Total War: WARHAMMER II

Total War: WARHAMMER II

Regiments of Renown No Cap in Campaign
100 Comments
Kassorax Jul 8, 2024 @ 2:25pm 
This mod will crash your campaign if you try and play out a battle manually. The patch does not help
Gabe May 21, 2021 @ 3:24am 
Perhaps you could help me, how would I go about to increase the cap of the craftable units for Tomb Kings?
gaydadexplosion Apr 24, 2019 @ 10:57pm 
since this mod is dead friends, please use this person's mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1640337976

it will do everything you want this one did
Flipse Apr 24, 2019 @ 12:37am 
Any Plans to update this anytime in the future? :)

~Thanks for reading.
Skull Apr 21, 2019 @ 6:09am 
update please!
acekard Jan 28, 2019 @ 8:36am 
update pls
白首太玄经 Dec 17, 2018 @ 2:31am 
update pls
gorden13 Dec 11, 2018 @ 10:16pm 
update pls
天 然 呆 丶 Nov 28, 2018 @ 4:19am 
can you update this amazing mod please ? thanks you
El LuNA Nov 19, 2018 @ 12:14am 
update pls
piddyx Nov 17, 2018 @ 1:58am 
This is not updated for vampres, right?
Kaëzuka Nov 12, 2018 @ 6:55am 
can you update this amazing mod please ? thanks you
Teuchiland 53970 Nov 12, 2018 @ 6:23am 
Hi an update please thank you bro
RevaulRen Nov 9, 2018 @ 4:14pm 
now we need an update.
孕妇·米娅·SAMA Nov 8, 2018 @ 3:37pm 
请问,什么时候更新支持吸血鬼海岸?
. Oct 30, 2018 @ 10:27pm 
fuck mod.....
PowerofTwo Oct 23, 2018 @ 1:38pm 
Hey was wondering if you could make a compatibility mod with SFO for or simply decouple it from the unit xp mod? It does ... terrible things to unit stats atm :P Cheers
Teletubbies_Warrior Sep 19, 2018 @ 1:45pm 
still cap in custom battle.
TheHippie Sep 1, 2018 @ 1:31am 
How would I go about editing this mod to affect the replenishment rate of RoR's? The only mod I've found that does the trick also has weird startpos edits, so I'd prefer not to use that.
Lycia Pintella Aug 15, 2018 @ 3:59am 
Would much prefer they keep xp gain otherwise it would conflict with another mod I like. Just my thought on the matter.
ConsiderableFlux Aug 5, 2018 @ 1:00pm 
There's a slight problem with this mod. And the other as well it seems. Units are recuited at rank 0, but with rank 9 stats. As they then rank up to lvl 9, their stats become completely OP. Could you change it so that they only reach their rank 9 stats at rank 9? :)
ConsiderableFlux Aug 5, 2018 @ 10:06am 
And should I load both this submod and the mainmod as well, or just one of them? :)
ConsiderableFlux Aug 5, 2018 @ 9:52am 
In what order should these mods load? :)
mustachewarfare Jul 30, 2018 @ 5:17pm 
@Whysofurious Does this mod remove cap for Norsca's hell cannon as well?
Evold_Nepsy Jul 27, 2018 @ 4:37am 
Seems like some units with SFO on get an insane health boost
Dovahkiin Jul 26, 2018 @ 12:25pm 
does it work with the tomb kings units that you need to craft?
also most ror units only can be recruited once a lord reach certain lvl, does this mod remove that?
The_forgotten_spartan Jul 2, 2018 @ 7:41am 
im trying to use this mod for the warriors of chaos and its not working. i turned off all my mods and even subscribed to the campaign version of your mod to see if i needed them both. Unfortunatly nothing is working. Any ideas?
That One Guy_M Jun 28, 2018 @ 8:29pm 
I can confirn some issues with SFO. It makes Dragonback Slayers the most powerfull unit in the game. SFO makes them allot stronger per unit and reduces the unit size but this mod seems to bring it back to the original unit size but with the same stats per unit. It gives them like 90k health.

The Royal Altdorf rifs are reduced to one unit in a game even though their unit card says 12 before hand.

