Dawi from another Hold (Additionnal Reinforcements for Dwarf Factions Vanilla/SFO/Lucky/Radious)
https://steamcommunity.com/sharedfiles/filedetails/?id=2015053443
A patched and heavily modified version of "Dwarf’s Air Reinfocements and Underground Tunnels ( Special Type of army abilities )" https://steamcommunity.com/workshop/filedetails/?id=1295506312 made by TrVi.
This mod brings new abilities to all the Dwarf 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 Dwarfs with up to 7 additional units that they can bring in a battle.
#1:
Tunnel Under the Ground Ⅰ:
After unlocking the technology "Improved Blast Charges" from the technology tree, this skill will give all the forces (factionwide) a skill that can summon a unit of dwarf miners in battles.
Pre-charge:90s
Number of charges : 1
#2:
Tunnel Under the Ground Ⅱ:
After building the landmark in Karaz Eight Peaks "Grand Underway Junction", this skill will give all the forces (factionwide) a skill that can summon up to 2 units of of dwarf miners blasting charges in battles.
Pre-charge:45s
Number of charges : 2
Recharge time : 60s
#3:
Obdurate Defense:
Add this skill to all the mines and special landmarks associated to mining (iron mine, gold mine, Mount Gunbad …) to give all the forces in the province (provincewide) a skill that can summon up to 2 units of dwarf miners blasting charges in battles.
Pre-charge:0s
Number of charges : 2
Recharge time : 120s
#4:
Air Superiority:
After building the landmark in Karaz-a-Karak "Karaz-a-Karak Airfield", this skill will give all the forces (factionwide) a skill that can summon a unit of Gyrocopter in battles.
Pre-charge:240s
Number of charges : 1
#5:
Spirit of the Ancestors:
After building the main building in Karaz Eight Peaks "Karak Eight Peaks (Dwarf Keep T3)" and the further advancement, this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon a Ghost Thane in battles. This skill is exclusively available for the currently own regions.
Pre-charge:120s
Number of charges : 1
#6:
First Hall Reclaimed:
After building the landmark in Karak Zorn "Hall of the Ancestors", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon a unit of Hammerers in battles. This skill is exclusively available for the currently own regions.
Pre-charge:300s
Number of charges : 1
#7:
The Slayer’s Oath:
After building the landmark in Karak Kadrin "Grimnir’s Monument of Karak Kadrin" or "Great Slayer Shrine of Karak Kadrin", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon a unit of Slayers in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).
Pre-charge:150s
Number of charges : 1
Does it require the Original mod?
No, like I said, I already changed everything that had to be changed. It is not just a SFO/Radious patch on something to make it work but a more or less new mod. The idea is the same, the stats are not.
Is this compatible with Radious/SFO/Lucky/My grandmother’s overhaul?
Yes … and maybe no (for the stats). Contrarily to the original mod, this one 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.
Required DLC:
These DLC should be installed in order to use this item.
Total War: WARHAMMER II - Mortal Empires
Revisions:
Old revisions of this mod are available below. Click the link to download.