Total War: WARHAMMER II

Total War: WARHAMMER II

43 ratings
We'z da Orks! (Additionnal Reinforcements for Greenskin Factions Vanilla/SFO/Lucky/Radious)
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
645.764 KB
Feb 29, 2020 @ 10:52am
Apr 26, 2021 @ 4:46am
2 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
We'z da Orks! (Additionnal Reinforcements for Greenskin Factions Vanilla/SFO/Lucky/Radious)

In 1 collection by Gwenolric
Reinforcements Collection (Vanilla/Radious/SFO/Lucky)
16 items
Description
Compilation Link :

https://steamcommunity.com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Greenskin factions during battle, similar to how Menace from Below is used for Skaven. However, unlike Menace from Below or Raise Dead, the units don't degrade over time and do not loose HP for just existing. Because of this, it heavily favour the Greenskins with up to 6 additional units that they can bring in a battle.

#1:
Vision of Gork and Mork :
After building the main building in Karaz-a-Karak "Occupied Karaz-a-Karak (Greenskin Stronghold T5)", this skill will give all the forces (factionwide) a skill that can summon an Orc Shaman (War Boar) in battles.

Pre-charge:150s
Number of charges : 1


#2:
Winners of the War :
After building the main building in Karak Eight Peaks "Karak Eight Peaks (Greenskin Stronghold T5)", this skill will give all the forces (factionwide) a skill that can summon up to 2 units of Night Goblins (Fanatics) in battles.

Pre-charge:40s
Number of charges : 2
Recharge time : 80s


#3:
Shiny Tokens :
After building the landmark in Galbaraz "Oathgold Mine", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon up to 2 units of Savage Orc Big 'Uns in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:240s
Number of charges : 2
Recharge time : 200s


#4:
Bigger is Better :
After building the landmark in Black Crag "Big Fort", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon a unit of Black Orcs in battles. This skill is exclusively available for the currently own regions.

Pre-charge:10s
Number of charges : 1


#5:
Unleashed Monsters :
After building the main building in Altdorf "Sacked Altdorf Level 5", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon a unit of Trolls in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected). This skill also allow to instantly execute a siege assault, without having a need to possess a unit with the attribute "Siege Attacker".

Pre-charge:300s
Number of charges : 1


Is this compatible with Radious/SFO/Lucky/My grandmother's overhaul?
Yes ... and maybe no (for the stats). This mod doesn't create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don't get a single bonuses from the faction, from technology or Lord's traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe ... no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn't add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.
5 Comments
Gwenolric  [author] May 24, 2020 @ 3:06pm 
@fildur

Not offended, more like, how did you not notice it? I was even doubting if the mod was still up. Also I wasn't really sure that you didn't find it and in case, better be safe and provide the link.
fildur May 24, 2020 @ 9:04am 
Hello, thanks alot for showing me that it indeed was a combined one! :-)

Sorry that you felt offended.
Gwenolric  [author] May 23, 2020 @ 3:37pm 
@fildur

... Is it a joke? What do you mean by "had been awesome to just have one!"? Not native English, so to me it sounds like a wish, something not real. Like, this mod : https://steamcommunity.com/sharedfiles/filedetails/?id=2015053443&tscn=1590269197
That is literally all the other mods combined. And is on the listed collection. And if you were saying that, well, SHUT UP YA GITZ!
fildur May 23, 2020 @ 1:04pm 
I second that. Love those mods, had been awesome to just have one!
奇谈怪论,满嘴放屁 Mar 4, 2020 @ 5:29pm 
Hopefully the author can merge these mods into one, 14 mods is too many