Total War: WARHAMMER II

Total War: WARHAMMER II

Otherworldly Roots (Additionnal Reinforcements for Wood Elves Factions Vanilla/SFO/Lucky/Radious)
14 Comments
Gwenolric  [author] Oct 10, 2021 @ 1:21am 
@Yuri Ono
"However, at the same time, those units don't get a single bonuses from the faction, from technology or Lord's traits. They are the vanilla of the overhaul (or not overhaul)."
So, no.
Yuri Ono Oct 8, 2021 @ 9:20pm 
Do summon units get buffed from tech?
Carnage for Khaine Dec 10, 2020 @ 12:15am 
does it work now?
드로우달스 Dec 4, 2020 @ 4:18am 
update pls
FallenShaw Jul 5, 2020 @ 12:57pm 
update pls
Gwenolric  [author] May 24, 2020 @ 3:10pm 
@Vanu
Yes, you are right. In my language, it's additionnels, with 2 "n" so take it as me speaking like a NIGHTS OF ZE REALM, FOR ZE LADY.
Vanu May 24, 2020 @ 1:33pm 
As a side note, just to note, the word "Additional" only has one N not two.
Gwenolric  [author] Mar 29, 2020 @ 4:54am 
@tylerfarrellusa
It makes sense, since I tied most of the abilities to landmarks or settlements. Meaning that if you played a co-op with you and your friend both playing 1 faction, only one of you will have access to most abilities. Only Horde factions will not suffer the same fate, since it is tied to horde buildings.
Fire Mage Mar 28, 2020 @ 9:44pm 
The only problem with this mod is when I play multiplayer co-op where we both play wood elves. Means only one of us gets the rest of the summons. Great mod though!
Gwenolric  [author] Feb 15, 2020 @ 4:47am 
@Maal
Thanks for the help and the Discord link. Cataph helped me and now my idea works. By default I wanted for this ability to only be present in your own territory, but after I do every races, I may go back with your idea and have 1 unit factionwide and 2 units in own region.
Maal Feb 14, 2020 @ 4:47pm 
I am no expert either, did you check at the modding discord? They will surely help.
https://discord.gg/RNDSVfM
Gwenolric  [author] Feb 14, 2020 @ 2:46am 
@Maal
That's the main issue I am currently facing. I am no expert to modding, but there is a table in "building_effect_junction" that has the "effect_scope". This decide where the ability will be used or what it will affect. When it's to affect factionwide or provincewide, I am able. However, I tried many combinations to affect only the territory you own but I failed. Like, the "Defenders of Yn Edri Eternos" was supposed to be only defensive, as it should be, and not global. Until, I find the right way to do it, it will make this mod more OP than it should (similar to my other mod where the "Obstrutate Defense" only affects the local armies, but I want it for the entire territory).
Maal Feb 13, 2020 @ 9:04pm 
He'll do them all, as he find logical reason to summons units. Beastmen are easyish, but one has to wonder how bretonina peasants will appear in naggarond.

Not sure if it is worth it to give them several uses of these abilities, specially treemen, but I haven't tested it yet balancewise. Is it possible to give the high amount of summons if you are inside the Athel Loren area, and only 1 unit of each if outside?
John190_homicidal_maniac Feb 13, 2020 @ 11:26am 
One for the Beastmen?