Total War: WARHAMMER II

Total War: WARHAMMER II

Lore Series: Hertz Province Patrols - Update 2.33
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Update: Feb 3, 2022 @ 5:56am

UPDATE:

  • Fixed patrol and army merging.

Update: Jan 12, 2022 @ 8:24am

UPDATE:

  • Updated for current Patch
  • Fixed patrols being able to merge with normal armies.
  • Gave clan Eshin their special commander units

Update: Apr 24, 2021 @ 9:01am

HOTFIX: Hertz Province Patrols V 2.31

Province patrols were not spawning due to some leftover code that broke the mod

  • Province patrols should be working across the board again now.

Update: Apr 13, 2021 @ 1:44pm

UPDATE: Hertz Province Patrols V 2.3

Submodding support has been released. So support has been added to the main functionality

  • Submod functionality added

The province patrols from the player had some issues receiving the attack order and standing still.
  • Fixed an instance of province patrols not attacking.

Update: Jan 19, 2021 @ 5:19am

UPDATE: Hertz Province Patrols V 2.2

In Province patrols version 2.2 I have done a balance pass over all factions province patrols, and will feature special province patrol rules and setup for the Vampire Counts.

I spent some time working on the balance for all factions by putting them against each other and balancing them around the balance of power to be equal.
When I was doing all of this I realized that the vampire counts province patrols were extremely underpowered, so instead of trying to balance them I decided to add some flavour to their province patrols.

In this update the rules province patrols for the Vampire Counts will change, next to your province capital's level you will need to raise your vampiric corruption as well.
Since the Vampire Counts armies revolve around having a large number of expendable units, their province patrols will also reflect that.
The province patrols for the vampire counts will start out large but will be filled with expendable and weaker units. As you rank up your province's capital and raise the vampiric corruption inside the region the province patrols will get stronger.
The Vampire Counts province patrols will get more high tier units the higher their capital level and province corruption is.


Province patrol balance unit list updates

High Elves

  • Buffed White lions of Chrace chance for High Elves Province Patrol
  • Buffed spearmen chance for High Elves Province Patrol
  • Added Lion Chariot of Chrace to High Elves Province Patrol

Dwarfs
  • Removed slayers from level 2 Province Patrols dwarfs
  • Removed Gyrocopter from level 2 Province Patrols dwarfs
  • Removed Cannon from level 2 Province Patrols dwarfs
  • Removed Gyrocopter (brimstone gun) from default Province Patrols dwarfs
  • Added Grudge Throwers to level 2 Province Patrols dwarfs
  • Added Bolt Throwers to level 2 Province Patrols dwarfs
  • Added Miners to level 2 Province Patrols dwarfs
  • Buffed slayer chance for Karak Kadrin Province Patrol
  • Nerfed dwarf warriors (Great Weapons) chance for all dwarf province patrols
  • Nerfed Thunderer chance for all dwarf province patrols

Lizardmen
  • Nerfed Salamander Hunting Pack chance for Lizardmen province patrols
  • Added Cold Riders Lizardmen province patrols

Dark Elves
  • Removed Ranged Black Ark Corsairs from all Dark Elf level 2 Province Patrols
  • Removed Shades (Great Weapons) from all Dark Elf level 2 Province Patrols
  • Buffed Dreadspears chance for all Dark Elf Province Patrols
  • Buffed Bleakswords chance for all Dark Elf Province Patrols
  • Nerfed Shades chance for all Dark Elf province patrols
  • Nerfed Black Ark Corsairs chance for all Dark Elf province patrols

Vampire Coast
  • Nerfed Zombie Deckhands (Polearms) chance for all Vampire Coast province patrols
  • Nerfed Zombie gunnery mob (Handguns) chance for all Vampire Coast province patrols
  • Nerfed Zombie gunnery mob (Bombers) chance for all Vampire Coast province patrols
  • Buffed Bloated Corpse chance for all Vampire Coast province patrols
  • Added Syreens for all Vampire Coast province patrols

Norsca
  • Added Marauder Berserker for all Norsca province patrols
  • Added Marauder Hunters for all Norsca province patrols
  • Added Ice trolls for all Norsca province patrols
  • Added Chaos Chariots for all Norsca province patrols


Tomb Kings
  • Increased the amount all army stances raise tomb kings ambush chance by 5%


