Total War: WARHAMMER II

Total War: WARHAMMER II

Slayers of Karak Kadrin II
40 Comments
Spartan VI  [author] 23 Aug, 2022 @ 10:04pm 
Even better! :chug:
Fuzzyballs01 ꦙ 23 Aug, 2022 @ 10:03pm 
honestly I already ported the slayer stats themselves
Spartan VI  [author] 23 Aug, 2022 @ 6:57pm 
Soon, got a lot of work ahead of me
Fuzzyballs01 ꦙ 23 Aug, 2022 @ 10:59am 
all I need is for this mod to make it to WH III
Spartan VI  [author] 7 Dec, 2021 @ 3:19pm 
Update isn't needed. It's still compatible with the current version of WH2.
Mumion der Unsterbliche 16 Nov, 2021 @ 1:53pm 
Update ?
Plague 26 Jul, 2020 @ 2:25am 
Brilliant mod, thank you.
Cleveland 28 May, 2020 @ 9:51am 
Yeah, I get it. It's a lot of work. Appreciated!
Spartan VI  [author] 28 May, 2020 @ 9:43am 
Thanks for the feedback! I don't think I'll try this with any other units, if only because it took a ton of time to test hundreds of vanilla and modded unit match-ups.
Cleveland 28 May, 2020 @ 3:49am 
Really cool to see you doing balance tweaks and such. Very few unit mods are balanced, this one is! Any possibility that you might make similar downsizing mods for units like Blood Knights, Dragon Knights etc? Perhaps White Lions?
Spartan VI  [author] 26 May, 2020 @ 10:04am 
Thanks, they should perform about the same as vanilla Slayers in elite infantry match-ups. I did bump up the Melee Defense for them in this morning's update, mostly because Dragonback Slayers defense stat did not reflect their eliteness.

Some other folks testing have mentioned that these Slayers perform better at low/single entity match-ups (e.g. Lords, Mosnters) than vanilla Slayers, but in exchange they're no longer suited for chariot and cavalry match-ups (the entire unit basically gets knocked down in a cav/chariot charge). I feel this fits their lore better, but they no longer fit the tar pit style of the original Slayers.
Mrmarko123 26 May, 2020 @ 12:25am 
Looking good, tho I do think they should have slightly higher melee def to offset to a degree the lack of armor. While they should lose to say, elites - I'd love them to be able to cut through chaff very effectivly.
Spartan VI  [author] 25 May, 2020 @ 12:56pm 
@Fundayz, I think I found a happy middle ground. I've returned their HP pool to vanilla levels (down to 8700 from 11700) and I slightly increased the model count from 12 to 16. This increases their surface area so more enemy models can be in contact with them in melee, so they take damage more quickly and don't draw out battles forever. To balance their squishiness however, I had to bump up their attack by about 30% per model so they still take the expected bite out of whomever they're fighting. Give it a shot at let me know how it goes in your game/campaign. :D:
Spartan VI  [author] 25 May, 2020 @ 12:51pm 
@Jin, most likely a different mod that's touching the Slayers too then. All of their HP are the same in my data tables.
Revelation 25 Feb, 2020 @ 12:36am 
Normal slayers are showing as 1338hp kek the others are right though.
DevilSlayer 17 Jan, 2020 @ 4:28pm 
CTT compatibility cool?
Fundayz 1 Dec, 2019 @ 5:00pm 
Yes, and with the very low number of models they seem not to die in proportion to their health. So most Slayers are alive until the very end then they all die together right at the end.

I'm going to experiment with 24 slayers instead of 12 and see how that works out. I'll just pretend the End Times have created a lot more Slayers.
Spartan VI  [author] 1 Dec, 2019 @ 1:48pm 
I found that they're usually the last ones remaining too. The decreased unit size gives them much smaller surface area for enemy models to attack them, so they're engaged with fewer enemy models at a time while having much higher HP. One solution to this would be to kick down their HP and/or Melee Defense stats, but that really hurts their ability to trade with large units. So they will linger, but they're not destroying everything in sight because of it either. Open to suggestions.
Fundayz 30 Nov, 2019 @ 12:25pm 
I find when the AI uses these guys I can rout the whole dwarf army and these will still be at like 8/12 and like half health.

It causes battles against dwarfs to be very drawn out.

