Total War: WARHAMMER II

Total War: WARHAMMER II

Chieftain of the Deep Warrens (version 1.06) (Single-player) (Updated for S&F)
226 kommentarer
Perkele 2. dec. 2022 kl. 4:56 
The Sand Stalkers weapons are misplaced when marching slowly, they are just floating, rats are not holding them.
greyTiger  [ophavsmand] 21. okt. 2022 kl. 18:15 
@sword of war Thanks
greyTiger  [ophavsmand] 21. okt. 2022 kl. 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 kl. 11:17 
honestly my favorite mod in warhammer 2 that wasn't OVN.
Mesmerion 3. sep. 2022 kl. 6:54 
hi mate, do you plan to update this mod in TWW3 ? it was a very good job...
greyTiger  [ophavsmand] 12. juni 2022 kl. 1:44 
Thanks for the info. I'll check it out.
Perkele 11. juni 2022 kl. 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 kl. 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 kl. 16:15 
Does the AI gain anything out of this?
greyTiger  [ophavsmand] 19. sep. 2021 kl. 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 kl. 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  [ophavsmand] 15. aug. 2021 kl. 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 kl. 21:48 
Do these units benefit from stormvermin tech?
Solaire 14. aug. 2021 kl. 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  [ophavsmand] 13. aug. 2021 kl. 18:52 
No. I'm afraid there is no unit free version.
Theoroshia 13. aug. 2021 kl. 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  [ophavsmand] 3. aug. 2021 kl. 19:27 
Never I'm afraid.
Airborne Seals 31. juli 2021 kl. 1:18 
Ah, I forgot about that.
greyTiger  [ophavsmand] 30. juli 2021 kl. 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. juli 2021 kl. 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. juli 2021 kl. 18:02 
Thanks mate
greyTiger  [ophavsmand] 19. juli 2021 kl. 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. juli 2021 kl. 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?
ORG STANLEY 27. mar. 2021 kl. 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
ORG STANLEY 27. mar. 2021 kl. 8:12 
k thank you for advise
greyTiger  [ophavsmand] 26. mar. 2021 kl. 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.
ORG STANLEY 26. mar. 2021 kl. 21:04 
yeah sorry i am kinda dumb
greyTiger  [ophavsmand] 23. mar. 2021 kl. 19:46 
do you mean the button didn't show up? there is no dilemma in this mod.
ORG STANLEY 23. mar. 2021 kl. 13:02 
hey i tried to start a campaign but the icon and dilemma did int show up
greyTiger  [ophavsmand] 20. mar. 2021 kl. 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.
Kaguya Asakura 20. mar. 2021 kl. 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  [ophavsmand] 20. mar. 2021 kl. 4:00 
No. I'm afraid all of my UI mods are single-player campaign only.
Kaguya Asakura 20. mar. 2021 kl. 3:33 
can be use in multiplayer?
Krb 8. mar. 2021 kl. 19:46 
Thank
greyTiger  [ophavsmand] 8. mar. 2021 kl. 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. mar. 2021 kl. 7:09 
AI use it?
greyTiger  [ophavsmand] 8. feb. 2021 kl. 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 kl. 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  [ophavsmand] 5. feb. 2021 kl. 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 kl. 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 kl. 16:09 
Hey, thanks so much man! I got it!
greyTiger  [ophavsmand] 30. dec. 2020 kl. 13:55 
Cool.
TheycallmeCoconutJones 30. dec. 2020 kl. 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  [ophavsmand] 30. dec. 2020 kl. 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 kl. 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  [ophavsmand] 29. dec. 2020 kl. 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 kl. 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  [ophavsmand] 9. dec. 2020 kl. 21:01 
Not intended. I'll look into adding that ability to the Stormvermin.
Captain Nyet 9. dec. 2020 kl. 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 kl. 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.