Total War: WARHAMMER II

Total War: WARHAMMER II

Expansion of Athel Loren - enemy within edition - USE ANOTHER MOD IN DESCRIPTION
120 Comments
fan_of_Daniil_Andreev  [author] Oct 9, 2019 @ 4:15pm 
fan_of_Daniil_Andreev  [author] Sep 10, 2019 @ 12:04pm 
yeah just in case anyone needs it, I'll post the link to the original mod in addition to link in my mod description:
https://steamcommunity.com/sharedfiles/filedetails/?id=1218081865
Marcus Antonius Apr 23, 2019 @ 6:21pm 
Nice, thanks for your reply
fan_of_Daniil_Andreev  [author] Apr 23, 2019 @ 1:59pm 
I think it does but original mod is now better and updated for last DLC to work for sure
Marcus Antonius Apr 23, 2019 @ 12:13pm 
Does this still work after the dlc and update?
Beautiful Mar 14, 2019 @ 9:08am 
hope i start near them then
fan_of_Daniil_Andreev  [author] Mar 14, 2019 @ 4:19am 
but they are VERY likely to be much weaker compared to their vanilla state because they won't have the Oak and are not likely to colonise/conquer it
fan_of_Daniil_Andreev  [author] Mar 14, 2019 @ 4:18am 
hmm not sure if AI knows to build new buildings
you could test to find out
Beautiful Mar 12, 2019 @ 5:55am 
does this work for the ai? i'm planning to use this with random start location mod. and it would be sad if the welfs get insta gibbed outside athel loren
Marcus Antonius Nov 10, 2018 @ 6:26pm 
Alright, thank you
fan_of_Daniil_Andreev  [author] Nov 10, 2018 @ 10:30am 
I think it should work allright?
Marcus Antonius Nov 9, 2018 @ 1:11pm 
update please
fan_of_Daniil_Andreev  [author] Oct 25, 2018 @ 6:10pm 
SupremeSorcerer, creator of original mod, included some ideas of mine into his mod and also added some new stuff of his own! I think that now his mod is better :p
https://steamcommunity.com/sharedfiles/filedetails/?id=1218081865

however, mine could be useful too if you enjoy early game harder grind combined with later game steamroll made easier xD

and original mod now has SFO version! https://steamcommunity.com/sharedfiles/filedetails/?id=1460975753
fan_of_Daniil_Andreev  [author] Oct 25, 2018 @ 12:48pm 
so, I suppose the latest update could be controvercial
should I remove it? ^^
fan_of_Daniil_Andreev  [author] Oct 9, 2018 @ 8:16pm 
tried this mod that removes Amber mechanic: https://steamcommunity.com/sharedfiles/filedetails/?id=1284665233

surprisingly, it works well on it's own AND it totally works together with this mod
going to play another campaign with my mod but also with no amber mod as well ^^

