Total War: WARHAMMER II

Total War: WARHAMMER II

Skaven Under Empire (light)
63 Comments
Erazil  [author] Sep 14, 2022 @ 8:13am 
Hi Deviant, I don't have the money for this, when the price will have dropped a lot and I'll be able to afford it (because, a little less than 90€ for the game and the dlc, or even just the game at 60€... I really can't).
Deviant Sep 14, 2022 @ 6:55am 
WH3?
Bearthus Jan 5, 2022 @ 6:14pm 
are there going to be a update on this :)? its a really nice one!
Clonepilotz Jul 20, 2021 @ 3:44am 
Ya i hope for a update since its so fantastic
Erazil  [author] Jul 6, 2021 @ 8:45pm 
@Deviant i dont know, sorry ( i never play with sto )

@Urairick normaly yes, but the next update break the eshin's game run already start :( (that's why I didn't release it)
Urairick Jul 6, 2021 @ 2:06pm 
love the mod hope it will be updated fot the new DLC

Very nice work!
Deviant Jun 22, 2021 @ 10:52am 
Is the mod compatible with "Nanus Skaven tweaks (SFO)" at the moment?
Kalash Jun 20, 2021 @ 9:28pm 
hello mod still works but one issue when i build doomsphere building cant upgrade to level 5 it say you need to build previous building to construct the level 5 and there are for some reason only two buildings of doomdphere. here on your pictures there are 3. 1lvl, 3lvl and 5lvl
The Nega Druid Dec 6, 2020 @ 8:25am 
Hope you feel better soon! Looking forward to seeing what you end up doing with Throt. An Undercity thing to give Growth Juice would be pretty awesome.
Erazil  [author] Dec 5, 2020 @ 11:11pm 
Deviant: ok I'll look later, but right now I'm sick with a bit of a fever (nothing serious) and for me fever and thinking don't mix.
Deviant Dec 5, 2020 @ 8:53pm 
Spread Bellow doesnt work (expand UE)
Edward K Dec 1, 2020 @ 9:18pm 
Thanks a lot man!
Erazil  [author] Dec 1, 2020 @ 9:15pm 
@eduardokopik
campaign_building_level_factorial_effect_junctions_tables

neg value = hide bonus
pos value = hide penalty
Edward K Dec 1, 2020 @ 6:53pm 
Hi, I'm trying to do a skaven undercity mod for personal use, and can't find the PFM table that sets discoverability for buildings.
Could you point me in the right direction?
Kaalbrak Nov 1, 2020 @ 10:48pm 
Thx for you answer. I am sure someone will find THE idea one day ^^
Erazil  [author] Nov 1, 2020 @ 9:46pm 
@Kaalbrak, I don't think so, I also searched for hours and hours to see if it was possible to increase the number of possible building sites in the underground empire and unlike the colony on the surface I found nothing that would change that.
Kaalbrak Nov 1, 2020 @ 3:38pm 
Do you think it could be possible to have under empire cities under your own regular settlements ? I always wonder why the skaven weren't able to do that. It'll help greatly for food income.
Erazil  [author] Sep 18, 2020 @ 9:53pm 
@OSKON , no sorry
OSKON Sep 18, 2020 @ 8:25pm 
is a chance that you could give player like me ability to get all under empire buildings from other skaven? mean that i could do this by changing a mod file little bit. Because this mod is great but i have a need to get everything
Deviant Jul 25, 2020 @ 7:05pm 
You can slightly strengthen the buildings that hide the underground empire. And then building a large underground empire is TOO expensive, and profits are still meager EVEN in large trading cities.
Erazil  [author] Feb 13, 2020 @ 10:31am 
updated to fix a problem due to the last update of the mod "Skaven Undercities Redone (Beta)"
Erazil  [author] Jan 16, 2020 @ 5:16pm 
Update (bad) news 1/2:

since the last update the "trick" that I use to not break the current part doesn't work anymore for all the buildings that can cause problems (some of them work and others don't with the same "trick"), this implies a non negligible risk of breaking the current game for some of you.

So it's not conceivable for me to make people who use and appreciate my work on this mod take this risk, there's also a lot of change in the version I'm currently working on that might change a lot about the balance of the current game.
(modification of bonuses on existing buildings, addition of new buildings that allow to call additional units in battles (adjacent regions) for clans that do not have buildings "super weapon" ... ).
Erazil  [author] Jan 16, 2020 @ 5:15pm 
Update (bad) news 2/2:

I took the decision not to update this mod with the new version (which is close to release) to avoid any problem for current users, but to make this new version a new mod, it will be TOTALLY incompatible with the current games that use this "light" version.

I present my sincerest apologies to you who used and, I hope, appreciated my work on this mod, you will have to create a new game to be able to use the new version.
Erazil  [author] Jan 8, 2020 @ 10:47am 
@Reece, hi. First of all, thank you for your interest in my work.

as far as skaven corruption is concerned, I can't reduce the effects it has in a region (it's a vanilla game mechanic) but only the fact that buildings produce it or not in a region/province.

