize.

What do you think of these ideas?
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Showing 1-4 of 4 comments
Jiushi 21 Nov, 2018 @ 3:42pm 
I would go with 2) because in my opinion its an easyier start and shows at least at the beginning more impact. But i would go to say HE can vassalize all faction they would not outright purge. So HE can for example vassalize humans but not chaos because they would just purge chaos. DE can vassalize HE, WE, Humans etc... ot lizardmen cant be vassalized by other factions because they would just fight till the end before go against the old ones plan and become vassal of someone etc.
This mod remembers me a bit of DEI from romes 2.

For the unlocker... normally i would say the more compatibility the better but in this case im not sure

P.S. i still hope this will go with SFO somewhen in the future because i like the recruiting mechanics from here bu i also love the tweaks for campaign etc they do in SFO.
stephane.f.david  [developer] 22 Nov, 2018 @ 1:26am 
I won't do a full SFO compatible version, but I'm trying to also tweak some campaign/unit aspects
stephane.f.david  [developer] 24 May, 2020 @ 6:57am 
With the recent DLC, and more work done on other factions, I think it is time to pause a little, and maybe rethink some of the changes in the mod.
I'm considering coming back on some of them.

- Elite units for HE, WE, and Dwarves. Such as the Sentinel spearmen. They are basically units with twice less men in them, but better stats, and double HP / men. So globallly same HP as a whole. Are they worth keeping? Or just cluttering the recruitment pannel? Maybe I can remove them, and use their graphics for the officer and his 3 bodyguards. They may upset the balance a bit too much, and they are only for 3 races. I don't plan to do the equivalent for other races. So this may just make HE, WE and Dwarves too complex compared others. And I'm not sure Lorewise it was such a great idea to make a full unit of them. Maybe I can just give better stats to only the bodyguard sentinel, so they are more likely to stay in the fight.

- HE swordsmen: now that CA made the Rangers, maybe I can remove them, I'm not sure they actually have much interest. I"ll probably also remove sepcial munitions for most HE archers (they could choose several, like fire arrow/normal arrow). Since this would reduce the interest of some Mistwalkers for exemple.

- For HE I think I willl however keep the generic version of the White Lions, Phoenix Guards, Swordmasters... so they could be recruited in any region, including outside of Ulthuan. And keep the fact some units can only be recruited full strenght in a specific region, and in small number.
- White Lions Warrios, White Lions Chariots, and Griffin Riders: only in Chrace
- Tiranoc Chariot and Ithilmar Chartios: only in Tiranoc
- Dragon Princes and full strenght dragons: only in Caledor
- Swordmasters of Hoeth, arcane phoenix : only in Saphery
- Lothern Sea Guards, Phoenix Guards and full strenght phoenix : only in Eataine
- Sisters of Avelorn (+ Unicorn riders and Pegasus Riders) only in Avelorn
- Shadow Warrios : only in Nagarythe
- Mistwalkers : only in Yvresse
- For Cothique, I'll keep my special Sea Guards.

As for the new units
- Rangers, Silverine Guards and White Lions pack will be recruitable in any region of Ulthuan, but not outside of Ulthuan.


The other races, such as Bretonnia, the Empire, DE, and Lizardmen, will not be impacted much by thess changes.

What do you think of this?
stephane.f.david  [developer] 18 Dec, 2020 @ 10:24pm 
And now I'll start working on the Wood Elf update, with new units and factions. Here is what I plan to do:
- I'll keep the heraldic units for Athel Loren (with the 12 Asrai realms)
- I'll keep the heradlic units for Laurelorn Forest.
- I'll keep the heradlic units for Oreon's Bowmen, but I4ll make it recruitable also in Lustria. So it will be a kind of "jungle Asrai", for Southlands and Lustria
-I will introduce new heraldic units for the Sisters, they will be recruitable in the Witchwood, and in Gaean Vale.
- I will introduce new heraldic units with Drycha colours, recruitable in the Gryphon Wood, and Forest of Gloom,

I plan to extend a bit the outposts.
- If the outpost is in the heartland:
-- I'll make them upgradable to have two levels, and so possibility to have two slots, and upgradable building in these slots... The first level will have reduce effect, the second level will be as it is now, with a little extra income.
-- It will allow recruiting a bit more basic units, such as eternal guards.
-- It will allow recruiting heraldic version of the units, same as for the attached magical forest.
- Outposts not in heartlands will only allow recruiting generic units, and will be limited to one level and one slot.


- Animals
--I'm considering adding and option to recruit Giant Wolves and Hawks as regular units, for any factions (Drycha would be the only one able to do it via the special recruitment). It will however be limited to the magical forest, maybe alsoavailable in the hearthlands outposts, in small number, and the units will be a bit weaker than the units recruitable by Drycha.
-- And maybe a special variant of lions for Southlands and Lustria forest, instead of the wolves.
-- Spiders, Bats or Manticore will remain Drycha specific.

And finally, I will redo the graphics for the Spellsingers and Spellweavers
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