Total War: WARHAMMER II

Total War: WARHAMMER II

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Greybeard's Prospectors Climate Overhaul
   
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Tags: mod, Campaign
File Size
Posted
Updated
384.790 KB
Jul 11, 2019 @ 9:52am
Jul 17, 2021 @ 8:09am
6 Change Notes ( view )

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Greybeard's Prospectors Climate Overhaul

Description
This mod is meant to be used togheter with my Greybeard's Prospectors Faction Overhaul , but will work fine for the vanilla faction without it too. While I personally like the additional challenge of starting surrounded by unpleasant terretory, I do understand that not everyone thinks that it is fun to have their campaign slowed down by climate modifiers. With this mod everyone can choose the experience they prefer :).

Updated for Silence&Fury

What is this mod doing?
It changes the climate preferences for the Greybeard's Prospectors faction as follows:

Desert: unsuitable --> suitable
Frozen: unsuitable --> uninhabitable
Jungle: uninhabitable --> unsuitable (as a little bonus if you want to go to Lustria :) ).

All the other climate modifiers remain as they were.

Compatibility and Limitations
Should be compatible with everything that doesn't touch the climate preferences of the Greybeard's Prospectors.

Should be savegame compatible. Already conquered regions will still show the old climate penalty under region effects, however it no longer has any effect.

My other mods
Wallclimbing Skinwolves Less climbing, rather sliding upwards, but it gets skinwolves on the walls ;).
Scurvy Dog Reskin Against seafaring Direwolves!
Greybeard's Prospectors Faction Overhaul No longer in beta, this is a complete faction overhaul with unique tech, lord, units and buildings for ME.
Trolls For The Trollking More Troll units for Throgg.
Elon's Marked Gors Adds custom marked Gors to Beastmen and Chaos
Elon's Rat Squigs Adds a custom Rat Squig Herd unit to Skavens

Special Thanks:
- to the people from the C&C modding den for helpfully answering questions.
- to Sebidee for his modding template which got me started in attempting to make any mods.
- to Crynsos for the autorun campaign modding tool.
- to Marthenil for the portrait and porthole tutorial.
- to RomoR for the unit testing mod and the unit testing map
18 Comments
Elon  [author] Dec 6, 2022 @ 6:59am 
The good news: Yes, i am porting it. The bad news: I have little time to mod these days, which means progress is very slow.
el jumbo Dec 5, 2022 @ 1:02pm 
@Elon will this mod be ported to tww3?
♠ FallenSoul [O.S.S] Nov 26, 2022 @ 8:26pm 
@Elon do you plan to bring this over to Warhammer 3 I lobed this mod when i was playing.
Weedo Imperator Jun 16, 2021 @ 2:46pm 
great fun playing with the prospectors! just one quick question, how do I recruit the tech specific units? (like the sartosan dwarf pirates??)
Garuk Seln May 24, 2021 @ 5:57am 
Fantastic mod, I love the tech tree and that it has so many different exclusive choices. The vanilla trees usually aren't that interesting and the dwarf one is the worst offender of small, boring bonuses.
kocham pieski <3 Nov 12, 2020 @ 7:27am 
Hello,
I dont have any mods that alter the climate suitablity yet this one does not work, no matter what i do (reinstall, put in first load order) its just not working, would somebody be kind and explain to me if i have to do something else?
ZATARA Feb 18, 2020 @ 7:20pm 
@Elon, ok that makes sense and now I know why. Thank you for the information and reply.
Elon  [author] Jan 19, 2020 @ 1:11pm 
@ZATARA This might be a message for the vanilla RoRs (which you don't get with the GPs). Can't really fix this because I don't have the DLC for the vanilla RoRs, so I don't see the message myself. But the custom RoRs which are added by the mod all show up, just tested it.
ZATARA Jan 19, 2020 @ 12:50pm 
Some units of renown are not showing up for recruitment. I've seen 2 units unlocked in the game side window and when I look I only see one 1 available.
Master Zwerg Sep 18, 2019 @ 6:04am 
Do you update this mod please?