btw full collection mods I will use, I think it very good one ^^
https://steamcommunity.com/sharedfiles/filedetails/?id=1339528236
fan_of_Daniil_Andreev  [author] Aug 24, 2018 @ 5:33pm 
radious works just fine
fan_of_Daniil_Andreev  [author] Aug 24, 2018 @ 1:55pm 
It doesnt ^_^
Astraea Aug 23, 2018 @ 9:25pm 
does it also conflict with radious ? :o
Bishop Aug 19, 2018 @ 10:28am 
Haha yes there were a couple of units that had unachievable building requirements :D but other than that a great mod :)
fan_of_Daniil_Andreev  [author] Aug 16, 2018 @ 3:22pm 
@Bishop
that would be my oversight
I will check it new few days
Bishop Aug 13, 2018 @ 1:55am 
Loving the mod. I have a question about the temples of Kurnous, it says Wild Riders with shields are available only if you have an Asrai Armoury, but it isn't possible to build that outside of Athel Loren, is it a bug?
fan_of_Daniil_Andreev  [author] Aug 6, 2018 @ 4:04pm 
yep SFO and this mod conflict in their other then capitols settlement tiers, sadly
I don't know the way to change it, maybe the creator of the original mod I modified - Sorcerer Supreme - knows how to make mod SFO compatible
btw check Sorcerer Supreme's mod, he is updating it and has some stuff I don't have althought I added more effects, my favourite being those slow-down for enemies and attrition:
https://steamcommunity.com/sharedfiles/filedetails/?id=1218081865
fan_of_Daniil_Andreev  [author] Aug 6, 2018 @ 4:02pm 
yep I love it too, wish I could mod in more extensive changes of campaign map upon upgrading settlement tiers
at least some graphical changes when WE conquer region are done already by CA, there are some more forests and existing forests change colour/shape
I added to it slow down and attrition for enemy armies at higher settlement tiers so it becomes Athel Loren in effect
Floppywere Aug 4, 2018 @ 6:17am 
Been playing this with SFO and it does seem to work fine, It seems only the capitals of each province are able to hold the buildings from your mod but thats fine for me (almost prefered). Great mod by the way I love the idea of covering the world in Forest.
Umie Jul 19, 2018 @ 10:48pm 
Thanks for the SFO-compatible mod recommendation!
fan_of_Daniil_Andreev  [author] Jul 19, 2018 @ 7:53pm 
btw all updates of this mod since it's beginning are save-compatible
fan_of_Daniil_Andreev  [author] Jul 19, 2018 @ 7:48pm 
added scouting effect for temples of Kurnous!
details are in changelog and also there:
after playing dwarves I've decided that effect of dwarven ranger barracks is really appropriate for wood elves, added it to the Temple of Kurnous tier 2 in outposts and Temple of Kurnous in Athel Loren starting area, it gives vision of the neighbour regions
fan_of_Daniil_Andreev  [author] Jul 19, 2018 @ 5:59pm 
for guys who want to play this with SFO, there is a mod that add some similar stuff for SFO: https://steamcommunity.com/sharedfiles/filedetails/?id=1438077041
it adds a lot less stuff of course, but it works with SFO 100% unlike my mod (at least it should, the author claims so and I have no reason to doubt it)
it also has mechanic like geomantric web for wood elves, I intend to make it as well, as part of this mod or as submod, maybe replacing this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1432451754
fan_of_Daniil_Andreev  [author] Jul 16, 2018 @ 3:31am 
good idea but it is beyond me 100% because it needs SFO data changed
needs to be done by Venris
Umie Jul 13, 2018 @ 2:51pm 
I suggest making this compatible with SFO.
fan_of_Daniil_Andreev  [author] Jul 11, 2018 @ 2:45pm 
If you take a settlement with tier higher then 1 it reduces the amount of amber the settlement gives
you need to have amber forest building with same level as settlement building in order to get amber from settlements
ravenstrike710 Jul 9, 2018 @ 3:27pm 
im having the same problem with the amber. no matter how many settlements i take it never goes up.
fan_of_Daniil_Andreev  [author] Jul 9, 2018 @ 9:03am 
@GenezisO
no idea :p
GenezisO Jul 8, 2018 @ 3:28pm 
is this working with SFO latest version ?
fan_of_Daniil_Andreev  [author] Jul 7, 2018 @ 12:18pm 
there are also units and technologies to account for, might be that
I've recently played and finished campaign with this mod and didn't find problems with amber
hazenblaze92 Jul 7, 2018 @ 10:47am 
yeah I took that into account but I'm still short 5 amber....
fan_of_Daniil_Andreev  [author] Jul 7, 2018 @ 8:47am 
the settlements in Athel Loren consume amber and so does Oak of Ages
and outpost settlements above tier 1 reduce amber production so you need amber forest building there to get amber
hazenblaze92 Jul 6, 2018 @ 4:36pm 
I'm having a glitch with this mod where new settlements aren't adding any amber.... do you have a remedy for this? Should have like 11 amber coming in but for some reason it only shows me having 6...
fan_of_Daniil_Andreev  [author] Jul 6, 2018 @ 9:31am 
@anaris
well you can use this mod without crynsos :)
anaris Jul 6, 2018 @ 7:04am 
I am using Crynsos but I'm testing this with Quenelles, which is in the screenshots, and Kharak Bhufdar on the other side, and I don't use SFO - there's no overhauls or anything like that installed, just a few unit roster changes. I'll try and compile my load order later, thanks (currently moving the game from one steam library to another for unrelated reasons).
fan_of_Daniil_Andreev  [author] Jul 5, 2018 @ 11:43am 
added commandments as submod because for some reason could not include them in this mod, so here is the link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1432451754
fan_of_Daniil_Andreev  [author] Jul 5, 2018 @ 11:32am 
only particially compatible, some cities are changed in Crynsos' and don't provide new buildings of this mod
PickledShrimp Jul 5, 2018 @ 10:00am 
Is this compatible with Crynsos' faction unlocker mod? Thanks for the great mod btw.
fan_of_Daniil_Andreev  [author] Jul 5, 2018 @ 9:09am 
going to add commandments today, "inspired" by Radious Wood Elf mod! :D
fan_of_Daniil_Andreev  [author] Jul 5, 2018 @ 7:41am 
if you provide me with your mod list I might have an idea
Crynsos unlocker or SFO could be it
anaris Jul 5, 2018 @ 6:06am 
On reflection, many of the changes to buildings seem to be working - temples in Loren have the correct values, and worldroot entrances outside it have the correct recruitment bonus and troops. But the Amber costs for settlement tiers are still 1/0/-1/-2 and there's nothing in the building browser other than the four basic t1 buildings for outposts. What might overwrite the building lists but not the building changes?
anaris Jul 5, 2018 @ 6:02am 
Hi, this mod isn't working for me and I'm tryng to troubleshoot but there's one massive issue that's making it very frustrating - which is that it's like ten turns before the wood elves can begin to capture a settlement as an outpost, making for an extremely painful testing method.

Can you point me to something less lengthy that'll show me whether the mod is working? Or better yet, suggest something that might conflict (the only other wood elf mod I have adds legendary lords to the player faction).
KJIuMi Jul 2, 2018 @ 1:09pm 
what I was looking for is very grateful
arabeschi.caleidoscopici Jun 29, 2018 @ 3:51pm 
Very sad =/
fan_of_Daniil_Andreev  [author] Jun 29, 2018 @ 12:31pm 
nice
now I remember this working together with SFO but enough things didn't work for me not not use these two mods together