Total War: WARHAMMER II

Total War: WARHAMMER II

Order of Solland (Ostland faction overhaul)
 This topic has been pinned, so it's probably important
RedDragon0908  [developer] 13 Mar, 2021 @ 3:09am
A place for all...
This discussion should function as a place were you have the opportunity to say what you think.

Balancing, Skills, Characters, Units and so on...
< >
Showing 1-9 of 9 comments
RedDragon0908  [developer] 13 Mar, 2021 @ 1:04pm 
To make a start:

Further unit ideas are:

"Knights of Eternal Solland" - Reiksguard based cavalry

"Demigryph Brüder" (working title) - demigryph knights
GIGroundNPound 13 Mar, 2021 @ 2:09pm 
Ok RedDragon0908, I just stumbled on your mod and I apologize for posting yet again but I am just SO EXCITED that you decided to embark on this project given that I played this army in 8th Edition Fantasy and spoke directly with the author throughout playtesting!

That being said, I hope you don't mind if I post some suggestions? Also, I am no slouch when it comes to modding so if you ever need any assistance with editing tables, variant meshes, testing, and pretty much anything other than 3D modeling I am experienced and happy to help!

^^^^^Army Special Rules/Equipment^^^^^

----Special Rule "Wave of Steal and Iron"---- in the armybook it increases a unit's strength and gave them impact hits on the charge. If you are familiar with SFO Grimhammer, ALL Empire units are given a passive ability called "Imperial Allegiance" which buffs their leadership and melee defense by +5. You could do something similar but instead buff leadership and/or attack by +5 and, to emulate impact hits, perhaps a buff to charge damage by 5-10%. Also, instead of each unit having this passive ability, you could give it to all characters and have it be like the Empire's "Hold the Line" ability which confers the bonus within the character's radius; either would be cool.

----Special Rule "Crusader"---- I think that this rule could be applied as a unit passive like "Wave of Steel and Iron", but be an additional passive for the higher tiered units. Maybe giving them a conditional buff to damage/attack which triggers so long as they are in melee combat. Additionally, I think that that this "Crusader" special rule should also confer "Immune to Psychology" which would emulate the flavor of the armybook rule.

----Special Rule "Sollander"---- same as above that it should (IMO) be a passive, but I would think that this passive ability should be a slight buff just to defense and leadership as this rule would only be for lower tiered units given the armybook's direction/intent.

----Special Equipment "Horned Dark Helms"---- again, another passive which would enable a unit to "Cause Fear/Terror". Or if you wanted, you could make this an ability that confers a leadership debuff (-5/-8) to enemy units when a unit with "Horned Dark Helms" is in melee combat. Just an idea.

^^^^^Units^^^^^

----War Mage/Dark Mage---- it would be really cool if you could emulate them as they are in the armybook; a hybrid heavy knight/paladin with friendly offensive buffing magic and melee debuffs to enemies. Having a caster with an ability to hold their own in melee fits with the army's offensive mindset and separates the Order of Solland from other Empire forces. For their mounts: a Barded Warhorse, Armored Pegasus, and Demigryph would be amazing; perhaps the War Mage Lord could have a Griffon at higher tier also?

----Dark Monks--- for these guys I was thinking a more expensive and offensive version of a Sigmarite Warrior Priest. Buffing friendly damage/attack/charge bonus at the expense of defense, friendly leadership buffs, enemy leadership debuffs, maybe even an offensive magic spell like Lore of Fire "Burning Head" or Lore of Shadow "Penubral Pendulum". For their mounts, I think that having a Barded Warhorse, Armored Pegasus, and Demigrpyh (lvl 16+) would be really cool!

