Total War: WARHAMMER II

Total War: WARHAMMER II

Marienburg Land Ships - SFO
61 Comments
Maal  [author] 27 Nov, 2021 @ 10:47am 
I do not really keep/maintain previous versions. Specially not this many.
Open the file in RPFM (you can easily google to find it, it's the modding tool), and delete the land_units_to_unit_abilites_junctions_tables folder.

It will be awkward, but will fix the crash.
Maal  [author] 1 Jun, 2021 @ 2:35pm 
@captainducko
Because back in the days this wasn't a submod, but a "full" mod not requiring the base mod (there was a mod limit back then, do 1 less mod this way). So naming didn't matter as much.

But do not worry, my sfo mods are nearly all set as "Hard dependant" on their base mods. So they'll always load after regardless of load order. (btw, mods are loaded bottom to top, overwriting things below!)
captainducko 1 Jun, 2021 @ 12:02am 
just wondering, thanks for the mods
captainducko 1 Jun, 2021 @ 12:01am 
Hi, in kaedrin's mod manager, this appears below the actual mod: i.e:

marienburg_landship.pack
marienburg_landship_sfo.pack

Doesn't this mean that by default the sfo patch stats will not get used?

Why didn't you name this @@@marienburg_landship_sfo.pack to ensure the sfo patch is loaded first?

Maal  [author] 23 Apr, 2021 @ 4:33pm 
Do not need an update for The Sundering.
not-not skaven 7 Oct, 2020 @ 12:57am 
Thanks! :3
Maal  [author] 6 Oct, 2020 @ 7:06pm 
Should be fixed.
Maal  [author] 6 Oct, 2020 @ 6:49pm 
@Вова Вист
Not sure why that happens... Will check.
not-not skaven 6 Oct, 2020 @ 8:20am 
Hello! It is possible to update this mod to new Land ship 6.0 version? :2015cookie:
Jomix7 30 Jun, 2020 @ 8:34am 
Yeah that is true lol
Maal  [author] 29 Jun, 2020 @ 4:23pm 
Well, I could increase it and all, but I base the balance on the original mod design too. If Chaosrobie consider that the landship should have less health than the tank. So it shall be!

It's overhall much squisher than the tank, it's wood afterall! :D
Jomix7 29 Jun, 2020 @ 3:19pm 
Hmm, you know better than I do but I always thought it had more hp than a steam tank due to ids ludicrous size haha
Maal  [author] 29 Jun, 2020 @ 11:08am 
MMh, patched so many thing recently that I'm losing track of stuff I did, let's check again...
Vanilla steam tank has 9000 something hp
SFO steam tank has 11000 hp
Vanilla landship has 7000 something hp.
So 9500 feel about right.
Jomix7 29 Jun, 2020 @ 5:00am 
This updated? Mine only has 9500 hit points, is that right??
Maal  [author] 27 Jun, 2020 @ 3:04am 
Duh, my basic copy-past skill failed me when I redid the description...
Hemaka 27 Jun, 2020 @ 2:42am 
If it requires the main mod, please remove this misleading info from the description: You do not need the original. . :cozybethesda:
Solaire 26 Jun, 2020 @ 8:45pm 
You the best
Maal  [author] 26 Jun, 2020 @ 8:25pm 
And it now require the base landship too.
Solaire 26 Jun, 2020 @ 8:18pm 
Now updated boiiis
TheMineKnight 26 Apr, 2020 @ 12:09pm 
Ah. I wondered why the Miscast was so low, but that makes sense. A wooden construct would explode a lot more violently than a properly constructed metal one. And yeah, That might not be worth it by itself, but I just wanted to ask so I can be certain how to build for them.
Maal  [author] 26 Apr, 2020 @ 11:58am 
@TheMineKnight
ChaosRobie is a funny man, he gave that ability a 2% chance of miscast, which deal 15000 damage to the landship. It's hinted in the ability flavor text. :p

They benefit from Steam Tank stuff, I'll add that the unit's description like for SFO's custom units (might not be worth it to update just for that however).
TheMineKnight 26 Apr, 2020 @ 11:42am 
Interesting Thing I've just encountered: When I used Full Power on the Land Ship, while it was at about 75% health, it completely exploded. The whole model was just dead in an instant. Is that supposed to happen?

