Total War: WARHAMMER II

Total War: WARHAMMER II

Qualitative Additional Improvement (Compilation Reinforcements for All Factions Vanilla/SFO/Lucky/Radious)
72 Comments
Tingu Apr 30, 2023 @ 11:42am 
WH3
Bop Apr 29, 2023 @ 5:35am 
I meant that as praise for your effort and creativity
Bop Apr 29, 2023 @ 5:35am 
There isn't even a close substitute in WH3 haha
Bop Apr 29, 2023 @ 5:34am 
Have you got plans to port this over to WH3? This mod is very unique. its the only one of its kind in all the warhammer total war games
The Wriggler Jan 15, 2022 @ 6:27pm 
This desperately needs an update. Not necessarily for everything, but since the Beastmen tech tree was completely changed, now even at max tech you can only summon 2 units of piggies.

Not a game breaking bug, but it's certainly underwhelming.
Gwenolric  [author] Jul 17, 2021 @ 3:04am 
@Lemonz
Was it really changed? I mean, maybe the values, but the technology tree doesn't appear to have been modified in how the tech are researched. Also, the tech tied to the miner summon still exist so it's fine. Dwarf wise.
Lemonz Jul 16, 2021 @ 6:57pm 
I know the Dwarf tech tree changed, does this need an update?
Majordea Apr 30, 2021 @ 2:15pm 
ok, i'll look for them in battle though I haven't seen them yet. I just remember, now this was the medieval 2 mod the end times, but I got squashed by skaven armies, and several others, and haven't seen skaven yet be any kind of real menace in my warhammer games. Also, playing as skaven I have 3 times now lost the campaign within 50-100 turns. To me so far, they just suck.
Gwenolric  [author] Apr 12, 2021 @ 1:03am 
@Majordea
https://steamcommunity.com/sharedfiles/filedetails/?id=2008815297
This is Skaven. And they use it in this one extremely badly since I got the warpfire thrower spawn on top Hammerer a tons of time.
Majordea Apr 11, 2021 @ 5:50pm 
well just saying that the initial skaven summons. etc. are kind of weak and wanting.I didn't see any skaven packs in this set of mods?
Gwenolric  [author] Apr 11, 2021 @ 4:02pm 
@Majordea
Comment about description noted and modified.
Comment about skaven, I don't understand what you mean. I consider this mod finite and balanced (well, sort of). Some have units only for defense, others only for attack. Anything not related to summons is not in the realm of this mod.
Majordea Apr 11, 2021 @ 9:03am 
also: just an idea, you reference in these mods the ling to skaven as a description.. Seems to me, that skaven are the weakest factions, especially early on. I would move for the idea that skaven unit's could use some upgrade for this mechanic as well since it's fun king terrible and they should be better than most with this skills et.
Majordea Apr 11, 2021 @ 8:56am 
i think you should go through your mods individual descriptions, and direct people to this page because that's what most of us want and iit takes hours to add in 85 mods just to realize that now that you did all that, you have corrupted your chance of even using this mod and it's moot. Assume I'm a technical retard, as technically I am in comparison to many.. I'm not gonna have any clue what too delete, or what damage I have created, how many of your mods I may have installed and uninstalled and for me it's like , no going back.
Gwenolric  [author] Mar 2, 2021 @ 10:58am 
@H Con
Absolutely no reason to keep it, it was just a remnant of the mod I based Dawi from Another Hold. Never knew why I kept it honestly, since I removed it from all the other mods that composed QAI. Probably because it affected only 1 building I let it go, since also nobody complained. Will remove it.
Bob-Engelbert Mar 2, 2021 @ 9:30am 
Alternatively, just delete the building_culture_variants_tables entry. I can't quite see the point in having it.
Bob-Engelbert Mar 2, 2021 @ 9:27am 
It's just blank space where the name should be. Looking in the pack file I notice that you have added a culture to the building in building_culture_variants_tables. That means the localization entry for that building has to be modified as well. So, import the building_culture_variants__.loc file from local_en.pack, remove all entries except the "building_culture_variants_name_wh_main_special_brightstone_mine" one and changing that to "building_culture_variants_name_wh_main_special_brightstone_minewh_main_dwf_dwarfs".
