Total War: WARHAMMER II

Total War: WARHAMMER II

Wood Elves - Outposts Enhanced
138 Comments
minic  [author] Aug 25, 2022 @ 7:17am 
minic  [author] Aug 24, 2022 @ 12:28am 
yes, i will do it. if they will not change the mechanics
Kraut Aug 23, 2022 @ 5:25pm 
Do you intend on making this mod for WH3 as well?
Deviant Feb 12, 2022 @ 6:21pm 
I propose to add the ability to recruit cheap units to two buildings (in minor sitys).
1) Add the ability to recruit "Eternal Guard" to the "Waystone" building.
2) Add the ability to recruit "Glade Riders (Spears)" to the "Foraging Groves" building.
The other two buildings already have the ability to hire cheap units. So that these changes will match the vanilla style.
Deviant Feb 7, 2022 @ 5:38am 
I suggest adding the possibility of hiring cheap units for the remaining two buildings.
minic  [author] Jul 15, 2021 @ 2:04am 
Thanks for information. I fixed. Have fun...
big black Mountain elder monster Jul 14, 2021 @ 2:39pm 
wh2_dlc15_special_settlement_tor_yvresse_wef
wh2_dlc15_special_settlement_massif_orcal_wef
wh2_main_special_settlement_konquata_wef
is missing
minic  [author] Jul 14, 2021 @ 10:30am 
The Silence & The Fury patch updated.
SaNKaMaN May 10, 2021 @ 2:18am 
not working for me
青眼橘猫•Z Apr 29, 2021 @ 4:42am 
can i play it with sfo?
zane0 Apr 9, 2021 @ 3:59am 
If it helps, I've messed around with it to strip down the slots. Minor settlements are back to vanilla (1 slot), major ones have 2, and any settlements (major and minor) that have a port/are a coastal settlement gets an extra slot to compensate for not being able to build anything of your choosing, including major settlements. So 2/3 for port settlements. Still testing it out, but at at least things seem to be more balanced.

Still not sure entirely on how best to handle special settlements, though I'm keeping Lothern at five since it was already a secret special settlement. I'll let you know how things play out on my end as you look into your mod.
minic  [author] Apr 9, 2021 @ 1:48am 
Yes you are right, I made this mode for old version of woodelves. But now with my mod its too strong. Thanks for advice. I will update.
zane0 Apr 8, 2021 @ 12:25pm 
Hey, this is a good mod and all, but it still feels too OP to me. Would you be willing to make a stripped down version so major settlements and settlements with ports are the only ones that get only 1 extra slot compared to vanilla? It's too easy to expand and defend settlements with the extra garrison units alongside being able to generate an insane amount of growth and/or income as it is with your current mod.
Krb Mar 7, 2021 @ 12:07am 
thank
minic  [author] Mar 7, 2021 @ 12:06am 
yes. it can use
Krb Mar 6, 2021 @ 11:48pm 
Hi @minic AI use mod?
minic  [author] Feb 8, 2021 @ 11:45pm 
Sorry. I dont know. But you can try :) my mod changing only wood elves outpost building slots.
Aibámivieja Feb 8, 2021 @ 5:31pm 
compatible with "Higher Starting Tier: Capitals & Hordes"??
Greywulf Feb 1, 2021 @ 2:41pm 
garrison units are capped at 20 and you will not receive any of the overflow as reinforcements, but you can change the priority of each garrison unit to override the ones you would rather not have
Mirodin333 Jan 31, 2021 @ 11:26am 
Really? have not tested that. Would have loved to lose the T1 units first, not hawk riders etc. I just stopped building one of the buildings in those big capitals. It is still over the limit, but not so much.
minic  [author] Jan 31, 2021 @ 10:55am 
yes are right. i think it's CA limitation. but if you are lose some units, i guess others can join the war as reinforcements.
Mirodin333 Jan 31, 2021 @ 5:30am 
So I think I somewhat found a bug? I think that the garrison might have a limit on how many creatures you can have. I have fully build Karaz-a-Karak and the garrison does not have any hawk riders or wild riders as it should have. There are 20 slots already filled, so I guess the game cannot handle more.
minic  [author] Jan 29, 2021 @ 3:59am 
Thanks for all feedback.

Latest update :
- Black Pyramid of Nagash : slot number fixed
- Salzenmund : duplicate buildings fixed
- Karond Kar : added all missing buildings.