Its odd because looking at the stats you wouldn't expect them to last so long.
Mörkö 17 Nov, 2019 @ 2:49am 
Good mod but if it's intented to be loreful, you should also reduce their speed. No Dwarf runs at 40 speed in the lore or TT, especially not faster than a Giant or many other elf / human and even Zombie units.
Schmiki 27 Oct, 2019 @ 4:29pm 
thank you, cheers!
Spartan VI  [author] 25 Oct, 2019 @ 7:24pm 
No changes to cost or upkeep. :D:
Schmiki 25 Oct, 2019 @ 4:19am 
Okay, thank you anyway :)
one more thing, have you changed the recruitment and upkeep cost for the units in the mod? Are the stats shown in 4th picture everything that you changed?
https://gtm.steamproxy.vip/ugc/778474066232040976/ECFBBF7FFB0843DAB99B17CDBF510E90B8F01DFC/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true


Spartan VI  [author] 24 Oct, 2019 @ 8:33am 
Sorry, not something I've done before so your guess is as good as mine. :D:
Schmiki 24 Oct, 2019 @ 8:01am 
Ofcourse this didn't work and it crashed upon start. And it didn't required both mods to function.
What am I doing wrong? Can you help me out please or point me to the right direction, I would be forever grateful :)

and sorry for 2 posts, it's because of the word limit
Schmiki 24 Oct, 2019 @ 8:00am 
Hey, I want to make a compatibility submod of this mod and radious mod. They already work together but it isn't balanced.
So I wanted to change the stats of radious slayers unit by the same % you did in this mod compared to vanilla. The thing is I am new to modding and I have never done this before and there are very few guides on how to do a compatibility submod.

The question is - How do I create a mod that requires 2 other mods to work?

What I did is I've tried editing radious_total_war_mod_part1.pack with pfm,
changing the required tables that Slayers of Karak Kadrin II mod changed:

*land_units_tables*
*main_units_tables*
*melee_weapons_tables*

and deleting al other tables keeping only 3 mentioned above
Then renaming the data__ and then changing name of the pack and then saving it

Here is the screenshot with what I ended up:
https://i.gyazo.com/30ce095952df260b52a8a8b7c3cc1102.png
Dr. Ace 11 Oct, 2019 @ 4:35pm 
@John190: I don't think this needs an update. Seems to work fine when I test it. At most you would want to add 3 melee attack and remove 3 melee defence from the Dragonback Slayers to reflect the latest patch notes.
John190_homicidal_maniac 8 Oct, 2019 @ 2:20am 
How the progress on an update?
Spartan VI  [author] 7 Jun, 2019 @ 1:12pm 
Haha! They shouldn't outperform the vanilla Slayers. However, if they're in Ungrim's stack, and he's spec'd to buff Slayers in his army, then they're very powerful. I've seen level 9 Giant Slayers in Ungrim's stack with over 100 melee attack stat.

They're still soft targets and due to their reduced model count, they're poor at holding off superior numbers and are prime targets to light missile fire and anti-infantry.
Fuzzyballs01 ꦙ 7 Jun, 2019 @ 4:40am 
welp, just won a battle of 1100 vs 12.000 thanks to half an army of slayers
this is what I wanted
I'm gonna tip you so hard
Fuzzyballs01 ꦙ 7 Jun, 2019 @ 4:10am 
it works now
stupid launcher broke again
pretty great mod, making Slayers what they should have been in the first place, a monster anti-monster unit
Spartan VI  [author] 1 Dec, 2018 @ 10:19am 
Exactly DPK, thanks! Slayers were so bad in WH1 (outside of Ungrim's stacks) that they were almost a throw away unit to trade with monsters. IMO this was even more problematic as you venture away from your territories and have to rely on global recruitment. Basically in every situation you were better off with Hammerers and skipping the worthless Slayer building chain altogether. No longer!
DPK[???_????] 1 Dec, 2018 @ 2:40am 
wonderful mod, makes my slayers more like a monster unit, few intities with stronger stats, and most importantly, ANTI-LARGE!!!
Gleen Cross 25 Nov, 2018 @ 1:42pm 
Always wanted something like this, even did a small mod for personal use back in the warhammer 1 days lol
Matthias 25 Nov, 2018 @ 11:29am 
@Spartan VI I am glad to help out
Spartan VI  [author] 25 Nov, 2018 @ 9:38am 
Thanks Matthias!
Matthias 25 Nov, 2018 @ 7:27am 
@SpartanVI
great mod a small correction though
AL damge is partly non AP but also AP depending on the ratio AAP damge to non AP damge
Cleveland 23 Nov, 2018 @ 11:23pm 
Wow! I can't believe you actually did it! I'm so happy, thank you very much for taking the time to do this! :krstar: :krstar: :krstar: :krstar: :krstar:
The Xennial 23 Nov, 2018 @ 6:20pm 
Very cool and lorefriendly mod, I think I will try this one out. :D
Killer Rabbit 23 Nov, 2018 @ 5:52pm 
Interesting. :judgefrog: