Total War: WARHAMMER II

Total War: WARHAMMER II

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Roguier Rogues (Revived + Expanded)
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Tags: mod, Campaign
File Size
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255.199 KB
Aug 4, 2021 @ 9:09am
Aug 4, 2021 @ 9:30am
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Roguier Rogues (Revived + Expanded)

In 1 collection by piercebuster
Pierce's resurrected mods
7 items
Description
Gather around for a tale of triumph over evil! Of love, death, revival, and war!

Our story begins

Warhammer 2 has a problem.
Rogue Armies kinda suck. They mostly just sit there, they aren't usually a threat, and if they are actually doing something it's always just taking over your rivals before you can get there since AI factions pretty much ignore them. What gives?

Chapter 1

Anyndel the Great had a solution.

At this mod's core are Anyndel's Roguier Rogues and Idle Rogue Armies Fix. Roguier Rogues makes Rogue Armies act more like the wicked banditry that they were born to be by removing their ability to capture settlements, and sack them instead. This keeps them as Horde factions and will also fund more armies for you to contend with rather than letting them settle down on a farm. No more swords to plowshares for you, evildoers!

Chapter 2

But to update Anyndel's mod to current day, it needed to do something about the Rogue Pirates that sail the seas! This is where the noble LordOmlette joins our tale. In his Encounters at Derp mod the Rogue Pirates will actively seek out and fight trespassers on the sea. This effect is copied into this mod with one important change: it's deactivated when you play as Vampire Coast. (This way the the AI won't be killing off your sources of booty "pieces of eight" that you need to win the game!)

Final Chapter

Roguier rogues... piratey pirates... surely our mission was complete? Nay, I say to thee!
For I saw Rebels in the distance! While we sat there between the petty squabbling of factions, no less!

It was time to earn my salt on this voyage.

I thrust myself into study and learned all about rogues, rebels, and diplomacy I could find.
Nary a soul had seen me for days.
When I emerged, I came bearing gifts, and equipped with forbidden knowledge... of Artificial Intelligence.

The Gifts
For rogues and rebels, I present...
  • Rogue armies will now value undefended enemy settlements when choosing targets. (Previously they did not receive any special attention.)
  • Rogue armies are more likely to raid, declare war, and will be more aggressive while at war without being suicidal. They're smarter than before.
  • Rogue armies spawn 40% more frequently.
  • Rebel armies spawn strength is tied to the military units that can be produced in the province. This should minimize the occurrences of Steam Tank-equipped rebels with higher tiered weaponry than what you have. Where would they even get that stuff if you can't make it?
    (Note: Cataph accomplishes this objective an entirely different way in his Less Rebel Rebels mod by changing the rebel army spawn compositions. Both mods are compatible.)
  • Rebels are also more aggressive. Unlike Rogue Armies, they're happy to be suicidal. They don't want solutions, they want to be angry!

And to those that remain...
  • Implemented a light aggression-over-time scaling mechanic. Starting on turn 20, if the player has enough power then the AI will incrementally increase its aggression level, up to a maximum level set either by fame threshold or by turn 110.
  • The base chance that an eligible faction will consider an act of aggression (extortion attempt, threatening movement of army, declaration of war, leaving a city to start an attack, etc.) is increased from 10% to 15%.
  • Horde factions (including rogue armies) with multiple armies will stay closer together than before. Not adjacent or anything like that, but they'll at least try to be in the same general map area unless they're fielding 4+ armies.
  • The ignore_settlement cooldown after sacking has been reduced to 3 turns (from 4) and the cooldown after razing has been reduced to 4 turns (from 10!). No wonder Hordes couldn't catch a break - they were required to ignore rebuilt settlements!
  • Changed success chance penalty on AI-to-AI confederations. The penalty used to discourage the combined faction from being over 100% of player strength. Now it is 125%.

Epilogue

And that, boys and girls, is the story of how Aynyndel the Great, LordOmlette, and Sir Piercebuster vanquished the evil of They-Who-Shall-Not-Be-Named Creative Assembly ...until they rise again!

Compatibility: Mixu's Unlocker? Yes. SFO/Radious/CTT/EndTimes? I don't know. Everything else? Most likely.

Like all my mods, it can be added to any existing save. Only my custom units mods cannot be safely removed.


This mod is still undergoing active balance testing. Feedback is welcome.

Want more? Browse our wares!

Piercebuster's workshop


LordOmlette's Workshop
54 Comments
Holy Order of PIZZASALAD Jan 30, 2024 @ 11:40am 
need this on WH3!
ThrobbingforMorbius Apr 7, 2023 @ 8:41am 
if a rogue army is destroyed does it respawn?
Autumnchain Jan 4, 2023 @ 10:27pm 
Will this mod get a TWW3 port?
=[NK]= Col. Jack O'Neil Sep 13, 2022 @ 7:10pm 
Yes it works with sfo
piercebuster  [author] Sep 13, 2022 @ 5:57pm 
OvN? Yes
SFO? I don't know.
HughJanus69 Sep 13, 2022 @ 11:37am 
works with sfo OvN?
piercebuster  [author] Jul 4, 2022 @ 9:28pm 
@Judge Dredd

Because they're two changes that didn't feel big enough to make mods on their own. Though they're about the regular AI factions rather than rebels or rogues, this mod changes a bunch of odds-and-ends and it felt right to include them in this.
Flying Red Rooster Jul 4, 2022 @ 10:26am 
Does the " light aggression-over-time scaling mechanic." aplpy only to rebels or all factions?

Also, why did you add "Changed success chance penalty on AI-to-AI confederations."?

It's such shame that you added such random changes, the changes to rogue armies sounded great on their own
Wry Cynic Jan 29, 2022 @ 12:38pm 
Hey there - I really enjoy the changes to Rogues and Rebels (which I can tell are functioning as advertised) - but no matter what happens, Pirates don't appear to be attacking any other AI faction, either in ME or Vortex.

In a Vortex campaign, I noticed that Military Allies occasionally attack them after they declare war on the player, but this isn't quite the piratical behaviour I was expecting...

Is this function linked to difficulty at all (I usually play on N/N)?
Zeta-0 Dec 25, 2021 @ 10:12am 
A fantastic mod with change the behaviour of rouge army! Honesty, I really hate when I am arriving to a new continent but only found rouge settlement.
Not sure I would like the content after "And to those that remain...", hope those won't have clash with other mod I have.