----Crusader Champions---- I was thinking that these guys would be like Bretonnian Paladins mixed with an Empire Captain, but on steroids. They are all about the attack, charging, and staying in combat. Heavy armor, high attack and charge values with passives or abilities that buff friendly army leadership and damage; again doing so at the expense of friendly units' defense values. Giving them an innate passive such as that of Norsca or Chaos that makes them better the longer they are in combat would be very cool IMO. For their mounts, a Barded Warhorse, Armored Pegasus, and Demigrpyh (lvl 16+) would fit well I believe.

----Huhn Reiten RitterBruder---- I think this unit should be expensive as hell, but be an absolute @$$ kicker on the charge and also in prolonged melee. You could give them magical weapons, "Sundering" for their contact phase weapon ability, and perhaps either "Rage" or some other ability that gets better the longer they are in combat. Personally, I would like to have them with lance and shield rather than halberd. I think black armor with white or gold accents on their Demigryph's armor would be an awesome compliment with your white, black, and gold textures!


^^^^^Magic^^^^^

----For their Lore of Terror (Vengeance) Magic---- I think that calling it the Lore of Vengeance would be slightly cooler given the Order's nature. The armybook says Beasts, Terror (Vengeance), and Shadow. But, I it would be cool and also thematic if it were a hybrid between the three while also including some Lore of Fire. Generally speaking the focus (I think) should be on both of the casters being in combat themselves while buffing friendly forces and debuffing enemies; having only a couple of offensive spells (I have listed my thoughts below).

----Lore of Terror (Vengeance) Lore Attribute---- I was thinking that the attribute could buff friendly units' leadership and attack damage mapwide 25-30 seconds, or perhaps degrade enemy leadership and defense mapwide 20-30 seconds? Doing so fits with the army's offensive mindset I believe.

----Spells, in order of acquisition on the skill tree could include the following----
1) Lore of Fire - Wind "The Burning Head"
2) Lore of Beasts - Augment "Pan's Impenetrable Pelt"
3) Lore of Shadow - Hex "The Withering"
4) Lore of Beasts - Augment "Wyssan's Wildform"
5) Lore of Shadow - Hex "The Enfeebling Foe"
6) Lore of Fire - Vortex "Flamestorm"


RedDragon0908  [developer] 13 Mar, 2021 @ 11:27pm 
Wait you talked with the author of this book.... Wow.

Well of course I read this army book forward and backword as I created this mod.

And of course I read about the special rules.... but since this mod is a pilot mod first I wanted "maximal outcome with less effort as possible".
(please don't get these words wrong)
So I created the skills.

I first want to see how you (the community) react on something like this.....you going mad about it was maybe a lucky shot xD.

With that said, yes there lies a lot of potential in this mod and I have/had ideas for nearly everything you mentioned.
We'll see....
Last edited by RedDragon0908; 13 Mar, 2021 @ 11:30pm
RedDragon0908  [developer] 14 Mar, 2021 @ 1:46am 
"That being said, I hope you don't mind if I post some suggestions? Also, I am no slouch when it comes to modding so if you ever need any assistance with editing tables, variant meshes, testing, and pretty much anything other than 3D modeling I am experienced and happy to help!" - don't make such statements, I might come back to it. xD

Depending on the feedback of the community there are several possible outcomes for this mod, especially one thing:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2423166791/4917340730751873052/
Last edited by RedDragon0908; 14 Mar, 2021 @ 6:09am
GIGroundNPound 22 Mar, 2021 @ 1:41pm 
Originally posted by RedDragon0908:
Wait you talked with the author of this book.... Wow.

Well of course I read this army book forward and backword as I created this mod.

And of course I read about the special rules.... but since this mod is a pilot mod first I wanted "maximal outcome with less effort as possible".
(please don't get these words wrong)
So I created the skills.

I first want to see how you (the community) react on something like this.....you going mad about it was maybe a lucky shot xD.

With that said, yes there lies a lot of potential in this mod and I have/had ideas for nearly everything you mentioned.
We'll see....

