Total War: WARHAMMER II

Total War: WARHAMMER II

Guardians of Order (Order of Loremasters OVERHAUL)
ChopChop92  [developer] 23 Mar, 2021 @ 4:31pm
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Showing 1-6 of 6 comments
Helgrim 28 Mar, 2021 @ 12:52pm 
Just a few new thoughts for the Loremaster Overhaul in conjunction with "Home growing unit caps". Maybe you like it.

Teclis (Experience-Growth):

How about if Teclis begins without or less spells and learning them due quest battles in his campaign progress, maybe by reaching a progress level. After a successful quest battle, Teclis will gain the spell if you invest the "Lost Book" resource via the forging mechanic to unlock the spell. These quest locations can be distributed around the world in terms of the lore, which is reflected Teclis character as world-rescuer. Maybe you also manage to change Teclis look in terms of his increasing power, that would be an awesome mechanic! (Just like Gandalfs processing from the grey to the white Wizard after defeating the mighty Balrog)

Teclis specialized troops:

Here I would make use of the scrap mechanics from the greenskins.
As usual you would start with vanilla elves of the base game, as soon as the soldiers have gained enough battle experience and Teclis has collected the necessary resources (the SPECIFIC duration), you could individually activated Teclis elite by investing the resource via the forge mechanic (Represents the hard training of Teclis elite troops and makes veteran system important and more interesting).

This means that unit cap increasing raised above your forge mechanic and not conventionally above the buildings. The buildings only have to be built once in the capital and then serve as a practice area, the actual training of which must requires the above requirements. (Lore-friendly: So you can get Teclis elite units with a small Empire without the need to expand hardly).

As soon as this is done, normal troops (Vanilla-Elves) are transformed into a certain elite unit using the scrap mechanism.

In summary, you can achieve three things:

1.
Normal elf troops at the early game of the campaign and the requirement to fight battles, to promote units in order to upgrade them to elite ones later in the campaign. But only as much as you have unlocked with resources from the forge mechanic (Unit cap restriction)

2. Forge mechanic and their resources become even more important, not only for spells, banners and followers, but also for Teclis' specialized armies and his own magic properties by absolving quest battles

3. No need for major imperium expansion. Teclis gains elite forces from its capital, your special buildings (training ground) that have been built and the expansion of the unit caps (elite unit) via the forge mechanics (Teclis studies), including the necessary resources. (Home growing unit cap feature).

Gives the campaign more spice, makes the search for resources and forge mechanics more meaningful and is lore-friendly due to the quest battles and the need to travel around the world.

What do you think of these slightly modified mechanics?
Last edited by Helgrim; 28 Mar, 2021 @ 12:52pm
ChopChop92  [developer] 29 Mar, 2021 @ 3:29am 
Teclis (Experience-Growth):

Based on my current knowledge on modding i could create specific spells only made for teclis via the forge. However I am not good at scripting so i cant make them avaialbe via quest battles, its a rather difficult task and i will need another modder to team up for this.

Changin his look based on skill levelling it can be done easily (already done this in my Dwarf mod) - I need ideas on his model - if you could propose somthing.

Teclis specialized troops:

I will agree that in the future i should assimilate some units via the forge panel like the tomb kings but not all. This will hinder gameplay too much. Certainly though the elite of the elites should be aqcuired via forge. Not difficult to do but not easy either. it needs scripting but i had some experience with the scripting forge of the tombkings so I believe i can do it.

I am not sure about the buildings though. In my opinion buidlings are lack luster in Warhammer. no variety or strategy thats why i introduced the dependency for minor settlements, based on bretonnia logic for farms. Maybe it would be beneficial to expand the buidlings and add more dependecies so that you can create highly specialized cities, thus forcing each province to allow for specific unit recruitment.

Btw for now i will add unit caps for elites and see how i can manipulate the scarp mechanic to upgrade units to other units - not just get the bonus item.
Last edited by ChopChop92; 29 Mar, 2021 @ 3:29am
Helgrim 29 Mar, 2021 @ 7:59am 
With all the euphoria, I didn't take your modding experience into account. When I read my tweet once again, the implementations seems more difficult than I think to expected first.

But you are right that only the most elitist units of Teclis should be upgraded so as not to castrate the way they play.

And as far as the transformation of Teclis is concerned, I unfortunately have no ideas either. I just wanted to give you suggestions, in the hope of creativity from your side. :steamhappy:

And thanks for the working process on the unit caps and generally for your mods either.
Dah Big Bird! 29 Mar, 2021 @ 9:50pm 
Small things that I think should be changed
The Cynorathai should have the copper shield because of deflecting arrows. Maybe an extra 5% better because elite but the Swordmasters can do it, why not. Althan should maybe get this too, I haven't read on him or anything tho.
(MAYBE) move stardust to the sacred pools settlement. just seems to make more sense thematically instead of having it in zombie pirate land.
instead of soul stealer in the split choice, maybe put pit of shades but give the overcast a large miscast and magic reduction.
The Eoldir seem way too accurate. It's an early mid-game unit that can easily land 90% of shots on a small, moving saurus lord. For Sea Helms I understand, they are elite of elite.
Despite the Cythonrai being clad in heavy armor, they still move wayyy faster than an unarmored archer or relatively unarmored spearmen. Ithilmar is good but not that good. Same goes with Sea Helms, Eoldir, and so forth.
The Shadow Warrior chain in the main settlement seems unneeded and just there to take a unique unit from Alith.
Ellyrian Reavers are a t5 unit in the cav chain. They are also in the t1 building.
Ceyl Idrion don't cause fear.
Ceyl Idrion don't have flaming attacks.
Ceyl Idrion are somehow faster than Star Dragons despite carrying armor and a Prince of Ulthuan.
Ceyl Idrion have 90 charge despite just being a dragon with an elf on it. Sun Dragons (the most charge heavy dragon) only has 65. I would bet an extra 5-10 comes from a lance but a full 30-40 extra? what.
Despite seeming to have Dragon Armor, they don't have a lot of fire resist. They also don't have the 20% physical resist of dragon armor but I can see how that might be a bit strong. The armor stat isn't actually that good.
Ceyl Idrion don't have Martial Mastery even though they are probably the most elite of the elite out there since they are literally riding dragons.
I have 2 resources of gold yet the Arcane Forge isn't taking that into note.
Stand your Ground! unlocks after 1 skill point in the advanced red tree.
Sea Helms just deal wayyyy less damage than Eldoir, it's so disappointing. 6.2k dmg vs the 20k of Elodir. Same enemy, both were fire at will and I'm pretty sure both were firing.