Vampire Counts Update

Updated patrol spawning and upgrade rules
  • Province Patrols for the Vampire Counts start spawning when the province capital is at least level 2
  • Province Patrols for the Vampire Counts start spawning when the province vampiric corruption is at least 50%
  • Province Patrols will get stronger when the vampiric corruption is 10% higher, and the province capital has been upgraded.
  • Patrol strength rank 1 = Settlement level 2 + 50% vampiric corruption
  • Patrol strength rank 2 = Settlement level 3 + 60% vampiric corruption
  • Patrol strength rank 3 = Settlement level 4 + 70% vampiric corruption
  • Patrol strength rank 4 = Settlement level 5 + 80% vampiric corruption

Updated Patrol Army Setup
  • Province Patrols for the Vampire Counts now spread vampiric corruption.
  • Province Patrols now start as a 16 unit size army
  • Rank 1 province patrols will consist mostly out of expendable untis
  • Each rank will add more elite units to the province patrol unit pool
    (the patrols strength levels are balanced around putting them against a similar patrol from a different faction, and doing 10 battles where the outcome would be 5/5 in W/L ratio.)

Other bug fixes
  • fixed patrols not moving when only 1 settlement was left after the rest was razed/captured.
  • fixed the camera moving to a Tomb Kings patrol ambush if the AI ambushes another AI.
  • Removed Altdorf from patrol pathfinding in Mortal Empires.
  • Removed Naglfari Plain from patrol pathfinding in Mortal Empires.

Update: Dec 29, 2020 @ 3:33am

HOTFIX V2.11: Hertz Province Patrols V 2.11

There were some compatibility issues with my other mod "Hertz Dynamic Supply lines" Both of the mods have been updated to work nice with each other again

Update: Dec 28, 2020 @ 7:19am

UPDATE: Hertz Province Patrols V 2.1

This update will deal with the ambush chance of the tomb kings, a small start in balancing the TK province patrols, and fixes to instability and crashes with campaigns where the player has a larger empire.

The tomb king's province patrols now stay in the province after a settlement has been razed/occupied but wont replenish after it fights a battle until the TK faction owns the entire province again.
When an enemy army is in a Tomb king's province their movement will be reduced the longer they are inside the province, The sands are shifting as the province patrol approaches.
Buffed the chances of the Tomb Kings province patrols to ambush enemy forces.
Hopefully with these changes the rate of province patrols ambushing will increase to a more normal standard.
From my testing the patrols showed up usually within 2-3 turns.

All of the supply lines bugs have been resolved and hopefully for good. This update now ignores province patrols when looking for armies to apply supply lines.

For the next update I will looking at the overall balance of province patrols across the board, and making them similar in strength.


Tomb Kings province patrol ambush chance

  • Patrol ambush stance is now calculated if the patrol finishes replenishing and an enemy is inside the province instead of the turn aftarwads
  • All enemy stances (except for underway) now generate an extra 5% ambush chance
  • Tomb king patrols will now stay if any settlement has been occupied or abandoned/razed, but will not replenish. after the battle has been fought
  • Enemy armies now get a movement range debuff the closer the province patrol is to ambushing them
    This means that the longer enemy armies reside in a tomb kings province the harder it is for them to leave until the province patrol attacks.

Tomb Kings Khemri province patrol army setup
  • Khemri's patrols have been buffed
  • Khemri's patrols now have a chance to include a unit of Ushabti in their patrols
  • Khemri's patrols now have a chance to include a Tomb Scorpion in their patrols

Lightweight mode
There have been a couple of reports of the mod getting very unstable and crashing when the player has a large number of settlements.
This was caused by the game issuing too many move commands while applying and updating all of the supply bundles at the same time.
Both of these issues have been fixed.
  • When the player owns over 50 settlements, lightweight mode will activate
  • Lightweight mode will make sure that the game does not get bogged down/crash when too many patrol orders are given
  • Instead of moving normally, the patrols will teleport to their intended patrol destination

Managed to exclude all patrols from the vanilla supply lines mechanic.
This means that this script no longer refreshes all supply lines on all patrols which was crashing campaigns with large empires
Patrols now no longer get looked at when the game is applying the vanilla supply lines.
  • Supply lines will no longer be applied to patrols, by this script or by the base game itself

Update: Dec 28, 2020 @ 7:14am

Update: Dec 28, 2020 @ 7:13am

Update: Dec 21, 2020 @ 12:41pm

CONTENT UPDATE: Hertz Province Patrols V 2.0

Tomb Kings Patrols.
Tomb Kings now have their own version of Province Patrols. Tomb king patrols work different from the normal default patrols. When a Tomb King faction owns an entire province the province patrol of that province will activate. This patrol is hidden beneath the sands in the province so can't be seen or attacked and will ambush any enemy army.

