Total War: WARHAMMER II

Total War: WARHAMMER II

Chieftain of the Deep Warrens (version 1.06) (Single-player) (Updated for S&F)
226 opmerkingen
Perkele 2 dec 2022 om 4:56 
The Sand Stalkers weapons are misplaced when marching slowly, they are just floating, rats are not holding them.
greyTiger  [auteur] 21 okt 2022 om 18:15 
@sword of war Thanks
greyTiger  [auteur] 21 okt 2022 om 18:15 
@Mesmerion Yes. There will be a new version of this mod for Warhammer 3. There will be some changes, but a reduction in the number of units may happen.
sword of war 4 sep 2022 om 11:17 
honestly my favorite mod in warhammer 2 that wasn't OVN.
Mesmerion 3 sep 2022 om 6:54 
hi mate, do you plan to update this mod in TWW3 ? it was a very good job...
greyTiger  [auteur] 12 jun 2022 om 1:44 
Thanks for the info. I'll check it out.
Perkele 11 jun 2022 om 3:56 
I just did some testing, and 1 unit of TheGraveRobbers can defeat 2 units of KrimsonKillerz fighting them at the same time, I don't think they should be that strong, and statistic nerf is needed. (Testing was done without using the "Waaagh!" ability)
Seb 7 feb 2022 om 3:51 
Hey, I'm a bit confused about the weapon strength of a few of the special Stormvermin. It looks like stats wise they're about on par with normal stormvermin with a few differences here and there and the special abilities, but the weapon strength seems to vary wildly from unit to unit. Some have massive armour piercing weapon strength and some have worse weapon strength than normal Stormvermin.

The ones that pop out to me are:
The Lizardmen ones who don't have either anti large or armour piercing even though they're using Temple Guard Halberds;
The High Elves ones who seem to be all around worse than the norscan ones even with similar settup and presumably roles to fill
The Dark Elves ones which have the same problem as the lizardmen ones
The Bretonnia ones being just weaker stormvermin
Guvenoren 29 jan 2022 om 16:15 
Does the AI gain anything out of this?
greyTiger  [auteur] 19 sep 2021 om 0:05 
No. It was more of a visual thing, though when I revist this to port it to Warhammer 3 I'll look at fixing things like that,
nrfb 19 aug 2021 om 19:15 
As far as I can tell the Furs in the Forests unit doesn't have anything unique to them relating to WEs. Are they supposed to have strider perhaps?
greyTiger  [auteur] 15 aug 2021 om 22:35 
They are all part of the Stormvermin unit set in the engine so anything that affects Stormvermin should also affect them.
nrfb 15 aug 2021 om 21:48 
Do these units benefit from stormvermin tech?
Solaire 14 aug 2021 om 5:36 
@Theoroshia If you're just looking to do multiplayer battles then you're fine but if multiplayer campaign then yeah you're out of luck.
greyTiger  [auteur] 13 aug 2021 om 18:52 
No. I'm afraid there is no unit free version.
Theoroshia 13 aug 2021 om 6:19 
Is there a way to get a version of this without the new units added, so as to be a bit more compatible with mods that change unit stats?
greyTiger  [auteur] 3 aug 2021 om 19:27 
Never I'm afraid.
Airborne Seals 31 jul 2021 om 1:18 
Ah, I forgot about that.
greyTiger  [auteur] 30 jul 2021 om 18:28 
Please ensure that the UI Modding Framework is downloaded from the workshop and enabled in your mod list. I always have the UI Modding Framework above my mods in the list.
Airborne Seals 30 jul 2021 om 13:07 
I'm very confused because the panel for the deep warrens doesn't seem to work.
I click it constantly and nothing happens.
Solaire 20 jul 2021 om 18:02 
Thanks mate
greyTiger  [auteur] 19 jul 2021 om 22:50 
My mistake. I had thought I had updated this mod along with my other ones on the weekend. Have uploaded a new version now.
Solaire 19 jul 2021 om 22:17 
How can it be updated for silence and the fury if it released in july and this was last updated in march. Unless this was a typo or mistake?
Mane Man McCain 27 mrt 2021 om 8:34 
turns out that ui mod is kinda brook a lot of other people are having problems with the it sorry for the inconvenience
Mane Man McCain 27 mrt 2021 om 8:12 
k thank you for advise
greyTiger  [auteur] 26 mrt 2021 om 23:07 
first thing. check that the UI Modding Framework is enabled. the mod needs that to operate correctly.