Also, do Land Ships Benefit from Steam Tank or War Wagon Techs? Just curious because that isn't mentioned anywhere.
Maal  [author] 22 Apr, 2020 @ 2:20pm 
@Don Morgrain
What single troop?
Ɖon | Morgrain 22 Apr, 2020 @ 1:40am 
I feel that they still lack too much HP, they can't get the upper hand in melee combat vs single troops and on Range they are just not worth the hassle, for the gold there is much better. Maybe you should either up the HP again or up the gunners dmg.
Maal  [author] 21 Apr, 2020 @ 8:10pm 
Alright, gave it a buff. But let's also remember that it cost 2000 gold in custom battle vs the 2500 for steam tanks and is also cheaper in campaign. It is meant to be weaker overall.
TheMineKnight 21 Apr, 2020 @ 12:46pm 
Increased Speed would help it being a more chariot-like idea. Set speed to 55/60, increase mass a bit, and you can keep the charge bonus a bit higher than the Steam Tank, and that should do for that. Also, while the handgunners do slightly more damage than the secondary gun on the Steam Tank, the platform they're on is shit in comparison, and they're slightly less accurate.

Increasing the Missile Resist and upping Fire Weakness would also be a bit of help to stop it from getting nuked by even Non-Armor-Piercing missiles (which it does get nuked by right now in SFO).
Maal  [author] 21 Apr, 2020 @ 11:24am 
I sort-of agree. But that's the status that it is in vanilla too. Locked to tier 5 while clearly inferior to the steam tank beside melee and charge damage, perhaps he miss-balanced something on his side and I carried the issue over.

I guess the handgunners on top deal more damage together than the steam secondary tank turret.

It was redesigned by Chaosrobie to be used like a chariot, run in and run out. I could probably buff its mass and speed a bit more so it is more effective at charging. Perhaps increase ranged damage resis but also increase fire weakness...?
TheMineKnight 21 Apr, 2020 @ 10:13am 
@Maal If you're going to lock the Land Ship to the Tier 5 port, shouldn't it be at least somewhat equivalent to the Steam Tank? Right now, Land Ships are pretty much unusable, due to the fact that they simply do not have the protection to be worth the price. It feels like it was nerfed to the point that it has almost no use.
FokkyFokky 17 Apr, 2020 @ 8:26am 
Thanks!
Maal  [author] 16 Apr, 2020 @ 6:24pm 
Updated.
However, do not that I consider it a bit weaker now, as is the non-sfo one. It is less tanky and the canon is much weaker. But it has higher charge bonus.
Maal  [author] 16 Apr, 2020 @ 5:54pm 
I was somehow unsubscribed to the comment section, missed the last 3 messages.
@FokkyFokky
Working on it.

@Darkwing Duke
Sorry for the delay, i wasn't receiving comment notification...
Great that it fixed it, weird, but good!
FokkyFokky 16 Apr, 2020 @ 11:16am 
Update?
Darkwing Duke 29 Mar, 2020 @ 10:31am 
I got an update for you, I changed my install and mods to a new harddrive and now everything works. I dont understand how or why but everything is getting along with none of the aformentioned instability
Darkwing Duke 29 Mar, 2020 @ 4:49am 
I used them as per instructed on the pages they came from. Like with Moullison I used it with its SFO patch since it called for it as a dependency. And I even tried Moullison by itself and it still didnt work

Also tried out GCCM and i couldnt run it either. Im gonna try switching my Warhammer 2 install to another harddrive and see if that yeilds results
Maal  [author] 28 Mar, 2020 @ 7:56pm 
These were used by themselves, or with SFO and with sfo patches if needed like moulison?
Darkwing Duke 28 Mar, 2020 @ 1:00pm 
lets see.. Moulison mods crash the game on loading as if i have too many mods enabled, Foundries of Nulun dont work anymore, The landmark mods dont work, Chaos Hordes + wrecks my mod manager whenever I even select it.