Grammar Mistakes
Spelled Apocalypse, not Apocalysis.
The T3 Building of the "Community Management" chain has a word that is "teon" which I think you mean to say "town."
Wasn't paying much attention to this so there's probably a bit more that I missed.

Things that I like a lot.
keeping in tune with the martial prowess reliance. that's really good, I like that they have this.
I can really feel the tune of them being really elite soldiers. This is a hard thing to come across. I've only seen it in the Prospector's mod for dwarfs.
the split choice between 3 very good spells.
the arcane forge is REALLY awesome and it's super impressive. definitely one of the best features of the mod.
all the units look great, nothing else to say.
All the things in the forge are good, there are no obvious choices to what is definitely better.
the unique LLs added seem very cool.
all these split choices in the skill trees, I love these so much. The ability to mold a character to my whims oh boy oh boy.
This flavor text is amazing. The ability descriptions are amazing. I judged this mod too harshly at first.
Was gonna put to increase charge time on the Star's Gaze ability but after using it in a chokepoint battle and slinging spell after spell very quickly, I like it a lot even if it's a tad strong.
I thought I was gonna get an abudance of the unique knowledge but no you made it in such a way that it is hard to get but not too hard.

Future Suggestions
Make Teclis's starting hero unique? Perhaps similar to Cavill(Unique loremaster that starts with Eltharion and is a mention of Henry Cavill, an avid Warhammer 2 player & actor for Geralt of Rivia in the Witcher show) in a way, unique trait and maybe an extra skill or few.
Unique tech tree perhaps.
Change the resource sites to reduce upkeep and recruit rank of the unique units instead of just the normal units from HE roster.
Dilemmas that randomly appear where something happens with the neighboring races in Lustria. "Your elves were scouting the area around the camps and found a previously untouched lizardman temple. It could bring in inquiring mages from Saphery or fetch a hefty price at Saratosa yet the Slaan may not abide to this." Essentially 4 choices. 1 is global growth by bringing in mages from Saphery but lizardmen get a -20 diplomacy aversion for a bit. You could sell it at a port somewhere which gives maybe 5k but lizardmen don't like or maybe buy some political deals in Ulthuan with it so you can get lots of influence but lizards don't like. Or just leave it alone which the lizards will like a lot.


The things that I think are very important to change.
Change +5% WP to 10% on Teclis's personal trait. He's the High Loremaster but he still probably knows a few spell sharpening blade c'mon. Gives them a real buff in his army.
The lvl 20 Protector of the World skill seems underwhelming. +8 MD and MA against a very specific foe? Not to mention they start on the other side of the world from chaos. I think it should be a +10 to MA and MD + cause fear for lord's army vs chaos forces + 10 leadership for lord's army.+ 10 reload skill for lord's army. This might be a bit much but it's the final, ultimate buff.
Sendai (Sword & Shield) have expert charge ddefense? what? remove that because then they are just better spears(all the unqiue archers are good in melee and the bonus vs large on inf is only really good against cav.)
Merge archers+melee into one building thing. Spearmenand archers are t1 settlement recruits, no need for them. just have rangers + archer light armor as T1. I'm begging you though, please do this out of *any* other suggestion here. (later addition) PLEASE
Unique units don't seem to do very well on the world power meter which means it is super hard to get confederations. Meanwhile, they either do very well in auto-resolve or Teclis is just really boosting that.
Ceyl Idrion should probably be demoted to fire/moon dragon. Star Dragons are meant to be a legendary, daemon crushing force of the Elves, not a 350 upkeep circus ride for any nobleman with a ticket to t5ville. If you still want the single target breath attack of Star Dragons, the breath of a Moon Dragon is similar just a tad weaker.
When I created the Book of Aqshy, it said it was the Book of Shyish on the item selection and in battle, I could click it and it made the sound but nothing could activate. I was fighting dwarfs at Hualotal with Teclis on his phoenix if that help.


Important things to note
I only played Hard/Hard because I wasn't sure about the mod. Also I wanted to do balanced armies.
I had mixu's lords and a 2x skill points mod + cataph's faction stuff. 2x is most important, usually mods like this have a *LOT* of skills and i want everything haha.
Only made it to turn 55ish before going to sleep haha. I'm enjoying this a lot though.
ChopChop92  [developer] 30 Mar, 2021 @ 4:58am 
@Da Big Bird! Thanks for the info i will read and fix what i can for the upcoming update this week. I am not an english native speaker sorry for any grammar or spelling mistakes...
Dah Big Bird! 30 Mar, 2021 @ 6:37am 
It's all good! There's very little grammar mistakes that I can find so I think you are doing quite well.
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