Total War: WARHAMMER II

Total War: WARHAMMER II

Wounds (S&F)
71 kommentarer
Bastilean  [ophavsmand] 20. juni 2024 kl. 0:09 
Nah
lancegraystar 19. juni 2024 kl. 22:01 
Udapte need version full lore friendly undeads and construcs can not have wonds, maybe blessing bretonnians are inmune too
Bastilean  [ophavsmand] 6. aug. 2022 kl. 13:51 
That's great. I will add it to the description
Velite 6. aug. 2022 kl. 13:38 
Hello Bastilean, I've made a submod for this mod that gives the wounds ability to the single entities added in Mixu's Legendary Lords 2.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2845602771
Bastilean  [ophavsmand] 21. mar. 2022 kl. 0:38 
Shouldn't be to hard to do. I haven't really looked into it though beyond what's here. Anyone who wants to add the trait to their mod units like OvN may do so in their mod or with a sub mod.

I am not planning any significant future mod efforts for WH2 for the time being. Enjoying WH3, and updating things for WH3 will be a real pain in the buttocks... will start whenever CA introduces Immortal Empires probably.
Autumnchain 20. mar. 2022 kl. 23:08 
What about various other mods such as OvN. Is this mod designed to affect their single entities from those mods or are you unable to do that without causing this one to crash the game?
Bastilean  [ophavsmand] 23. jan. 2022 kl. 13:56 
I am 99% confident that I can do that, and I agree.
Ol' Scratch Johnson 20. jan. 2022 kl. 6:42 
It looks like they are changing this to sub 25% health in warhammer 3, is there anyway you can recreate this mod for 3, I personally think 50% is a better tipping point than 20%.
Pyrodysseus 9. okt. 2021 kl. 11:18 
thanks for the quick answer
Bastilean  [ophavsmand] 3. okt. 2021 kl. 19:05 
All Single Entities have it.
Pyrodysseus 3. okt. 2021 kl. 18:57 
So what units exactly are given this ability?
Lampros 10. aug. 2021 kl. 18:57 
Yeah, updating the table every time you update seems easier. 10 times in 3 months or so - so it's not that high a frequency! ;)

As for waiting till WH3, I am a cancer survivor; so I don't take anything for granted when it comes to the future! ;(
Bastilean  [ophavsmand] 10. aug. 2021 kl. 18:50 
You could make a separate submod for CTT. Now the trick is to disable the ability. The table fragment doesn't let you do that, but you can supercede the ability with another ability which is invisible and doesn't do anything. It might be easier just to update the table every time I update the table. WH3 is coming in the next 12 months I wager, so it's up to you :steammocking:
Lampros 9. aug. 2021 kl. 18:41 
Hi, I removed the two Mutant Ogre units from the list, because I use CTT - and he has them as multiple-figure units. My fear, however, is that this change will be removed every time you update the mod. Is there a way around this? I am a modding newb unfortunately, and I do not know much other than how to edit prominent tables :(
Bastilean  [ophavsmand] 21. juli 2021 kl. 16:41 
That's what I thought, but I didn't want to get over confident. Thanks for the correction.
FullAutoAttack 21. juli 2021 kl. 16:12 
oops sorry big fail on my part - I meant it is not as the game will crash if you disable this mod after using it.
Bastilean  [ophavsmand] 21. juli 2021 kl. 14:37 
Thanks AutoAttack :steamthumbsup:
FullAutoAttack 21. juli 2021 kl. 14:31 
FYi this is save game safe - if you remove this mod and saves created with this enabled will no longer work if the mod is removed.
Bastilean  [ophavsmand] 21. juli 2021 kl. 12:57 
Added some units to the tables.
C8H11NO2 20. juli 2021 kl. 15:40 
May I request compatibility for some big mods like Mixu's LLs, TEB, OvN, We'z Speshul, etc?