Gwenolric  [author] Mar 2, 2021 @ 9:13am 
@H Con
Never noticed before, just to be certain, it removes only the NAME, not the building itself? So instead of having the Brightstone Mine, you just have a blank ''? or is there something else too?
Bob-Engelbert Mar 2, 2021 @ 8:29am 
Minor bug: This mod removes the name from the Dwarfs' Brighstone Mine building in Mount Gunbad.
bruktrukruk Feb 14, 2021 @ 4:16am 
Good one, glad you found the necro issue. The mods great without the summons tbh, if it would remove the compatibility then i doubt it would be worth the time to tweak it.
Gwenolric  [author] Feb 12, 2021 @ 1:07pm 
@bruktrukruk
Will look into it. As for the Necromancer, it's fixed. For some reason, they kept the vmp_cha_necromancer_3 in the table, but added a new dlc04_vmp_cha_necromancer_3 and it's this one that is real. So, just needed to add a dlc04. Yes, I was lazy to not fix this. As for summoning for summoned, seems like I would need to change some abilities of the CA Fixed Necromander and Grey Seer, or create them again. Making this entire mod list not Vanilla and Overhaul Compatible. Or, another way less intrusive exist, I will look into it anyway.
bruktrukruk Jan 22, 2021 @ 8:53am 
Confirming that the Necromancer is not spawning and requesting Kislev reinforcements!
Great mod though has been a great addition to numerous campaigns.
voiceofreason467 Jan 19, 2021 @ 10:51am 
update pls
GIBBYDAMAN Jan 11, 2021 @ 2:23pm 
baby come back!
Carnage for Khaine Dec 10, 2020 @ 12:17am 
@Gwenolric update p[lz
Carnage for Khaine Dec 5, 2020 @ 9:08pm 
update?
Soberlife420 Oct 18, 2020 @ 5:39pm 
"laughs in ikit claw after salvaging the remains"
Soberlife420 Oct 18, 2020 @ 5:38pm 
now i just want to throw supreme commander units into total war, show them what a real doomstack should look like "setons after 3 hours of game enders and hundreds of t4 experimentals marching to their doom"
Soberlife420 Oct 18, 2020 @ 5:36pm 
"PTSD flashbacks from the infinite war"
Gwenolric  [author] Jul 19, 2020 @ 6:44am 
@Lemonz
I have no idea, I didn't test it. I think it should be, but it's a risk so don't try it if you have something to loose.
Lemonz Jul 18, 2020 @ 5:06pm 
Is this multiplayer compatible?
DudeChris33 Jul 4, 2020 @ 5:20pm 
lol I miss supreme commander
Gwenolric  [author] May 27, 2020 @ 10:53am 
@Kerrberos
I can neither confirm or deny that they have an impact. I only know 2 things. 1) some factions have abilities that allow instant siege battle against walls. That can definitely improve the performance of such faction (Mainly Beastmen and Norsca). 2) I know that abilities like Dark Conduit from the Dark Elves Rituals are taken in account by the game. Depending on the code of game, my abilities can too.
However, sometimes I felt it had an impact. It's pure feelings from my point of view, just, I felt the balance was a bit more in my favor if I had more abilities. No logical and reliable information are backing this assumption.
Kerrberos May 27, 2020 @ 7:35am 
Does these mods have any effect on autoresolves? specifically AI vs AI autoresolves? I'm looking for a way to buff certain factions over others, so if I only applied your submods to the factions I wanted to buff would they perform better vs other AI?
Gwenolric  [author] May 23, 2020 @ 3:42pm 
@Papc03
I don't know. Works for me, so blame other mods ^^. I mean, I tested quickly with Beastmen and the technology stuff still works in battle. Also make sure to read the Known issues listed in the collection description. If it keeps crashing ( and your game doesn't crash when not activated) and is not listed there, please feel free to post your problem so I can try to figure it out.
