Total War: WARHAMMER II

Total War: WARHAMMER II

Salamanders...with skink handlers!
11 kommentarer
Grim  [ophavsmand] 22. okt. 2020 kl. 13:23 
My mistake, I answered too fast. I made several mods and messed them in my head. On this one, only salamander upgrades are considered.
Chomp 21. okt. 2020 kl. 11:54 
mmhh i tested it whit lord skills, the ancient salamander skill buff the ancient guy, but i am not seeing the skink melee defense buff apply
Grim  [ophavsmand] 20. okt. 2020 kl. 14:21 
@Chomp : You can't discriminate the skinks from the salamanders, regarding tech upgrades. They apply to all of them.
As far as I remember, the whole unit benefits from both skink and salamander tech upgrades.
Chomp 20. okt. 2020 kl. 13:52 
how are these effected tech/skill wise seeing as the skink skill also covers the salamnders? they both aplly or does the skink part only add to the skink handlers?
Argronok0 3. okt. 2020 kl. 12:23 
Should it be easy enough to a Razordon version of this mod?
Varsocona 22. juli 2020 kl. 13:03 
It appears that the new method is highly compatible with other mods. I run a respectable list of 90 mods and I just tested with your new version of the squig herders (Already had it placed in the list, made it easier.) and it worked!! I got your new squig herd (herders) unit in both a custom battle and in my existing campaign save. Super awesome!

In my existing save I had a strange bug that is likely more on my end, but I figured I'd report it. I couldn't recruit the unit from 'local recruitment' and had to use 'global'. This could be because it was an existing save, or another mod conflict I haven't identified yet, but just wanted to make sure you knew about it just in case.

As expected the new unit doesn't receive any stat changes from the CTT Overhaul, but I suspect a compatibility patch could be made now since it would only need stat adjustments and to be added into the Tabletop Caps system. I will ask around over there!
Grim  [ophavsmand] 22. juli 2020 kl. 11:22 
Thank you again Varsocona, it's appreciated!
To be clear, they all use the officer tables. I made a global change to how the units are implemented. Previously, I only added officers to existing units, but i was told that if the enemy AI tries to field a unit using more than 2 officers, it crashes the game (bad bug, baaad!).
The AI could recruit vanilla units, so I had to make them recruitable only by the player. In the end, the only solution I found was to make new units that the IA cannot recruit.
The sad news are you won't see them in enemy armies.
The good news are that new units cause less compatibility problems (but balance differences between two mods will remain problematic, as you foresaw)
Varsocona 22. juli 2020 kl. 11:09 
That is incredible! I noticed you changed all your recent 'herder' type mods to this new unit style, instead of the old officer style. I'll definitely be checking them out again. I use CTT as my main overhaul mod, so there may be some stat inconsistencies, but I'm willing to put up with that if I can just get them in the game! ;)

I, for one, really appreciate the work you've been doing lately, bringing some of the unique tabletop flavour back to the units neglected by CA. Thank you very much, Grim!
Grim  [ophavsmand] 21. juli 2020 kl. 16:06 
I made them new units and forbid enemy AI to recruit them. The officers seem to bug and crash the game when the enemy AI has some in his units.
Grim  [ophavsmand] 21. juli 2020 kl. 14:19 
Hey, thanks :)
Varsocona 21. juli 2020 kl. 13:29 
You are amazing.