Whenever an enemy army stops within a region with an active province patrol there will be a chance that the province patrol will ambush the enemy force.
The chance for the patrol to emerge and ambush is determined by the amount of turns the enemy army has been inside the province and the stance the enemy army is in.
Multiple armies increase the chances of a patrol ambushing.

When you're playing as the tomb kings you can see the % chance for your province patrols to ambush in the effects box of your province.
This chance is only displayed whenever an enemy army is inside your owned province and a province patrol is active.
Whenever you're in an enemy tomb kings region and the province patrols ambush chance is over 50% a dilemma will be triggered for the player informing that a province patrol is coming.

Ambushing while going through a province will give you the lowest chance to be ambushed
raiding or marching while going through a province will give you the highest chance to be ambushed
If a tomb kings patrol tries to ambush an army that is encamped, a normal battle will trigger instead of an ambush battle.
Travelling in the underway stance while going through the province will let armies remain undetected by a province patrol.

After ambushing the patrol will always need to replenish.
If the patrol won the battle the province patrol will replenish for 2 turns.
If the patrol lost the battle the province patrol will replenish for 5 turns.

Each playable tomb king faction has their own unit pool in theme of their faction.

  • Added tomb kings province patrols


Added some regions in the mortal empires map to be excluded from province patrol pathfinding
  • Excluded black mountains - karak angazhar from province patrol pathfinding
  • Excluded northern grey mountains - grung zint from province patrol pathfinding
  • Excluded ostland - wolfenburg from province patrol pathfinding
  • Excluded aghol wastelands - the palace of ruin from province patrol pathfinding
  • Excluded northern jungle of pahualaxa - port reaver from province patrol pathfinding

Added some provinces and a region in the great vortex map to be excluded from province patrol pathfinding
  • Excluded ironfrost glacier - mung encampment from province patrol pathfinding
  • Excluded the province: sea of dread from province patrols
  • Excluded the province: the dragon isles from province patrols

Nekai the wanderer now has full Province Patrol functionalities
  • Province Patrols now spawn when Nakai's vassal: Defenders of the great plan holds ownership of an entire province.
  • Province patrols spawned in Nakai's Vassal's region will spawn controlled by Nekai's faction
  • This means that all patrol battles will be fought by the player when playing as Nekai the Wanderer
  • You won't be able to track the respawn cooldown if a patrol is replenishing/dead since those are linked to the province owned by the vassal. But the cooldowns will work as normal when the patrol is dead or replenishing.
  • Nekai's province patrols will be focussed around skinks and Kroigors. and lead by a Kroxigor ancient.

The 3 playable dwarven factions now have their own patrol unit pools
[Karaz a Karak]
  • The faction Karaz a Karak now has hammerers in their patrol pools
[Karak Kadrin]
  • The faction Karak Kadrin now have more Slayers in their patrol pools
  • The faction Karak Kadrin now has Giant Slayers in their patrol pools
[Clan Angrund]
  • The faction Clan Angrund now have Rangers in their patrol pools
  • The faction Clan Angrund now have Rangers (great weapons) in their patrol pools
  • The faction Clan Angrund now have a small chance for Bugman's Rangers in their patrol pools
All other dwarven factions will use the previous default patrol pool.

Got a number of requests to make wood elf patrols use the ambush stance just like the skaven. Can't make them easily ambush on attack though. But this feels like a good middle ground.
  • Wood elf patrols now end their turn in ambush stance just like the skaven

Dilemma events sometimes had a hard time firing if a province patrol was defeated after the player ended his turn
  • Fixed patrol Dilemma's not firing after defeating one with a similar or smaller force.

Tlaqua had some issues in selecting their province patrol pools
  • Fixed TikTaq'to factions patrol units pool

Karaz-a-Karak's patrols are now less attracted to hugging the Pillars of Grungni region
  • Fixed Karaz-a-Karak's patrols getting stuck in the pillars of Grungni region