Originally this mod was designed to work with Zarkis' mod "The Skaven" which added skaven corruption on buildings in the under-empire.

but it's been several days that I'm considering to remove the changes made by the mod "The Skaven" and make a separate mod for compatibility. but if I come to do this I will make a "new" mod to avoid breaking the current games of users (which will also allow me to harmonize some data in this mod that are invisible to users as the ids used).

as far as the improvement of diplomatic relations is concerned, I am not a specialist in warhammer lore and therefore skaven, but as far as I know it doesn't seem logical to me that the skaven seek to improve their relations with surface peoples.
Reece Jan 8, 2020 @ 7:21am 
@Erazil Could you make a underempire building that reduces public order penatly from corruption/gives public order/increases relations with the faction its under (or something). I think it would be a nice compliment to the whole mooching off above world factions without them falling to rebellion
Erazil  [author] Jan 5, 2020 @ 7:08am 
Warning! The next update of this mod will cause a small problem for users who have built them in level 1.
Camp War
Plague Cauldron
Doomsday

I've made sure it won't break the saved games in any case.
- for these buildings, if they already have their level 2 construction started it won't be a problem.
- for those buildings that will still be level 1 at the time of the update, you should destroy and rebuild them.

sorry for the inconvenience
Erazil  [author] Jan 5, 2020 @ 5:06am 
@oneethan ,Hi, this mod doesn't change anything about the expansion of the under-empire by the under-empire, so if the other mods you use don't change it either it's just that you're out of luck.
this mod adds a building (among other things) that has the same operation but from a city with its own script so it's different from the vanilla script you're talking about.

there is a mod that allows you to write a detailed log to check if the script works well.
https://steamcommunity.com/sharedfiles/filedetails/?id=1271877744
oneethan Jan 5, 2020 @ 2:03am 
im not sure if this this mod or another skaven mod i have but it seems like my under cities dont expand when using the building that should do this.ive got 2 cities both with 10% expand chance and in over 30 turn nether have expanded but it could also just be some veeeeeerrrrry bad luck
Erazil  [author] Jan 1, 2020 @ 9:15am 
Happy New Year all !!!
Erazil  [author] Dec 31, 2019 @ 9:07pm 
update :
add full Skaven Undercities Redone compatibility
Thanks to Nanu for modifying his mod to allow compatibility and for explaining me how to set it up in this mod.
Erazil  [author] Dec 31, 2019 @ 8:18am 
Next Update almots done
fix, balancing and add a new building for Skaven settlement among other things
Erazil  [author] Dec 29, 2019 @ 6:54am 
@scydrapheen requete d'ami envoyer
scydrapheen Dec 29, 2019 @ 6:39am 
En fait, ni la bombe ni la vermintide ne fonctionne. Bizarrement, cela fonctionnait au début quand jai essayé le mod. Rien n'a été modifié avec ta mise à jour à ce propos? Sinon j'imagine que c'est un conflit...mais pourtant le seul truc que j'ai ajouté depuis est un reshade.
Erazil  [author] Dec 29, 2019 @ 4:47am 
@scydrapheen Bonjours, je vien de tester (au reveil ^^ ) avec les mods que j'utilise et la chaine "Arme de l'Apocalypse" de ce mod fonctionne bien.

le tour suivant le lancement de la construction de "Sphère infernal surchargé" j'ai bien une explosion et la ville cible est détruite.

(la sphère infernal de ce mod utilise les script vanille pour fonctionné.)

hypothèse :
la cité souterraine a etait détecté avant la fin de la construction de la chaine de batiment et la cité souterraine a était rasé juste avant sont activation final ? ( mais tu ne devrai plus voir la cité souterraine dans l interface )
un conflit avec un autre mod ?

il n'y a que les chaine "Chaudron de Vérole" clan Pestilens uniquement et "Opérations du clan Eshin" clan Eshin uniquement qui ne sont pas détruit a la fin de leur chaine de construction
scydrapheen Dec 28, 2019 @ 9:12pm 
hmm je sais pas si je suis le seul mais jai construit un nuke et ca na pas explose. La chaine de construction reste complete le tour d'apres et rien ne se passe.
Erazil  [author] Dec 28, 2019 @ 2:01pm 
Next update is almost ready but i need help with lua script.
if you have knoledge in warhammer 2 lua script and if you want help this mod to improve, leave a message (talk french can help, my english is not really good )

Thanks
Erazil  [author] Dec 23, 2019 @ 4:55am 
Update
Feedback are welcome (especially on balancing).
Erazil  [author] Dec 23, 2019 @ 12:49am 
next update log 1/2

Plague Cauldron chain building
done ( not change the icon yet )

