Total War: WARHAMMER II

Total War: WARHAMMER II

63 ratings
Conquer To Command (VERY OLD)
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Units
File Size
Posted
Updated
593.729 KB
Nov 28, 2018 @ 4:09pm
Dec 14, 2018 @ 8:02pm
7 Change Notes ( view )

Subscribe to download
Conquer To Command (VERY OLD)

Description
Alert: This mod is old and was never finished to begin with! If it works at all, I'll be impressed.

A foreign recruitment mod, a la Foreign Recruitment II, also on the workshop. Kudos to that mod for inspiring this one.

I downloaded Foreign Recruitment II and ran into a number of bugs and issues (not all factions being available to every other) and so I immediately set about fixing them, which has thus far led to this. Very simple (and incredibly unfinished!) as of now.

Basically, this gives a characteristic chunk of some factions' units to every recruiting faction available in the mod, provided the recruiting faction owns the other race's capital. The method used is very basic; this means the mod should be save-game compatible and unless I screw up really, really bad it shouldn't cause crashes. However, it will take quite a bit of time to get everything up and running properly.

Factions available for recruitment: (Note that I do have a fix pending for additional buildings required but it is not in yet.)
-High Elves
-Dwarves
-Greenskins
-Undead
-Empire

Factions which can recruit from captured capitals:
-High Elves
-Dwarves
-Skaven
-Dark Elves

Roadmap
-Empire as recruiter
-Dark Elves recruitable
-Skaven recruitable
-Additional Buildings fix
-Lizardmen recruitable
-Trait bonuses
-Pretty much every other faction recruitable

More will be added to each of these lists until the deed is done. Compatibility with certain mods (I have the Norse Dwarves and Border Princes in mind) will probably happen too. Tomb Kings units might not work the way others do (I'll probably have to make entirely new 'clone' units for them, so they won't work with mods that change the original Tomb Kings units) but I'll definitely see about adding them anyway.

The units available are not the full roster, for instance Trollhammer Torpedoes aren't available unless you're the Dwarves, but you do get normal Irondrakes. This is basically just to save time and to limit the number of units clogging up the recruitment menus. Which units have been added are according to a series of checks:

1) First and foremost, any unit which I would consider "characteristic" to the faction will be added. These are central units to the faction's battle tactics/a major reason to play the faction; Hellstorms (best Empire artillery), Star Dragons(biggest, baddest dragon), Ironbreakers (ultimate infantry), or Grail Knights (absurdly powerful cavalry) would fit this rule. All other rules are secondary to this.
2) Mainline units will be added. Anything which makes up the bulk of the faction's forces should be involved, like Swordsmen, Sea Guard, or Cannons.
3) There must be two units per building tier for each faction. Niche units are removed or added depending on whether slots are needed or filled. Greenskins have extra on early tiers because their strengths are in bogging enemies down with goblins but orc boyz are also basically tier-1. DLC units do not count for this.
4) Units I simply like will be added. Irondrakes fit here, they melt light units so quick.

If you're wondering what's different between this and Foreign Recruitment, for one this doesn't have the lords and heroes (and won't, bar someone actually making them real lords/heroes recruitable the normal way once you have the capital), and uses the actual base-game units instead of 'knock-offs' which other factions can recruit, so any mods involved for the units in question should work.
This mod also shouldn't conflict with Foreign Recruitment, though there will be confusion when recruiting and a fair bit of lag.

In addition, one of this mod's goals is to get the foreign units to use other factions' unit bonuses: for instance, if your Empire Lord has a skill for empowering Swordsmen, his Goblins and High Elf Spearmen will become more powerful too. This could be very, very unbalanced and I am... uh, okay with that, actually.
81 Comments
Godzack Jul 25, 2020 @ 1:22am 
Ah, its alright. This was a fun mod.
Zeri  [author] Dec 24, 2019 @ 9:25pm 
Okay, this mod is pretty dead. I did try working the files for a while with no luck and frankly I don't know what's wrong. My alternate buildings fix worked in limited fashion, but I'm just not enthusiastic about going through all the work involved there if, in the end, some factions entirely fail to function.
I'll probably return, but it's a matter of 'next year' or 'when TWWH3 comes out' not 'sometime in the next couple months.' Sorry, everyone.:solazzz:
SteveTheHero Aug 19, 2019 @ 9:51pm 
can you do bretonnia?
Zeri  [author] Aug 19, 2019 @ 10:59am 
I'm actually already back, just there's been some weird issues with the Empire. I've lost the ability to recruit them on my dev build and as recruiter they're still difficult. I might put them off for a while. Going to investigate some other things as well.
grantgiblin Aug 19, 2019 @ 9:02am 
Hey, really love this mod
Do you know when you will be back working on it if it all?
Would be great if i could play as the old world factions (beside the dwarfs) and get to command other units.
ddpaule Jun 20, 2019 @ 10:45am 
Thanks for the reply. :KneelingBow:
Zeri  [author] Jun 20, 2019 @ 4:23am 
@ddpaule, I'm not sure since I haven't played in a while. If your faction is on the list that can recruit (helf, dwf, skv, delf) and the high elves don't show up in recruitment at all *in their capital*, it's a bug with the mod. CtC wasn't super stable when I was working on it so it's not that surprising.
I'll be back to keep working on this stuff eventually, as I've said. I get the feeling it won't be more than a month or so. Could be sooner. We'll see :claudeheart:
ddpaule Jun 20, 2019 @ 12:59am 
Does this still work? I'm in mortal empires and I can't seem to recruit high elves. My only real reason is so I can make high elves slaughter high elves like some sadistic bastard.
Human72 May 13, 2019 @ 1:01am 
the thing is for the empire of man they hunt down and kill nercromancers and frown on the use of undead. the only one known for the lore of death is the electer count of wiselnad the countess of nuln herself she is the only one known to use the lore of death.
Jharug Apr 7, 2019 @ 3:37pm 
Most of all tho i'd love to be able to supliment my dwarf armies of good with the great deffenders of order the Lizardmen