Total War: WARHAMMER II

Total War: WARHAMMER II

The Great Herd (Allows Beastmen to gift settlements to a vassal beastman AI)
37 Comments
willyinuyaz Jan 13, 2023 @ 6:03am 
Thank You Anyndel for this mod :)

for anyone that want to use this mod or similiar one that Anyndel make about vassal AI, You need this mod below or similiar to make it works. I hope this will help you coz I'm heavy fans about Vassal AI (For using The rebel faction becomes Ally)
https://steamcommunity.com/sharedfiles/filedetails/?id=1155808469
Albedo May 5, 2021 @ 5:55am 
Does this still work?
认准pdd君意店-战锤3全-09 Feb 26, 2021 @ 8:55am 
THANK YOU SO MUCH
Anyndel  [author] Sep 21, 2020 @ 8:38am 
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.
Homuya Aug 22, 2020 @ 8:47am 
Tried beastmen for like the first time in a millenia and jesus what a nightmare it was.

The income sucks and its impossible to kill anything cause they just resettle everything faster than you can destroy...
The Peepee Poopoo man May 15, 2020 @ 2:20pm 
hey instead of making seprate mods can u make one with a dilemma where the player can chose the vassal faction
Cheek Clapper 6969 May 11, 2020 @ 12:42pm 
Hi, I love this mod but could you make a version where they're more defensive and own't claim settlements? I have a combination of mods meaning I do want to claim territory and build a little bit inland, and then have my borders defended by the great herd because the AI is very powerful and aggressive.
bookmaniac Mar 11, 2020 @ 1:13pm 
@Victor Thank you <3
djdomi44 Feb 28, 2020 @ 12:49pm 
please make the same mod for lizardmen and skaven faction!! :)
Pollen121 Feb 16, 2020 @ 7:46am 
Thank you very much Victor!:steamhappy:
MagiKarp Feb 16, 2020 @ 4:51am 
There seems to be a problem with doing the quest battles where you fight other beastmen. I guess it's because the beastmen in those battles are also considered as belonging to "The Great Herd" so as soon as you get out of combat it causes your Great Herd vassal to secede and be at war with you since you technically attacked them.

The funny thing is that you can then make peace, confederate "The Great Herd", get all the settlements and then you can resume gifting settlements to "The Great Herd" and they'll be back as a fresh new vassal.
Villas Dec 25, 2019 @ 12:31pm 
@Pollen121 Non-Horde Beastmen? Well, I think this is what you're looking for then:

https://steamcommunity.com/sharedfiles/filedetails/?id=1645154928
ShockMeSane Dec 23, 2019 @ 3:56pm 
Is it possible to make the AI herd faction actually construct buildings and upgrade settlements? All they do is build one stack of spears/archers that gives free xp to enemy factions, and they have garrisons so weak they are immediately re-taken. I love the idea of this mod but if the faction doesn't do anything it actually makes the game a bit harder as the AI immediately gets their walls re-built and on higher difficulties, fully replenished garrisons. It's better to leave them in ruins in that case.
slapda11as Dec 16, 2019 @ 7:58pm 
Pollen121 you already can play that style the mod is called Blood-Grounds (Updated!)
Pollen121 Dec 5, 2019 @ 8:28am 
OMG, can you make it so you can play "the Great Horde" faction? Beastmen non hord is my dream, this seems so cloose, pleaz is it possibel to do? Can i do it in PackFileManager? im begging on my knees is it possibel?????
813807869 Nov 22, 2019 @ 7:22pm 
please
813807869 Nov 22, 2019 @ 7:21pm 
want more slots, can built more bulidings and can uograde settlement
powk36 Nov 3, 2019 @ 4:22pm 
seemed like a good idea, but for me, it seems to only create more problems in campaign. Just like the lizardmen, the power rating of the the great heard is so low, that everyone and theyre mother wants to fight them, so all the factions that i was able to avoid fighting and play wakamole with, instantly became enemies through the vassal. It may work better at different points of the game, but if you appoint the vassal in the beginning, you will have more enemies coming after you then you can contend with.. I'll try some different things, but atm, it seems to be a hinderance instead of a help. (Note: new Empire cheating doesnt help the situation 1 bit, since the AI Empire doesnt need to follow the all the new rules = Empire has 2 cities left before death. then proceeds to confederate twice in 3 turns, all of Chucky Franz's new armies crush vassel, then turn toward me)
✰An American Grizzly Bear✰ Nov 3, 2019 @ 10:06am 
great! now when i cross a settlement off my destroy list, i don't have to worry about a different faction coming and colonizing it 1 turn later:steamhappy:
Anyndel  [author] Nov 1, 2019 @ 5:51pm 
It uses many things from Blood Grounds and I tried to make them in a way that were compatible with each other, so I think it should be.
NicoMartok Nov 1, 2019 @ 5:21pm 
@Anyndel I'm not technical like that. But this should be good information for people in the future as well. And is it compatible with the Blood Grounds?
Anyndel  [author] Nov 1, 2019 @ 5:06pm 
If you know how to edit mods, you can open the .pack file with RPFM, and replace all mentions of wh_dlc03_bst_beastmen with wh2_main_bst_manblight and that would make it work for Taurox.
Anyndel  [author] Nov 1, 2019 @ 5:03pm 
@Nico
It only works for LLs that are part of the main Beastmen faction, so basically not Taurox nor Gorrox unfortunatly, due to the way the mod works. Otherwise more than one faction would try to have the faction as a vassal and you can imagine what trouble that might lead to.
NicoMartok Nov 1, 2019 @ 4:58pm 
@Anyndel I was using the Brass Beast, Taurox. And the first settlement I attacked belonged to Ostland. Does it not work on modded LL's?
Anyndel  [author] Nov 1, 2019 @ 4:45pm 
@Nico
Should work on all towns, what town did you fail at and with which beastman LL?
NicoMartok Nov 1, 2019 @ 4:42pm 
Does it only work on Capital Settlements? I destroyed an outlying town and all I got was Search Ruins or Do Nothing.
Chummy 8 Nov 1, 2019 @ 6:28am 
That whack a mole feeling is the worst part about playing the Beastmen. I'm installing this now and will give it a go. This could potentially be the solution I've been hoping for since WH 2 launched.
John_Shi Oct 30, 2019 @ 10:25am 
I believe that beastmen are very weak as a nomadic fraction, this is why this mod suits them perfectly. I also think that we need to make a more aggressive ally, and believe me, it doesn’t hurt a lot, just play on a legendary difficulty level like me =)
(I ask the creator of this masterpiece to make another variation of this mod but with a more aggressive one, responsive to AI orders)
Matthias Oct 30, 2019 @ 8:20am 
huge thanks for this
Gosudar Oct 29, 2019 @ 11:26pm 
Thanks for the set of great mods, but not a version for the vampire counts planned?
Anyndel  [author] Oct 29, 2019 @ 6:18pm 
@Elspeth
My main goal would be them being very defensive rather than passive, but yeah, definitely not offensive. Main objective of the mod is to provide garrisons and stopping the whack-a-mole and I definitely dont want to make an AI faction that kills things for the player since thats boring and would take away content from the player. Will still take another look at their behaviour to make sure they do that.
Guts Oct 29, 2019 @ 5:15pm 
I think it's perfect as is. The more passive the better. We already have brayherds.
John_Shi Oct 29, 2019 @ 3:59pm 
I propose to solve this in the following way by unconditional submission to the order (like a roaring herd). It will be very convenient and useful in battle, as well as a good solution for the first time.
Anyndel  [author] Oct 29, 2019 @ 3:51pm 
@John
Thanks for input, have been thinking about that as well. Its a bit of an underlying issue with beastmen AI really, they are so used to dying fast that they dont really know what to do with themselves if they dont from what I saw... Will try different personalities to see if something fits them better.
John_Shi Oct 29, 2019 @ 3:49pm 
Thank you for your work. Could you make the AI more aggressive, for 40 moves it behaves too passively and does not obey orders. Also, the set of units is very weak.
Guts Oct 28, 2019 @ 9:36pm 
Been waiting on this one. Thanks!