Total War: WARHAMMER II

Total War: WARHAMMER II

Doubled Research Speed for Technologies
57 Comments
Logman Aug 23, 2022 @ 11:17pm 
Hey Pezhetairos! Can you make this mod for TWW3? The current one only increases research rate for the player. I like for the playing field to be more even and have the AI to have the increased research benefit as well
Pezhetairos  [author] Jul 24, 2021 @ 6:02am 
Theoretically, that could work, but I cant say for sure if a reduced percentage would work for the AI.
Macallan Jul 24, 2021 @ 4:47am 
Hi. If I want the oposite effect to slow down campaings I could edit to 50% and apply me and ai right? Tyvm
Juan Antonio De Mallorka Mar 23, 2021 @ 4:09pm 
COOP GOOD
capitalhan Mar 22, 2021 @ 7:11am 
update plz
无尽晚霞不见君 Mar 10, 2021 @ 1:54am 
update of sfo plz...
Pezhetairos  [author] Feb 2, 2021 @ 6:43am 
SFO changes partially the same entries so it will probably always be incompatible with SFO.
花里胡哨的 Jan 31, 2021 @ 6:06am 
sfo not work...
Please update... thank you
Revelation Dec 7, 2020 @ 1:24am 
- DOES NOT REQUIRE AN UPDATE -

Thank you for your mod Pezhetarios.
UnLapinDeGaren Dec 6, 2020 @ 2:44pm 
hong2882 why? he work without any update
지구연합 Dec 4, 2020 @ 8:46pm 
Please update... thank you
steelbag Jul 29, 2020 @ 6:28pm 
sfo not...
Shinsengumy May 29, 2020 @ 5:37pm 
Ok thx, we can't remove the other so we will do without, too bad for us.
Pezhetairos  [author] May 29, 2020 @ 4:11pm 
It works for me in Coop, so maybe its a mod-compatibility issue.
Shinsengumy May 29, 2020 @ 1:39pm 
Do not work in coop.
PIXY_UNICORN May 25, 2020 @ 11:17am 
Thanks man!
Pezhetairos  [author] May 25, 2020 @ 10:52am 
It is updated, and (at least in my own tests) works, its just that steam doesnt count something as "updated" if you dont change the main file in any way, even though the main file doesnt need to be updated and it works even when its "outdated" (unless CA changes something substantial)
PIXY_UNICORN May 25, 2020 @ 9:15am 
Please update this great mod!
shuf Dec 25, 2019 @ 1:05pm 
what is the name of the PACK-file for this mod?
Pezhetairos  [author] Dec 20, 2019 @ 5:11pm 
Unlikely, as I cant predict how the AI could even interact with it. Considering the many different buffs it gets based on the difficulty-setting, which could cause extra conflicts, it would probably make the mod a lot less compatible with other mods, especially if there are more changes from CA regarding AI rules in the future.
Secuter Dec 20, 2019 @ 11:20am 
Bummer, do you have any intention of making a mod where the AI also gains the benefit of the mod?
Pezhetairos  [author] Dec 19, 2019 @ 4:12pm 
No, the AI is not affected by the mod.
Secuter Dec 19, 2019 @ 1:25pm 
Does it also buff the AI?
Pezhetairos  [author] Sep 15, 2019 @ 10:56am 
I suspect that it would not work with SFO because it probably also changes sth about the same handicap tables, but as I dont use SFO, I cant say for sure.
pthomas6999 Sep 15, 2019 @ 8:18am 
great mod speeds up game and it neede a bit of that espeacialy on mortle. many thanks works with new dlc.
Greeny Sep 14, 2019 @ 11:43am 
would it work with SFO grimhammer 2?
Pezhetairos  [author] Apr 19, 2019 @ 9:43am 
Aye, this or using kadrins mod manager is (supposedly) one of the ways to get it to work, however for me at least the "rename-method" only worked when manually changing the files name using the PFM. Its annoying but until CA fixes it, I am using this method to at least play with the most important mods for me.
Mango Apr 19, 2019 @ 8:17am 
Not quite true - there is a workaround.

