Total War: WARHAMMER II

Total War: WARHAMMER II

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Elite Ogre Mercenaries (SFO)
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Tags: mod, Units
File Size
Posted
Updated
981.229 KB
25 Aug, 2021 @ 10:55am
8 Sep, 2021 @ 9:44am
5 Change Notes ( view )

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Elite Ogre Mercenaries (SFO)

Description
DESCRIPTION
This is the SFO addon for my Elite Ogre Mercenaries mod for the needed balancing changes.




REGARDING SFO AND OGRES...
Unfortunately I’ve discovered something very odd with SFO. Despite multiple attempts of an ME campaign on VH/VH with 'two button autorun' up to turn 70, no AI recruited any of the ogre units, not even the vanilla ones! Only from time to time I was able to see some of my units in Rogue Armies. I was not able to find out what SFO changes so that the AI won't use ogres anymore. Please tell me, if you should stumble across any ogre units in SFO, even vanilla ones! Or comment if you might know what causes this special recruitment behaviour!

But for the player it works as intended!



REQUIREMENTS
Besides SFO you need my original mod Elite Ogre Mercenaries for it to work!



OTHER MODS
You like my work? Feel free to check out my other mods.


I started modding because I wanted to implement my own ideas. But modding for Total War Warhammer is not very user-friendly and takes a lot of time. So, if you should decide that you enjoy one of my mods so much that you want to give something back I am always happy about a donation!
[www.paypal.com]
38 Comments
Yanichar 27 Aug, 2022 @ 2:38am 
Cheers, mate!
Fröb  [author] 27 Aug, 2022 @ 2:30am 
@Yanichar: I always put it lower. Though, since I edited the tables in a special way, it should work no matter if you place it above or below the original mod.
Yanichar 27 Aug, 2022 @ 2:28am 
Hi all! Should this submod be higher or lower in the loading order than the original?
Fröb  [author] 2 Jul, 2022 @ 11:58pm 
@HughJanus69: Exactly, I was also a bit confused by this in the beginning. :D
HughJanus69 2 Jul, 2022 @ 6:58am 
oh, was confused. Colossus is singular- multiple would be called Colossi or something
Fröb  [author] 2 Jul, 2022 @ 5:35am 
@HughJanus69: The mournfang behemoths are a troup with a small unit size. The mournfang colossus is a single entity. Also, the mournfang colossus has nearly no AP damage but a very high mass, so it can push through unit formations even easier.
HughJanus69 2 Jul, 2022 @ 5:23am 
the mournfang collosus and behemoth seem very similar? What makes them different?
Fröb  [author] 5 Mar, 2022 @ 12:58pm 
@DJToone: Thank you for your input! I admit that I am not very experienced regarding balancing. But so far you are the only one reporting this 'issue'. If more people will say something similar, I will try to make some changes.

I also have a bit the feeling, that mass in TW W2 works not like in TW W3. High mass units should be able to just stomp through anything in their way to snipe whatever unit they want. That was my intention for the Mournfang Colossus. But I also realized that it seems not to work like this in TW W2. For TW W3 I will most probably create completely new units and then I will have to see to the balancing again.
DJToone 5 Mar, 2022 @ 12:53pm 
Hey, thanks for the great mod. I may be alone here but I find the regular mournfang cavalry to outperform the behemoths and the colossus on a regular basis. Possibly just how I use them or maybe another mod somehow is affecting it(although none should by definition). Either way I like the mod and use them all but I feel they higher tier cav needs a buff, possibly an upkeep increase to match but either way the result should more expensive units should outperform the lesser. Can anyone else confirm their experiences with it?
Fröb  [author] 14 Jan, 2022 @ 1:23pm 
@Zod's Snapped Neck: Thanks for the report! No idea if the latest SFO update changed something regarding the overall AI recruitment behaviour. When I tested it only the rogue armies recruited ogre units and even then extremely seldom!