Keep up the great work though. Would love to see a compatability patch with SFO.
Cyberfall Jun 28, 2018 @ 8:22am 
I also realised that the unit cost goes down to 1800 from 2600.
Cyberfall Jun 28, 2018 @ 8:15am 
problem with royal altdorf gryphites crashing the game in custom battles, havent tested them out in campaign yet. Im using SFO for clarification
Nomad Jun 24, 2018 @ 8:33am 
Damn Tomb Kings RoR system had to mess everything up 🤣
Whysofurious  [author] Jun 24, 2018 @ 1:35am 
Yes the cooldown was one of the issues in the previous discussion, unfortunately no matter what i do, the cooldown doesn't move from 10 turns:(
Nomad Jun 23, 2018 @ 4:05pm 
Aye, cooldown is a bit of a prob.
古木不木古 Jun 23, 2018 @ 12:52am 
can you make the ROR recruitmment cooldown time decreased from 10 turns to 0 turn
Nomad Jun 19, 2018 @ 11:00am 
@jojobe check your other mods for compatibility. This works fine for me.
jojobe Jun 8, 2018 @ 11:02am 
this does not work for me playing the high elves. still saying ive reached the max level of troops. does not work on player made units.
Dangerman1337 Jun 4, 2018 @ 5:28am 
Just wonder this mod does it by recruitable buildings, could this ben an ispiration to help you for a a workaround? Havent tried it yet
https://steamcommunity.com/sharedfiles/filedetails/?id=1338240838
DragonSamurai360 Jun 2, 2018 @ 5:04pm 
@Whysofurious In inspiration of your mod I have been attempting to incorporate something similar, but much more overpowered, into my "Ultimate Dragon Samurai Cheat Mod(UDSCM)" mod for a new update, but I am encountering the same exact issues as you guys, the game absolutely refuses to accept any changes I make to any of the mercenary tables and I am unable to figure out why, haven't encountered an issue like this before. I was wondering if you had any luck in solving this issue yet?
Whysofurious  [author] Jun 2, 2018 @ 1:46pm 
Yep exactly, thanks for the support nonetheless :)
DosDeosos Jun 2, 2018 @ 12:18pm 
I really appreciate your hard work. I already tried PFM and edit your mod but no luck on replenishment rate. It's like the game refuse to do it.
Whysofurious  [author] Jun 2, 2018 @ 12:15pm 
Yeah i took inspiration from the same mod, at first i copied the exact tables and values, but it seems like something has changed, i'll try more, maybe i'm missing something ;)
DosDeosos Jun 2, 2018 @ 12:09pm 
@Whysofurious It's fine. Your mod already done a great job for us. Since I played the first game, there's mod call "RoR - No Cap" that did similar thing but it also change replenishment rate of RoR units so I thought the mod capability can do the same. It just a suggestion, thanks anyways.
Whysofurious  [author] Jun 2, 2018 @ 11:55am 
It seems that no matter how much i change the replenishment rate, the intial unit count and the pool size, every time i can only recruit one RoR per turn, and then have to wait 10 turns for recruiting it again. I'll keep trying guys, sorry
pruneface Jun 2, 2018 @ 11:47am 
it is really cool having a bunch of regiments of renown. I too would like a lower replenishment rate if that would be alright.
DaylightTaipei Jun 2, 2018 @ 7:25am 
yea can u change the replenishment rate :steamhappy:
DosDeosos Jun 2, 2018 @ 5:04am 
Yes, that's seem to be the case. Can't recruit more than 1 unit per turns. since I'm the person who grow attach to RoR units. Would you mind tell me how to modified RoR cooldown or replenishment rate? Of couse, for Personal use.
Whysofurious  [author] Jun 1, 2018 @ 4:04pm 
I'm encountering some launcher issues -.- i should have solved the problem btw, when i updated the mod i accidentally forgot to update the stuff that regulate the replenishment and total unit count in the ror pool, i hope i can upload the fix soon, apologies ^^
Dangerman1337 Jun 1, 2018 @ 3:55pm 
Yeah it's that, can't recurit more than one turn but can't use more than one RoR in custom battle either
Whysofurious  [author] Jun 1, 2018 @ 2:20pm 
What's the issue you encounter guys? is that you can't recruit more than one RoR of the same type in one turn?
Whysofurious  [author] Jun 1, 2018 @ 1:43pm 
I'm looking at it right now :)