Copy the .pack file of the mod from the steam workshop folders into the data folder of the TW WH2 folder and you can load all your mods using physical copies (suggest renaming them, you'll know if you've done it right because youll get a hard copy of the mod which is usable)
Pezhetairos  [author] Apr 18, 2019 @ 9:34am 
Both official launchers have a bug right now which makes using mods almost impossible, nothing anyone can do until CA fixes it.
Red Eclipse Apr 18, 2019 @ 6:58am 
Doesn't work.
Pezhetairos  [author] Mar 8, 2019 @ 5:15am 
Still works for me, possibly a mod conflict on your end.
HALIBEL Mar 8, 2019 @ 4:48am 
dont work ((
Pezhetairos  [author] Dec 26, 2018 @ 2:37am 
In theory that could work, even though i cant say for sure that it will affect the AI in exactly the same way as the player. You would have to use the Pack File Manager and change the numbers into negatives, for example -200 or -300, depending on how much longer you want research to take.
less1630 Dec 26, 2018 @ 12:02am 
I would like to ask you, can I use the principle of your MOD to change to the opposite effect? In other words, increase the construction time of the research, and at the same time affect the players and AI?
Thank you very much
Imperator76 Nov 8, 2018 @ 7:47pm 
This is not necessarily related only to the mod. But, does anyone actually know for certain if the ai factions even HAVE research times at all? I mean, do they just have access to everything from the start? Or, do they have to decide which and when skills are to be researched, like the player does?
I'm ony asking becasue it often times seems like the certain ai factions can field some of their highest tier units much sooner than they should be. Even though the ai does typically spam a lot of cheap units, by (perhaps) the same token.
Well, by my estimations, at any rate. Again, this seems like something which has been happening long before i ever began using this mod.
PancakeFuego Nov 8, 2018 @ 3:45pm 
Okay, thanks!
Pezhetairos  [author] Nov 8, 2018 @ 3:45pm 
Depends on how the other mods do it, if its the exact same method then they will conflict and one of the mods will override the other, but if they do it differently, like for example by giving/increasing research bonuses to buildings or skills or any other way then it could work.
PancakeFuego Nov 8, 2018 @ 3:39pm 
Does this mod work with other mods that increase research rate?
Pezhetairos  [author] Oct 17, 2018 @ 3:48pm 
Not 100% sure, but probably not, as it is embedded in the players difficulty settings, which (as far as I know) dont affect the AI.
Imperator76 Oct 17, 2018 @ 1:38pm 
Does this mod also half the research for the ai factions as well as the player?
Pezhetairos  [author] Sep 3, 2018 @ 3:30am 
Aye it does, provided that none of your other mods interfere with it.
Raven Sep 2, 2018 @ 3:50pm 
Does this work in the current version of the game?
thannytoss Jul 1, 2018 @ 8:42pm 
Thanks for much for checking on that! I haven't found any other mods that work with the research points sadly. Thanks for trying though!
Tallishickory Jul 1, 2018 @ 4:10pm 
Thank you for looking into it! The only research speed mod that I found to work was 1 turn research, which is to fast for me. Thanks again for trying! I'll keep my eye for other mods and updates.
Pezhetairos  [author] Jul 1, 2018 @ 11:16am 
After taking a look at how SFO does it I'm sorry to say that I cant really circumvent the compatibility-issue. The only way I can think of to make it work would be to manually take both mods' files, save them elsewhere, unsubscribe from both and then use the Packfilemanager to copy my database-lines into the same section of SFO and then saving it as one mod. But you would have to do it for every single updated version of both mods.

However as there are multiple mods for increased research out there, chances are that some of them will use a different method like instead of increasing research points some mods maybe lower the time the individual technologies take. Perhaps those will work with SFO depending on how much it changes about techs.
thannytoss Jun 26, 2018 @ 10:16am 
It currently does not, do to some changes within SFO. It worked just fine with it previously. Maybe you could bug Venris (the author of SFO) and he could help you write a compatability so yours overwrites his. I've been using your mod since TW1 and I love it, I'd really love to keep using it.
Tallishickory Jun 26, 2018 @ 10:15am 
I also would love a patch for compatability with SFO. Love your mod and am sad to not use it : (
Pezhetairos  [author] Jun 26, 2018 @ 7:46am 
Unlikely, I dont know if it works with SFO as I dont use it, but if both mods change the same line in the database then incompatibility is inevitable.
thannytoss Jun 25, 2018 @ 10:42pm 
Would it be possible to get a SFO compatability for this mod?
Shadow_Actual Jun 13, 2018 @ 12:03am 
@FullAutoAttack: The mod is supposed to double your base research rate, but it doesn't. My base research rate remains at one hundred percent, rather than two hundred.

@Pezhetairos: I'll try that, though I don't understand why a mod that blocks Rogue Armies and a mod that purports to reduce the AI's cheating tendencies would conflict with one that increases your base research rate.