Total War: WARHAMMER II

Total War: WARHAMMER II

Expanded roster-Ogre Kingdoms SFO
25 Comments
Jon 9 Jan, 2022 @ 10:09am 
Thx! :steamthumbsup:
Spartanmatt 8 Jan, 2022 @ 8:33pm 
Thank you!
Kaguya Asakura  [author] 8 Jan, 2022 @ 8:21pm 
I'm sorry I haven't replied for so long. Steam hasn't reminded me of any new messages...This mod is working well with SFO the last kiss
Kaguya Asakura  [author] 8 Jan, 2022 @ 8:19pm 
Updated:
Buffed the ogre magic,increase the stats and active time.
Now the new units is same with SFO,implement the +5% weapon and missile strength bonus per rank
Royal Malteser 7 Jan, 2022 @ 12:40am 
The Ogre units feel underpowered, especially the lords. Could you go over their stats a little?
Spartanmatt 21 Dec, 2021 @ 8:22pm 
For those of you who are still wondering, the mod works perfectly fine as of 12/21/21 with SFO. Ogre units and lords can still be recruited in my Last Kiss campaign.

Only suggestion I have at the moment is for this submod is to implement the +5% weapon and missile strength bonus per chevron rank for these new ogres. That way, these units are in line with the current SFO changes to base Ogres.
Jon 15 Dec, 2021 @ 9:14am 
@Kaguya no Akatsuki: Hey there dude, I don't mean to insist but I can't play the ogre expanded roster without this mod being updated to SFO's latest update the Last Kiss. Please update.
Jon 14 Dec, 2021 @ 3:45pm 
Please update this good sir!
RussellCrowe 6 Dec, 2021 @ 12:56am 
大佬,有时间了还请更新一下子啊,没有这个和那个人类大修mod的sfo兼容MOD,根本玩不下去啊…
GLORY 1 Dec, 2021 @ 6:34am 
大佬求更新 天啊 呜呜呜
Empyrealite 29 Nov, 2021 @ 3:17pm 
Needs another update unfortunately
mihael.karlovcec 29 Nov, 2021 @ 12:29am 
The units do not show up with the new SFO The Last Kiss update, I'm guessing this is going to get updated? :)
Kaguya Asakura  [author] 6 Oct, 2021 @ 10:19pm 
Yes you need.
Prc 6 Oct, 2021 @ 10:14pm 
if I want to make the mod compatible with ovn and sfo at the same time, do I download both patches?
Kaguya Asakura  [author] 19 Sep, 2021 @ 5:09am 
@Cipher Both use,let the original mod behind the submod mod.And SFO on the top. Like this:
SFO Great plan
Ogre kingdom SFO submod
Ogre kingdom
George Yamal 19 Sep, 2021 @ 5:02am 
sorry if this is dumb question, but if i already have sfo what should i use? both of original mod and submod or just submod?
Fengxian0830 18 Sep, 2021 @ 7:14am 
Finally the Great Maw's champion Shrek will get minions who don't suck ass
CommissarCain 12 Sep, 2021 @ 12:12pm 
The joy of returning to the game after a year or so.
CommissarCain 12 Sep, 2021 @ 12:12pm 
@Kaguya no Akatsuki apparently I had some outdated mods installed and that made some of the monsters to have frozen animations. After removing the mod(NO MORE STUPID ANIMATIONS FOR ALL RACES) everything worked normally. RN ,I'm on turn 54 as the empire and thankfully no wonky animations for monsters.
Kaguya Asakura  [author] 12 Sep, 2021 @ 11:27am 
@SCP-Blank Can you provide modlist for me to test? And which faction you used to cause this bug
CommissarCain 12 Sep, 2021 @ 10:44am 
Don't know if its has something to do or not, but I had the same bug when I used OVN without the ogres sub mod(both vanilla and SFO try runs)
Kaguya Asakura  [author] 12 Sep, 2021 @ 7:46am 
I check the manticore and mammoth animations,but they are working well,have you use other mod?Maybe that mod is incompatible.
Kaguya Asakura  [author] 12 Sep, 2021 @ 7:38am 
@neilgagel Elite Ogre Mercenaries have SFO version.
Manticore and mammoth i will check their animations later,thx for feedback.
neilgagel 12 Sep, 2021 @ 7:07am 
Thank you! I'm enjoying this addition. I did notice a couple of minor issues. Both the manticore and the mammoth don't have animations for me. Also, have you considered maybe incorporating the ogres from the "Elite Ogre Mercenaries" mod into this one? Just a thought.
Tiranno Matto 12 Sep, 2021 @ 4:32am 
Fookin' finally mates.
Well done!