Total War: WARHAMMER III

Total War: WARHAMMER III

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Runic Units - SFO
   
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19 aug, 2024 @ 6:21
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Runic Units - SFO

I 1 samling av =[NK]= Col. Jack O'Neil
Jack's SFO Mods 5.2.6/SFO 1.31 - V4 - READ DESCRIPTION
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Giant Dwarfen Rune Golems of destruction balanced for SFO! All credits go to Phyrex's amazing work.

Also check out my other Rune Golem submod for _D3rpyN3wb_'s amazing work.

Balanced different things for SFO. Main change is buffed, but reduced Golem unit size from 24 to 12

Huge thanks to GabeSky for reviewing the balancing. Let me know about any feedback. Enjoy :)
15 kommentarer
Cultist of Tzeentch 2 jul @ 21:12 
@Tal'Raziid it seems you can use the mod but only the Rune Guardians and Rune Golems are balanced for SFO. you can disable the shard dragon in the MCT menu as they are quite weak with vanilla stats and you should avoid the clockwork thunderers. (they have vanilla stats but can't be disabled)
Tal'Raziid 8 feb @ 22:11 
Does that mean we shouldnt use it, or just htat it might be imbalanced?
=[NK]= Col. Jack O'Neil  [skapare] 7 dec, 2024 @ 11:56 
No
purpleV 7 dec, 2024 @ 2:48 
Hi, is this submod up to date?
=[NK]= Col. Jack O'Neil  [skapare] 22 okt, 2024 @ 21:42 
Doesn't matter. Don't adjust your mod list. Get prop Joe's /Shazbot mod manager.
OHM 22 okt, 2024 @ 19:31 
In the Mod Manager this is below the main Runic Unit mod, does it matter at all?
Grugnir 2 sep, 2024 @ 17:29 
no units limit from Malakai airship buildings
=[NK]= Col. Jack O'Neil  [skapare] 23 aug, 2024 @ 13:49 
Thanks for that! I'll make changes in the update.
Vrooktar 23 aug, 2024 @ 10:55 
We have to thank you!
Regarding balancing. I have no idea how the vanilla version is balanced, I only play with SFO but as far as I can tell the Rune Guardians probably do too much damage. I thought at first their Health Pool is a little much, but their defense is not only very Dwarvish, it is still possible to break it by using an adequate amount of force. I do think though that their offense is too much. They basically have the offense stats from Minotaurs of Khorne, but almost double their weapon strength and magic attacks. All of this on top of being the tankiest monstrous infantry in the game is probably too much. 10-20 less melee attack and 20-40% less weapon strength might do the trick. The Rune Golem appears to already be very well balanced.
=[NK]= Col. Jack O'Neil  [skapare] 23 aug, 2024 @ 10:04 
Yeah I'll look into that. Thanks. Let me know any balance changes or anything