Total War: WARHAMMER II

Total War: WARHAMMER II

Under-Empire Overhaul (Skalm)
17 Comments
SergeantAtom Feb 4, 2022 @ 6:33pm 
still work?
Deviant Sep 17, 2020 @ 12:05pm 
How about boosting the Vermintide army? And then the initial composition of the army is too weak, relative to the money invested in the attack from the underground ... Let me remind you the composition of the army without improving technologies: 1 Lord, 2 plague monks, 3 clanrates with a sword and shield, 2 clanrates with a spear and shield, 1 rat ogr, plague catapult. Well, this army is clearly not worth all the costs for it ...
Cúchulainn Aug 7, 2020 @ 2:20am 
Will this ever be coming back?
DudeChris33 Jun 16, 2020 @ 5:18pm 
@Skalm I am just starting looking into it myself so idk if it will work but in data/scripts/campaign there is one called under_empire.lua that supposedly contains the expansion chances
Nero Sima Dec 20, 2019 @ 2:09pm 
update plz
Straight Boolean Sep 27, 2019 @ 7:34pm 
thank god you made this making the skaven under empire was so annoying before this.
Bomjus May 3, 2019 @ 8:34am 
just a comment for your future developments:

under empires are already really strong in vanilla already providing a ton of food, and a good amount of cash if you stack it. so, while i am just one person offering just one person's opinion, don't make these "tweaks" (which are buffs) too strong or add in ridiculous ones. there's a thin line between a "tweaking overhaul" and a full on overhaul with something like 13 skaven corruption PER under empire.

i enjoy trying mods that change up mechanics, but going overboard will hurt the mod imo.
cool_balrog  [author] May 2, 2019 @ 8:22pm 
I see the problem with expansion. The value I changed is only a "dummy." I need to find where the real chance to expand is. In my next update I'll remove the false expansion chances.
cool_balrog  [author] Apr 30, 2019 @ 6:44pm 
For some reason I don't think the passive expansion effect is working where I planted it. It's exactly the same as what is on the excavation buildings (it even shows the correct tooltip ingame) but does not seem to be triggering. There must be something elsewhere attached to this building I haven't found. In the meantime I highly recommend "Expand Under Empire NO Cooldown" mod.
cool_balrog  [author] Apr 30, 2019 @ 5:47pm 
It certainly gives an unfair advantage to the Skaven player(s) so I suppose it should be considered a cheat. Speaking of which, I'm probably going to throw an additional layer of warpstone all over it to ensure the Horned Rat's children get the (un)fair treatment they deserve! My current campaign has shown that the bonuses I've thrown on the Nexus aren't justified by its high cost. So back to my filthy evil, I guess...
REV3LatioN Apr 30, 2019 @ 8:27am 
great mod thankyou!
ShockMeSane Apr 30, 2019 @ 4:20am 
Is this meant to be a cheat mod? Cause with -13% construction costs you essentially no longer have building costs once you hit about 5 undercities. That's a global empire wide bonus, same with the upkeep..... the game kind of breaks once everything is free.
cool_balrog  [author] Apr 29, 2019 @ 2:56pm 
@shepard12315 So far this mod has only added or changed values of the under-empire buildings so if your other mods don't modify those values there should be no issue. I use "Skaven Under Empire: Double Concealment" which uses the same file without any problems.

@Axlegolas I haven't successfully dabbled with scripting yet. That's a little beyond my current powers. Thanks for the suggestion though!

Splicing campaign effects from one source to another is more my forte. If you have any suggestions in that arena feel free to suggest them!
shepard12315 Apr 29, 2019 @ 10:31am 
Does this work with Radious or SFO?
[PuB] Axlegolas Apr 29, 2019 @ 5:39am 
@cool_balrog i think the under empire mechanic is scripted. maybe taking a look at the .lua file could help. the build time you will find at the buildings_table i guess. like your mod.
cool_balrog  [author] Apr 29, 2019 @ 5:03am 
So far I haven't touched concealment yet. Probably my only nod toward balance. I'm going to start a new campaign and see how OP this version is before making any modifications.
[The] Force Apr 28, 2019 @ 7:28pm 
In the Possible Developments. You should 100% create a "OP" version of this where you just go hogwild with the buffs (and make it so nothing ups concealment, I have mods specifically for that, which screws me as much as the AI.)