YES! I found the original author's armybook online about 6 or 7 years ago and saw that he had an email associated with the upload. On the off chance he would reply, I sent him a breakdown of how the army performed when I playtested a couple of lists against my Fantasy buddies. Outside of legitimate tournament play, I didn't play any other human army other than The Order of Solland. The book fit my playstyle and what I wanted in a human army perfectly.

That being said, the author was just a really cool guy and was more than willing to take suggestions and send me new iterations of the book with updates and some of my suggestions he was willing to implement!
Pricky 1 Dec, 2021 @ 9:30am 
Thanks for developing this mod! definitely one of the best out there IMO. Having the horde really gives it a crusader like feel which Britonia just didn't deliver on for me, and it was something the game really was missing. Needless to say I hope you keep him in future versions.

Obviously a lot of effort goes into these things and you have your own vision for it and cant make everyone happy etc. etc. but thought i would offer some suggestions.

<<Order of Solland vs Empire of Solland>>
The idea of being an order rather than a land-based empire is unique to me, but i struggled to really fulfil this in my play through, with the mechanics you are kind of forced into empire expansion. So (Without knowing whats possible): I thought it could be fun to have the undercity mechanic for them, so that you could establish "offices/temples/whatever" in Empire/human controlled territories that could provide some income buffs etc., To kind of mimic the way tutonic/templars functioned, so that you can expand your influence without having a massive land footprint, allowing you to focus on crusading!

<<crusading hordes>>
I love the mix of horde and land faction. My only wish would be to be able to create more hordes to crusade in different parts of the map. This will get more important as it expands further in III. So a generic "crusader lord" type that you could recruit would be really cool.

<<Forts?>>
Given that the tutonic/templars etc were very much in the business of establishing forts in trouble spots, I wondered if there may be a way to use the horde mechanic to make a sort of mobile settlement. So for example you have a "fort commander" lord that is a horde, but with a building chain that (when constructed) would fix them in place, add walls and reduce upkeep and provide a small income, (or something along those lines).

Anyways thanks for the awesome mod!
RedDragon0908  [developer] 1 Dec, 2021 @ 12:08pm 
Thank you for your feedback. Your kind of feedback is always welcome as it helps me to figure out where you see problems or things to improve.

To break all your aspects down shortly: Even I have no clue what's possible and what's not.
Don't get me wrong, I would say I know some things about modding but by far not all specially the scripts are a big mystery for me ;) .
Of course this mod will be ported to WH 3 as soon as mod support is given and I found the time to do so - hopefully CA is giving us possibility to change some of the aspects that are currently locked behind startpos edits which can become quiet a mess.

<<Order of Solland vs Empire of Solland>>
Your idea sounds interresting but you also mentioned the fact that I'm bound to the frames that we are given by CA.
While we can nearly do everyhing unit wise, we are really limited in faction stuff - in an ideal world I would/had create/ed a whole new faction and form it as I want but sadly thats not as easy as it sounds.

<<crusading hordes>>
Well lets say it's on my "roadmap" for this mod for WH3 ;)

<<Forts?>>
Again an nice idea but creating one horde typed lord was plenty of work, a generic lord like one topic ago is not the problem since I've already done the base-infrastructure but a new agent/lord with a sort of different horde-mechanic (I know it would be the same but the outcome is different) is not that easy to do.
On top of that there is the sadly fact, that (at least) I can't edit the ui aspects shown in the campaign, like the agent/lord recruitment panel. Meaning that I might create new categories but I can't block existing - that's why there is no order-themed generic lord.


So yes I/we have to see what WH3 will do or not do and how we can profit from this.

In the meantime I wish you lots of fun playing and conquering!
Mathusala0TTV 7 Apr, 2023 @ 1:01pm 
For the record, Im the Author.

Mind bogging to see a fandex I wrote over a decade ago being used for mod inspiration. I really apreciate the credit.
RedDragon0908  [developer] 7 Apr, 2023 @ 10:32pm 
Thank you for the kind words!
< >
Showing 1-9 of 9 comments
Per page: 1530 50