iirc, land_units_to_unit_abilites_junctions_tables is a tolerant table which will allow you to create innate compatibility.
Bastilean  [ophavsmand] 19. juli 2021 kl. 21:34 
Yeah, this is saved game safe
FullAutoAttack 19. juli 2021 kl. 20:08 
Is this save game safe?
Ezekiel 19. juli 2021 kl. 5:40 
Seems like the Problem is gone by now, could also be that the updater was a bit wonky. Tested it with and witout other Mods by now. Thanks and cya. :steamhappy:
Bastilean  [ophavsmand] 18. juli 2021 kl. 13:03 
:steamthumbsup: seems like something you should do before posting your problem here. If you have a crash tell me exactly when it happened and what you were loading: loading the game, loading a specific campaign, etc. If I cannot recreate it, it becomes extremely hard to identify.
Ezekiel 18. juli 2021 kl. 12:57 
I will test the wounds mod as the only one next time i got time.
Bastilean  [ophavsmand] 18. juli 2021 kl. 8:48 
I am playing a campaign with this mod enabled right now and it's not crashing. Make sure you have updated the mod with the 16 July 2021 update.
x9 18. juli 2021 kl. 4:57 
Oddly enough out of all the mods i use, and several outdated that still work after patch, it's this one which crashes the game for me, and i checked each mod one by one yesterday
Bastilean  [ophavsmand] 17. juli 2021 kl. 6:42 
Have you tried loading a campaign with just Wounds enabled, because I tested mod to make sure it's working? Probably a different mod you have enabled?
Ezekiel 17. juli 2021 kl. 4:43 
Sorry but it is still crashing for me when loading a Campaign or starting a new one.
Bastilean  [ophavsmand] 16. juli 2021 kl. 15:56 
I loaded the mod. New campaign crashed. Found the issue in the tables. Made the correction and a new campaign loaded correctly showing the mod changes. Thank you for reporting the issue!
FullAutoAttack 16. juli 2021 kl. 13:17 
Yeah same with me - new campaigns crash
一杯浊酒一份孤独 16. juli 2021 kl. 10:04 
Simply put,open the game→select Hero→run→stuck→quit
一杯浊酒一份孤独 16. juli 2021 kl. 9:57 
I don't know why, it will cause the game to jam and then flash back when it is falling. It should not be mod conflict. It will be the same when it is running alone. Can you see what the problem is? I use the latest version 1.12
FullAutoAttack 16. juli 2021 kl. 9:53 
Yeah very nice, gonna give one a shot.
Bastilean  [ophavsmand] 15. juli 2021 kl. 18:13 
@Blood3ster thanks man
Sextus Morbius Cicero 15. juli 2021 kl. 16:35 
love this mod. plz update for silence and the fury :steamhappy:
Bastilean  [ophavsmand] 12. juli 2021 kl. 20:10 
Updated. Thanks Monkey
Monkey 12. juli 2021 kl. 13:52 
Hey, I was just looking though the Pack File for this mod and you used the main_unit_tables entries in the land_units_to_unit_abilites_junctions_tables so some characters like Alastar and Cylostra don't have the ability applied and there are references to things like ships, imperial supply variants and Nakai variants.
Bastilean  [ophavsmand] 3. juli 2021 kl. 15:32 
@Lampros Only CA knows that
Lampros 3. juli 2021 kl. 11:57 
Hi, is the wound system an exact replica of what will be implemented in WH3?
^Triumph 25. maj 2021 kl. 13:39 
Asur ambasador:

Just came here to remind u all that we the Asur can get wounded since game 2 released. 4 years ago thx to our "BUF" (haha) Martial Prowess. As u can see we are vanguardists even in the debuff department.
Best regards

Alastar The Wounded Lion.
Bastilean  [ophavsmand] 22. maj 2021 kl. 12:23 
@MeGa_NOOB that's true in part, but a burn phase effect is incoming that will provide healing debuff. We don't have the modding tools to replicate this yet, so we will have to wait for WH3 to come out for the healing debuff.
UltraRanger 22. maj 2021 kl. 11:17 
Hi, I've been hoping for a mod like this for a long time. Can you make another version with 3 stages instead of 2? That once a Single Entity Unit dropped below 67% health it'll get slightly weaker but once below 33% health it'll get much weaker? Attack intervals could also be nerfed to reflect the wounds the unit suffered.
MEGA_N00B 22. maj 2021 kl. 11:13 
So, this system makes any faction that can heal more over-powered. As an example, since Dark Elves cannot heal their Dragon army will be weaker compared to High Elves Dragon army that can constantly heal.

Honestly thank you for the mod but I think it is just a buff for healing factions and a big nerf for factions that do not have healing (Like Norsca, Chaos, Dark Elves).
Morven 19. maj 2021 kl. 22:08 
@Bastilean
@Aerindor of Arcane
You could use scalar_miscast_chance (or stat_miscast_additional, although I don't think anything uses it in game despite it being in the tables, they all appear to use scalar_miscast_chance) to add an additional miscast chance to the wound trait. Great work m8.
Bastilean  [ophavsmand] 19. maj 2021 kl. 9:51 
@ Aerindor I agree. I think CA could do more with miscast potential due to wounds, fatigue and/or melee combat engagement
Aerindor of Arcane 19. maj 2021 kl. 9:28 
Casters should have higher miscast chance as they get wounded. As they dont really care about damage, but would nerf magic spamming. Cause, you know, harder to focus when you have holes through you.
Siltherium 18. maj 2021 kl. 9:53 
I think the idea is interesting, but I'll wait till see if this effect is going to affect undead units, for example, or have more variations on the future game. Great work, tho.
Bastilean  [ophavsmand] 18. maj 2021 kl. 7:34 
For now, I am not making any special compensation for Ungrim, but Ungrim could be like Plague Monks with Plague who still get the debuff, but receive positive effects rather than negative effects. That was a good question. :steamthumbsup:
Bastilean  [ophavsmand] 18. maj 2021 kl. 7:29 
@Moobert, so Ungrim gets buffs when low on health so they would stack additively with the debuffs. CA will have to decide if certain units get to ignore wounds or if they will buff these units buffs to remain meaningful while Wounds is activated