Sorry for late update. Have fun...
Mingnit Jan 12, 2021 @ 1:41am 
Aside from Karond Kar, that greeskin place in the middle of bretonnia is also missing building slots, as in it only has one when it should have 3(?).
Amazing mod, you can expand and not feel like you have babies defending your settlements.
minic  [author] Jan 6, 2021 @ 1:47am 
I haven't tested it but it must be compatible.
BlitzRankD Jan 5, 2021 @ 1:08am 
Is this compatible with Radious
Txeptirea Dec 26, 2020 @ 8:44am 
I know its been brought up already, but just wanted to bring up that Karond Kar is missing buildings. However, altogether it is a fantastic mod, and I cannot recommend it enough!
Rvjuk Dec 20, 2020 @ 10:31pm 
I'm also having issues with karond kar not allowing building anything, but great mod otherwise!
+1

Love the mod wood elves almost unplayable without it hate having to defend with tiny garrisons
Hnayanzi Dec 16, 2020 @ 5:14pm 
It would be great to expand the capital a little, maybe 12 slots instead of 10. It is possible xd?
MrGrumpsman Dec 15, 2020 @ 3:22pm 
I'm also having issues with karond kar not allowing building anything, but great mod otherwise!
Mortarch Of Blood Dec 11, 2020 @ 2:30am 
I really wish there was more options for Wood Elves for outposts, Naestarahan have their starting capital but the surrounding outposts (in woods near enough) can only build 4 buildings and the 1 resource building even though there's a capital there...Keshta Vault (north-east of wychwood) can't upgrade to make it feel slightly different to the other settlements :S
Im Back Bitches Dec 8, 2020 @ 1:38am 
karond kar cant build anything other than harbor i think it is a bug
LavaCaverns Dec 6, 2020 @ 10:10pm 
using this with the mod better elf garrisons and works fine. Defenders mainly paper glade elves but hey its something :)
Nothing. Dec 6, 2020 @ 3:32pm 
wow I have to say this along with the mod that gives the outpost building a 4% increase to factionwide income (Scaling Wood Elf outpost economy) is probably the best combination I've seen so far! They fix the garrison issue with the wood elves and the late game income scaling!
Thanks so much for creating this mod!
minic  [author] Dec 6, 2020 @ 12:13pm 
most settlements have resource. if you want to use resources and some garrison, this mod will help. as i said only special settlements for wood elves have too much slots. other settlements just little buff for resources. and yes all ports using slot.
zane0 Dec 6, 2020 @ 11:34am 
When I asked, I meant to leave minor settlements alone unless they're ports. Major settlements should have two extra slots (three if they have a port) and special settlements should have three.

Also, haven't gotten to a port settlement yet in my campaign, so do the ports occupy one of the available slots?

Either way, I suggesting this because the way you have it makes it too easy for WE's to defend and expand their settlements. I like to maintain the challenge of building tall as WE's while not outright focusing on expansion.
minic  [author] Dec 6, 2020 @ 12:09am 
stupid CA bugs, they are adding special building but they are not adding slots :) most of them fixed with my mod.
Flipse Dec 5, 2020 @ 7:55pm 
Hag Graef seems to have a special building ingame as is without mod, but you dont have a slot for it, as it's occupied by a dock; you also cant upgrade it beyond tier 1, because it requires you to be able to upgrade the settlement which you cant in vanilla.
minic  [author] Dec 5, 2020 @ 7:44am 
already like you said.

minor settlements (vanilla default) : 2 , my mod = 3
coast settlements (vanilla default) : 2 , my mod = 4
regular capitals (vanilla default) : 3 , my mod = 4

just special settlements too much. others just like you said. but you are right, you will be owerpover in late game with this mod. :)
zane0 Dec 5, 2020 @ 4:35am 
I like the idea of capital settlements having more than one slot available to the Wood Elves since they're capitals and all. What I'm concerned about with this mod is that it makes things too easy for them since you can stack the growth buildings on top of one another in minor settlements along with garrisons being 3/4 of a stack which can easily defend against a full stack or two if you know how to play.

Any thoughts on making the number of slots just one for minor settlements (two for settlements with ports) and two for regular capitals to maintain the challenge?
minic  [author] Dec 5, 2020 @ 2:50am 
Yes. you can stronger garrisons with this mod.
Sikhi Jedi Dec 4, 2020 @ 9:55pm 
is this mod like a somewhat balanced way to make my garrisons a little stronger?
Gorumax Dec 4, 2020 @ 3:36pm 
Was looking for a "upgradable or higher tier settlement" + the slots , but i suppose this will have to do . Still , thank you very much for your work :D
蓝羽汇 Dec 4, 2020 @ 4:51am 
good! good! good!
very nice!
OhNotZak Dec 4, 2020 @ 4:37am 
great mod thanks
minic  [author] Dec 4, 2020 @ 1:43am 
You are welcome. have fun :)
Homuhomu Dec 4, 2020 @ 1:32am 
Thanks minic for the speedy update.
I love wood elves as a faction, and when I heard people complaining about WE being weak, I realized I never felt that way, because I always used your mod.
This simple change makes WE feel like a blast to play with.
Thanks a lot!
Heartbreak One Dec 3, 2020 @ 10:38am 
HELL YEAH playable WEs.
Thanks.
minic  [author] Dec 3, 2020 @ 10:33am 
@muylae : thanks for offering help. tell me if you find any issues. Thanks again :)
Muylae Dec 3, 2020 @ 10:27am 
mod still seems to work.