Total War Warhammer 2 v1.1.0/v1.9.2 (GM and More) 2020-Jun-18

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Re: Total War Warhammer 2 v1.1.0/v1.5.1 (GM and More) 2018-Jan-22

Post by archer1031 » Thu Apr 18, 2019 10:32 am

update please, and thanks

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  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Re: Total War Warhammer 2 v1.1.0/v1.5.1 (GM and More) 2018-Jan-22

Post by 4uth0r1ty » Thu Apr 18, 2019 11:08 am

grim_reaper1945 wrote:
Wed Apr 17, 2019 6:09 pm
Master Recifense, update the table please, yes-yes!
Sounds very skaven....

edit: reci, do you still need the expansion?

There's a free one, TIKTAQ'TO, and ~$9 one, The Prophet & The Warlock.

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Re: Total War Warhammer 2 v1.1.0/v1.5.1 (GM and More) 2018-Jan-22

Post by Radigan37 » Fri Apr 19, 2019 12:28 am

Any word on an update?

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-18

Post by Recifense » Fri Apr 19, 2019 2:43 am

Hi guys,

A table was updated to version 1.6.0. Please check at the first post.

Cheers!

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-18

Post by Collide » Fri Apr 19, 2019 3:32 am

Works perfectly. Thanks so much!!

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-18

Post by Bermud » Fri Apr 19, 2019 7:24 am

Skaven Food feature does not work correctly. When I run this script, not only food is added, but also warp fuel along with rockets.

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-18

Post by thorxic » Fri Apr 19, 2019 10:06 am

Looks like it's going to need a small update to address the new mechanics added with the latest DLC, The Prophet & The Warlock.

However, if you don't own the latest DLC or play Skaven, i suppose you can still use it without worry? I hope.

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-18

Post by justolino » Fri Apr 19, 2019 9:35 pm

Recifense você é um DEUS <3

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-18

Post by Recifense » Sat Apr 20, 2019 3:50 am

Bermud wrote:
Fri Apr 19, 2019 7:24 am
Skaven Food feature does not work correctly. When I run this script, not only food is added, but also warp fuel along with rockets.
It works as I intended. I thought it was a good idea. LOL

Should the Nuke and WarpFuel be scripted or just kept as pointers (as they already are)?

Cheers!

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-18

Post by Arimai » Sat Apr 20, 2019 5:01 am

Recifense wrote:
Sat Apr 20, 2019 3:50 am
Bermud wrote:
Fri Apr 19, 2019 7:24 am
Skaven Food feature does not work correctly. When I run this script, not only food is added, but also warp fuel along with rockets.
It works as I intended. I thought it was a good idea. LOL

Should the Nuke and WarpFuel be scripted or just kept as pointers (as they already are)?

Cheers!
Leave them in. I don't have to individually search for each value now.

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-18

Post by Akimbo » Sat Apr 20, 2019 7:35 am

Recifense wrote:
Sat Apr 20, 2019 3:50 am
Bermud wrote:
Fri Apr 19, 2019 7:24 am
Skaven Food feature does not work correctly. When I run this script, not only food is added, but also warp fuel along with rockets.
It works as I intended. I thought it was a good idea. LOL

Should the Nuke and WarpFuel be scripted or just kept as pointers (as they already are)?

Cheers!
I'd prefer it if the 'Skaven Food' option only adjusted Skaven Food. We can already adjust the other two manually. Either that or add a manual pointer for food only? Having to manually adjust food at the moment.

Thanks :)

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-18

Post by Ryukeb » Sat Apr 20, 2019 12:29 pm

Recifense wrote:
Sat Apr 20, 2019 3:50 am
Bermud wrote:
Fri Apr 19, 2019 7:24 am
Skaven Food feature does not work correctly. When I run this script, not only food is added, but also warp fuel along with rockets.
It works as I intended. I thought it was a good idea. LOL

Should the Nuke and WarpFuel be scripted or just kept as pointers (as they already are)?

Cheers!
I would prefer seperate pointers to all the values. However, I appreciate all the hard work you've put into this already, and keeping it up to date is amazing. I will be happy with whatever you feel like doing.

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-20

Post by Recifense » Sat Apr 20, 2019 11:35 pm

Hi guys,

I have just updated the table for version 1.6.0. Please check at the first post.

2 new features a pointer were added:
- [X] <== Minimum Warpstorm and Warp-Fuel (Skaven - Clan Skryre)
- [X] <== Minimum Sacrificial Offerings (Lizards - Cult of Sotek)
- Current Food (Skaven Only) ==>


Cheers!

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-20

Post by tomas352000 » Sun Apr 28, 2019 2:57 pm

Thanks for the amazing work! <3 However i noticed that godmode doesnt seem to give the skaven wheels any health for whatever reason, and had some skaven heroes die
Guessing the god mode needs to be updated? coz i only see it happening for new units and heroes. Strangely some new units work fine (ratling guns)
Edit: Alright, done some custom battle testing. Confirmed godmode to not be working for any version of skaven wheels (including regiment of renown) and confirmed to not be working for lord kroak
Strangely enough seemed to work for all skaven heroes in custom battles, yet in campaign my warlock engineer died

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Re: Total War Warhammer 2 v1.1.0/v1.6.0 (GM and More) 2018-Apr-20

Post by CEuser2017 » Tue Apr 30, 2019 1:52 pm

tomas352000 wrote:
Sun Apr 28, 2019 2:57 pm
Thanks for the amazing work! <3 However i noticed that godmode doesnt seem to give the skaven wheels any health for whatever reason, and had some skaven heroes die
Guessing the god mode needs to be updated? coz i only see it happening for new units and heroes. Strangely some new units work fine (ratling guns)
And bloated corpses are probably the one unit this should not affect for obvious reason. Makes them kinda... useless. All they do is jump into a pack of enemis and instead of a massive explosion they just get up again and repeat
I believe this issue is related not to the new units but to a chariot type units. I have experienced a "non-god-mode" issue with Malekith atop of a chariot as well as dark elf chariots which use the same game mechanic as Doomwheels and Doomflayers.

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