Im still going through it since I burned out on playing Warhammer 2 back when Shadow and Sword released but thats all ive found so far after 3 hours of rigiourous testing since it takes around 5 minutes for it to get to menu, start a new campaign and test battle and I got over 100+ mods subbed
Maal  [author] 28 Mar, 2020 @ 12:55pm 
Me neither. Until someone else test this mod, you could try unsubbing and resub to all of your mods and if you use KMM, delete them from the data folder (just be sure to not delete non-mod stuff, letting KMM clean the data folder is safer). At least it'll refresh everything.

What other mods you use that stopped working properly but should?
Darkwing Duke 28 Mar, 2020 @ 12:51pm 
It worked, no idea how,, but it worked
Darkwing Duke 28 Mar, 2020 @ 12:47pm 
Ive been getting a lot of trouble from a lotta mods that should work lately since ive gotten back into playing it. This may be an issue on my end but i wouldnt have any concivable idea on what might be causing mod problems
Maal  [author] 28 Mar, 2020 @ 12:43pm 
I've uploaded the file re-done, but that's the best I can do until I receive a report from a third party for the "only work for author issue" (I've asked on discord, just need to wait now).
Try unsubbing and resubbing to make sure it download the update.

Because on my end, everything work. : / https://i.imgur.com/U19XcQA.png
Maal  [author] 28 Mar, 2020 @ 12:28pm 
Doing random testing, stuff work fine on my side but Return of the Lichmaster also did and there was an issue for non-author user, asked for a third party to test the mod too. Maybe it's another one of these weird issue.

Overwriting my mod with the non-sfo version's tables and reapplying my changes to test that meanwhile.
Darkwing Duke 28 Mar, 2020 @ 12:25pm 
Any luck?
Darkwing Duke 28 Mar, 2020 @ 11:49am 
Specifically the crash was at the end of it loading the battle where theres about 1-2 inches left on the loading bar, the background ambience would cut off and on a few times and then I get the

"Total War Warhammer 2 has stopped working sending error report to microsoft"
Maal  [author] 28 Mar, 2020 @ 11:48am 
Ah so it was a custom battle and not campaign. I'll check that then.
Darkwing Duke 28 Mar, 2020 @ 11:47am 
The only mods I had enabled were this and SFO.

I did a custom battle and consistently every time itd crash if either side had a landship

HOWEVER, i did this exact same setup BUT i used the nonSFO version of this mod and it worked
Maal  [author] 28 Mar, 2020 @ 11:03am 
@Darkwing Duke
Just tested a small empire run with only this and SFO, recruited a landship and was able to fight a battle. Could you give me more detail?
I assume it was indeed a campaign battle and not a custom one.
Where you using both this mod and the non sfo one at the same time? (instead of just this one)
Were there any ghost movie mod enabled? Movie mod cannot be disabled with the launcher.
At what point did it crash? Loading? Loading after the battle? After selecting a post battle option?
Darkwing Duke 28 Mar, 2020 @ 6:52am 
I only had SFO and this mod enabled and it crashes every time I try to fight a battle with a landship unit on either side. Any advice?
Invincible under the Heavens 14 Mar, 2020 @ 5:37am 
ty for the update
Maal  [author] 8 Mar, 2020 @ 11:13pm 
@Ɖon | Morgrain
They do fire on my end. I see no issue there.

And I found how to manage SFO's factionwide cap. So I'll be adding both caps to all of my patches. The only very minor downside is that the "rarity" metal on my patched units cards will always show even if that cap isn't selected. If I ever find a fix for that I'll change it.

I'll update them all with their cap after the new SFO is out to fix that too. Will save the hassle.
Maal  [author] 7 Mar, 2020 @ 6:14pm 
@Ɖon | Morgrain
This was made with the latest release, I'll check the shooting but they did do the fire animation iirc.

I'll be adding the ARMY cap once I am done with Return of the Lichmaster (very soon), as I have experience with it. I didn't find how to add the faction-side cap, it is linked to a lot of files spread across SFO so I'll need to ask/do a lot of testing. My solo attempts at adding faction-cap it haven't worked so far.

I personally use https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1991556963 for my capping needs with SFO.