SuperPizzita May 23, 2020 @ 2:26pm 
It works with the new update? It doesn't appear as outdated but since i install it my game keeps freezing and crashing.
Lemonz May 22, 2020 @ 7:46pm 
Does this mod work with the new update?
Crysis85 May 2, 2020 @ 1:56am 
Ok. I get it now. Thanks again
Gwenolric  [author] May 2, 2020 @ 1:55am 
@Crysis85
Think of it as a summon by a Lord. Fundamentally, they have everything of the core mod (for exemple the life, stats, and spells attached to that unit). If SFO gives someone an innate Fireball, the unit summoned will have the innate Fireball. If Lucky gives an innate aura that gives +5 leadership, this unit will have the innate aura.
HOWEVER, some stuff is hard coded for summons. Like for exemple, a Summon can't also Summon another entity (Necromancer can't cast Raise Dead). Also if a technology or a building gives +5% damage to all units (factionwide), the summons of this mod will not gain those +5%. Why? I have no idea. Same for Lord's traits (Red Line) don't affect the summons attached to that army.
Crysis85 May 2, 2020 @ 1:04am 
Sorry I don' understand very well the part about SFO compatibility. I get that they are compatible but I don't get the " those units don't get a single bonuses from the faction, from technology or Lord's traits" you mean the summoned units? But they still have SFO core stats right? I wouldn't want to unbalance too much. Thank and congrats on your mods.
Anarky Mar 18, 2020 @ 11:43am 
Chaos and beastmen are using their powers in my games too. Doing wonders to destroy my ranged units by turning them into mince.
Gwenolric  [author] Mar 18, 2020 @ 6:09am 
@THUNDER_Keeper
YES, YES! "insert Bison gif here"
Honestly, I was loosing a lot of faith toward Chaos and Beastmen. I have a few mods that add a lot of their armies around, and they never used abilities in siege battles. Not even once. Thank you for giving some feedback.
THUNDER_Keeper Mar 18, 2020 @ 3:35am 
I've just witnessed a beastmen army with Khazrak use the ungor herd summon, "Children of Chaos" or something like that, I'm playing as Order of Loremasters, turn 75.
Gwenolric  [author] Mar 14, 2020 @ 12:26pm 
@MyrlMan
First you obtain the requirement to get the ability. They are described in each of the mod tied to the faction (otherwise, this page would have been far too big). When you get the "Enable : XXX", you will see next to your army whether you can activate the ability. Sometimes, they are only in your territory/region/province/enemy territory/factionwide. If an army has a new icon to the bottom left (near your Lord icon)!, that means you can use such ability in battle. Then, in the battle, click on the icon that appeared on the right of the screen and then on the ground anywhere you want.
MyrlMan Mar 14, 2020 @ 10:37am 
How do I use the abilities?
willyinuyaz Mar 12, 2020 @ 4:24am 
@Gwenolric as you wish sir ('w')/
Gwenolric  [author] Mar 11, 2020 @ 10:07am 
No, better ask users. IF SOMEONE SAW AN AI USE THE ABILITIES PLEASE TELL! I know at least 1 ability that was used, "Merciless Herald" from the Tomb Kings. Turn 15 in Legendary, Numas already got this ability and when I killed their leader, they instantly popped it. Was near the very end of the fight, so the Lich crumbled minutes after, but still, they used it. However, I know also 4 other times where the abilities were not used (I rarely manual battle). SO, SOME FEEDBACK PLEASE. AT LEAST ONE MORE.
willyinuyaz Mar 11, 2020 @ 8:06am 
@Gwenolric
Wow it will make the battle more challenging :lunar2019piginablanket:, Thank You for your info :D
Ouch Crab Mar 11, 2020 @ 7:40am 
You gettin points from me just from the supcom references - keep up the great work lad
Invicta Mar 10, 2020 @ 10:47am 
fair enough, in a way it also adds to the tension, dont know if a fight will be easier or harder, will probably pair well with the removal of supply lines next update