Total War: WARHAMMER II

Total War: WARHAMMER II

Shazbot's Empire Sketchbook - TWH2
Showing 21-30 of 54 entries
< 1  2  3  4  5  6 >
Update: 17 Apr, 2019 @ 9:33am

Update: 9 Apr, 2019 @ 10:34am

Update: 3 Apr, 2019 @ 6:05pm

Update: 3 Apr, 2019 @ 5:40pm

Update: 11 Jan, 2019 @ 9:24pm

Update: 8 Nov, 2018 @ 1:28pm

Update: 26 Aug, 2018 @ 7:25am

Friggin' finally.

Update: 18 Jul, 2018 @ 5:55am

Update: 16 Jul, 2018 @ 5:40pm

Update: 27 Jun, 2018 @ 9:39pm

Finally, all righty. Biggest thing I did was make new unit records of all units requiring the smithy line of buildings for recruitment. All new unit records now refer to the common smithy buildings used by Tilea, Estalia, Border Princes, and New World Colonies so they can at last be recruited.

In a nutshell, fixed the non-recruitable units and this mod is now Southern Realms compatible without hindering its workings in vanilla.

I also updated the Riflemen with a new approach. Line Infantry oughta be able to defend in melee to hold the line, so reducing them to just above Handgunner melee kinda hindered that and they became just another ranged unit, albeit a very powerful one. I decided to up their melee skill a good bit, at 39 defense and giving them Crippling Strikes to reduce an enemy's attack, but I reduced their hitpoints per model to 52, 1 less than the lowest human model (Bretonnian trebuchet crewman at 53), and their hitpoints total 4,680 at large unit size, or 12 less than Handgunners. In my testing at least, the increased melee skill and contact effect evens out with the fewer hitpoints and they do about as well as Musketeers in melee, however the loss of hitpoints makes them a lot more vulnerable to missile fire and especially explosives. It's a trade-off for having really good ranged attack power, even if it's still somewhat short range.

Really trying to be careful with these guys. Every unit helps define the whole, so I try to keep each unit in line with its role, at acceptable stats, and without obsoleting itself or other units.

Some minor things follow.

- Bumped up Foot Knights health by 5 per model.
- Added more ammo to Custom Chopper and Custom Gyro.

I forget what else I did, I was in a hurry.