Total War: WARHAMMER II

Total War: WARHAMMER II

Vampire Counts: Death Knight (Blood)
28 Comments
Mors_Indecepta  [author] Jan 1, 2022 @ 1:17am 
Something else to note about the AI, is that it seems to be unable to use some of the abilities of the other DK units. They use all the abilities of the Blood DKs, but they won't use a lot of the active spells that the Frost and Unholy versions have. It likely has to do with them using spells that shouldn't be available to any unit on the Vampire Count faction, and there's nothing I can do to fix that.
So, they will recruit any/all of my mod units, but they don't really know how to make full use of the other DKs.
Mors_Indecepta  [author] Jan 1, 2022 @ 12:17am 
I've done a bit of research, and (supposedly) the AI will recruit units from mods.
I haven't personally seen it happen, but that's because these guys were all created/tested in a campaign in which I'd already killed/confederated the other vampire counts.
Be careful...I'd hate to see what the cheating AI could do with doomstacks full of Blood DKs.
Anax Dec 31, 2021 @ 11:09pm 
can you make the AI to recruit them also?
Anax Dec 30, 2021 @ 9:48pm 
thank you
Mors_Indecepta  [author] Dec 30, 2021 @ 9:29pm 
One step ahead of ya. They're already done.
Anax Dec 30, 2021 @ 9:09pm 
thank you also check the other mods as propably have the same issue
Mors_Indecepta  [author] Dec 30, 2021 @ 1:53pm 
Figured out the problem, and it should be fixed now. Thank you for bringing it to my attention.
Mors_Indecepta  [author] Dec 30, 2021 @ 4:53am 
My best guess is that you aren't able to build them because you also need a Reliquary in the same region. If that's not it, then it might be another mod of yours, or it may be something on my end.
Mors_Indecepta  [author] Dec 30, 2021 @ 4:47am 
Not sure. I'm going to sleep now, so I'll have to look into it when I get up.
I've double-checked the files, and there are no issues.
Anax Dec 30, 2021 @ 4:37am 
i have an issue it doesnt saw at Lodestone of Darkness building to recruit why?
Anax Dec 30, 2021 @ 2:41am 
thank you now is perfect
Mors_Indecepta  [author] Dec 30, 2021 @ 1:23am 
Can, and will. I'll have it updated within an hour.
Anax Dec 30, 2021 @ 1:08am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1874684204 is not compatible your mod with this mod can you make it compatible please?
Mors_Indecepta  [author] Dec 29, 2021 @ 10:18pm 
All the Death Knight specs are posted, and nearly 100% complete. At this point, minor balance changes are all that should be needed, and they'll be made quickly.
Mors_Indecepta  [author] Dec 29, 2021 @ 6:08pm 
That's right. They're regular units with no restrictions placed on them, and no abilities outside of battle.
Matenkai Dec 29, 2021 @ 4:57pm 
neat idea just to make sure they are reg units not agents correct?
Mors_Indecepta  [author] Dec 29, 2021 @ 4:05pm 
Decided to go ahead and make a Death Knight unit for each specialization (blood, frost, unholy). This DK unit has been renamed as Death Knight (Blood), but no other changes have been made. Currently working on finishing the Unholy DK, and small changes to the Blood version may be necessary to help give each spec its own niche to fill, and semi-unique identity.
The Unholy DK will be a single, unmounted melee unit with abilities that summon/strengthen undead minions.
The Frost DK (not yet started) is planned as another unmounted melee unit with dual-wielded swords, with more of a reliance on melee damage than magic (though they will have, at least, one decent spell).
Mors_Indecepta  [author] Dec 28, 2021 @ 10:41pm 
Not part of the "Raise Dead" table, must be built. AI shouldn't be able to recruit this unit.
Be sure to check the mod description if you have questions. Most answers can be found there.
Anax Dec 28, 2021 @ 10:00pm 
is rise able ? AI recruit this unit?
Mors_Indecepta  [author] Dec 28, 2021 @ 9:51pm 
Must have Lodestone of Darkness + Reliquary to recruit this unit.
Mors_Indecepta  [author] Dec 28, 2021 @ 9:50pm 
I've been toying with the idea of making 2 additional Death Knight units, so there would be one for each of their specializations in World of Warcraft. If I do, I plan to have (at least) one of them remain on foot, and be more of a heavy damage-dealer. The DKs in this mod would likely end up as the "Blood" spec version, when/if I add "Unholy" and "Frost".
Anax Dec 28, 2021 @ 9:44pm 
from what building you can recruit this unit?
Anax Dec 28, 2021 @ 9:18pm 
if you can make a version to be by foot also is gone be amazing. like one by horse and one by foot so you have more variety to play with
Mors_Indecepta  [author] Dec 28, 2021 @ 9:12pm 
Thank you!
Anax Dec 28, 2021 @ 9:06pm 
the new model is amazing keep it
Ciaphas Cain Dec 20, 2021 @ 7:22am 
Yeah hero caps really don't help at all, in fact they purely limit what the player can do!
Although I can understand if a cap actually limits the AI from doomstacking heroes xD
Mors_Indecepta  [author] Dec 17, 2021 @ 8:34pm 
Technically, they should be considered hero units. Their abilities are beyond those of normal units. I just don't like the caps associated with hero units...if people want to build a doomstack that is nothing but Death Knights, and they can afford it, I figured why not?
Thank you!
Ciaphas Cain Dec 17, 2021 @ 1:17pm 
Would be interesting to see this as a squad of Deathknights rather than just the one guy, considering it would just be like a hero rather than a regiment in it's current form.
Great idea though!