New Annexation building chain for Eshin
done but maybe need balancing
gives several small bonuses (gold, food, movement of armies in the region) depending on the level of the building and spreads skaven corruption.
Erazil  [author] Dec 23, 2019 @ 12:49am 
next update log 2/2

Deep tunnels chain building
For Eshin only
replace the Alway Deep Tunnels by a specific Deep tunnels for Eshin clan, +20 more concealment (up from 60 to 80) and +25% of moving Eshin armies in the region
the cost and construction time and the same as for Alway Deep Tunnels

for players who have already built the "Alway Deep Tunnels" with the Eshin clan, don't panic, an icon will tell you that the building must be destroyed but you could still upgrade it to the Eshin version (name not yet fixed), unfortunately it will cost you again the amount of gold and the same building time, the good news is that the bonuses of the "Alway Deep Tunnels" are still active even if the building must be upgraded to its new version.



Erazil  [author] Dec 21, 2019 @ 3:13pm 
Hi all
This little message to let you know what's cooking in under-empire yes-yes!.

Added a "deep tunnels" building level for the Eshin clan only that allows them to see what's going on in the region (other stats are unchanged) - done

Added a building level "Plague cauldron" in the same spirit as the modifications made by this mod (doomsday/war camp building) - almost done need polish text and i dont like the icons...

Added a building chain for the eshin clan - WIP


if someone could give me the exact names in the game of the 2 levels of the building "Plague Cauldron" in English, it would help me, thank you in advance.
Erazil  [author] Dec 19, 2019 @ 6:13am 
Update , add the Plague Claudron and value update
Erazil  [author] Dec 16, 2019 @ 3:40pm 
I just did a quick test with the Eshin clan and everything seems to be working normally.

if you had any problems with this mod let me know, thank you
ケイソ0Q0m Dec 15, 2019 @ 5:22am 
Thank you for taking the time to read. You don't need promise anything, I just come telling you "the maybe problem"XD. I'm very respect and thankful you sharing your mod for us. That's all :D. Have a nice day.

BTW when i use this mod and play skaven faction, The game been more tactical and more selection, diversify. Soo cool !!!:lunar2019coolpig:
Erazil  [author] Dec 15, 2019 @ 4:30am 
@0Q0m, Sorry I can't answer your question on compatibility, I had pre-ordered the last DLC on skavens being myself a fan of these little rodents ;) and I haven't taken the time to look at the new features on skavens yet ...

as you can imagine I have planned to check and update my different mods on the skaven, but I can't give you any information on when this will happen, sorry

in any case thank you for the interest you have shown in my work :)
ケイソ0Q0m Dec 15, 2019 @ 4:17am 
Sir sorry, Ahhhh.... a new DLC are already release on 12/12, CA change a lot thing like clan pestilens and new playable clan eshin, I'm not gonna ask you take time to update, Just asking this mod still playable with new DLC? If not, It's too bad for all skaven fans.T﹏T But still appreciate all you done.
Dr. Oz The Great And Powerful Sep 13, 2019 @ 9:47pm 
Update?
Erazil  [author] Jun 19, 2019 @ 5:37am 
@YT/Ultimate Powa :

- "... I don't see where he mentions that. ..."

for info on the skaven zarkis mod you need read the skaven zarkis mod page :

MORE CHANGES
Additional incidents and dilemmas.
New ancillaries.
Skaven can move 25% further in tunnel stance then other races.
The income of undercities was tuned down.

- for the discussion of the economic balance of these changes to commit you to make your comments and proposals on the page of the mod of zarkis, my mod includes these modifications for a reason of compatibility between these two mod, ... why ? .... because i like and i use the skaven mod of zarkis.

my English being very poor, it is not easy for me to understand long texts (especially when I wake up ;) ), I hope I have answered your questions and comments correctly and in an understandable way.
Ultimate Powa Jun 19, 2019 @ 12:31am 
I went ahead and just made my own version of your mod.
Not uploading it or anything, just you know, made the stat changes.
I'd recommend you add a second version of the mod for others, so they don't have to learn how to mod TW so they can make a couple stat changes.
Ultimate Powa Jun 18, 2019 @ 9:39pm 
Also please note that with my math, it applies if you start a game with these changes.
If you start your game and then add in the mod around turn 70 with your under-empire already built, having milked most of the early-game money, you should be fine.
Ultimate Powa Jun 18, 2019 @ 8:59pm 
Don't get me wrong, for the whole Doomsphere and Vermentide builds this mod works great.
It should have been in there to begin with.
Maybe shave off -10 off of the discoverability buildings and make the last stage only cost 1000-2000 (for a small increase) but have it still take 3-6 turns.
Was able to build a bomb under the Oak of Ages despite them having a hero constantly present, very OP in my opinion.

Which is fine, just crank up the game difficulty.
Well now I'm making half the gold I was making, which doesn't even break even, so now the game is just all sorts of imbalanced and there's no way for me to fix apart from just not using your mod, which I want to use it, that's why I am here of course.