secondly, what mods are you using? as some do remove buttons from the button ring at the bottom right. you could try moving my mod to the last in the list of active mods as it may allow my script to add the button after the other mod has made it's changes.
Mane Man McCain 26 mrt 2021 om 21:04 
yeah sorry i am kinda dumb
greyTiger  [auteur] 23 mrt 2021 om 19:46 
do you mean the button didn't show up? there is no dilemma in this mod.
Mane Man McCain 23 mrt 2021 om 13:02 
hey i tried to start a campaign but the icon and dilemma did int show up
greyTiger  [auteur] 20 mrt 2021 om 4:30 
If they did play it was not by design. Only the units and buildings that come with the mods would be available as the script checks for co-op and ends if the check returns true.
重力型Kaguya 20 mrt 2021 om 4:27 
Well..In my test,Clan Pestilens and Clan Rictus's mod can't used in multiplay .But before T&T,can used in multiplay..
greyTiger  [auteur] 20 mrt 2021 om 4:00 
No. I'm afraid all of my UI mods are single-player campaign only.
重力型Kaguya 20 mrt 2021 om 3:33 
can be use in multiplayer?
Krb 8 mrt 2021 om 19:46 
Thank
greyTiger  [auteur] 8 mrt 2021 om 19:44 
No. The AI do not use any of my mods at the moment. That is something I'm looking at though.
Krb 8 mrt 2021 om 7:09 
AI use it?
greyTiger  [auteur] 8 feb 2021 om 3:05 
You can still recruit all as they are recruited through the RoR panel. When I created the UI I only left room for the first 10 races you defeat to be set as your Nemesis. An oversight on my part that I won't be addressing for a while.
zbhalokiller117 7 feb 2021 om 16:54 
when you say that only the first ten will be added to the screen can you still recruit everyone or only those first 10 and if it is only the first 10 is there a way you can make it able to recruit all of them
greyTiger  [auteur] 5 feb 2021 om 18:47 
The units for this mod can only be recruited if playing as Clan Rictus, and that appears to work for me. The same should be true of the Liber Bubonicus units, however that doesn't seem to be working so thanks for the heads up.
MAMAVAUDOU 4 feb 2021 om 20:09 
@greyTiger
I have never played skaven until I saw your mod,congrats. A small issue : i can't recruit special units of this mod or liber bubonicus in custom battle. Is it normal? (srry for my poor english mastery, i'm french)
Arudon 30 dec 2020 om 16:09 
Hey, thanks so much man! I got it!
greyTiger  [auteur] 30 dec 2020 om 13:55 
Cool.
TheycallmeCoconutJones 30 dec 2020 om 10:20 
i changed the load order around a bit trying to fix some other issue and all the buttons appeared for your mods on pesti/rictus now so idk what was causing that but im glad its fixed
greyTiger  [auteur] 30 dec 2020 om 7:46 
On the Warren screen the Dark Elves should have an icon at the bottom. Click that to set them as your nemesis.
Arudon 30 dec 2020 om 6:31 
Hey, um, how do I declare a race as my nemesis? I can't find the icon that let's me do it, and I'm not sure if I picked it or not. I recruited the dark elf-killer regiment of renown.
greyTiger  [auteur] 29 dec 2020 om 12:02 
it's possible the mod you mention removes all the buttons. could try changing the load order so my mod comes after it so it is not overridden. other than that not much i could do.

you could look in the other mods script and remove their code that adds the button if you are feeling game perhaps
TheycallmeCoconutJones 29 dec 2020 om 9:35 
love this mod and your pestilence one as well, i have recently downloaded the ultimate skaven mod and love the changes it does but it adds a the dark elf slave interface button on the side which seems to make the new unique mechanic button go away.

would it be possible to make this compatible with that or override the useless corruption/slave buttons?
greyTiger  [auteur] 9 dec 2020 om 21:01 
Not intended. I'll look into adding that ability to the Stormvermin.
Captain Nyet 9 dec 2020 om 16:14 
I noticed all the RoR Stormvermins lack the "Scurry Away!" ability, is this intended or could it be a side-effect of the changes made to that ability with the new patch?
jgareth 7 dec 2020 om 16:37 
I discovered the problem with the Plague Laboratory, the Southern Realms mod wasn't fully updated yet and seemed to be affecting it. However, I seem to have lost any access to the Deep Warrens Mechanic. Will continue to experiment.