Total War: WARHAMMER II

Total War: WARHAMMER II

Extra starting locations wood elves
13 Comments
MoFo69 Apr 15, 2022 @ 2:43am 
i got many mods that are compatible with SFO , i found out it got some problems in upgrading settlements to any high tier in some provinces . u cant click on upgrade it says max is tier 3 for this settlement but town is still lvl 1 does not let you upgrade. but ur other mod that lets wood elves build in any major settlement works fine .
Nothing.  [author] Apr 5, 2022 @ 4:22pm 
I think it is, dont combine SFO with full outpost rework though
MoFo69 Apr 5, 2022 @ 4:17pm 
hi is it sfo friendly? i use sfo and bunch of other mods as well
Nothing.  [author] Jan 26, 2022 @ 2:37pm 
alright I finally manage to make it work, here it is. The mod that enables wood elves to build forest cities in major cities, I know we are very close to game 3, but I'm going to try and port this one over immediately.
https://steamcommunity.com/sharedfiles/filedetails/?id=2732619868
Chshocked Jan 7, 2022 @ 11:53pm 
Great idea. I'm also not happy - after two DLCs - that the WElves just can't do a whole lot on the map. Yes, they got a somewhat unique teleport around the map mechanic - but Oxyotl can do that now as well.

After The Silence and The Fury was released and I saw the herdstone mechanic my immediate idea was to use some similar mechanic for the WElves, just as a big tree instead. Raze surrounding settlements (which causes enmity with other races of course, or corruption for them), plant a big tree and let it grow. No Rituals, no Amber or anything special about them. Just like a normal forest settlement with the 5 tiers. Maybe it's not the most lore-wise thing for the WElves to do, but this is also a Total War game, and I think thematically it makes sense for them to want to see the map painted in forest. It could be a player only mechanic.

I hope CA sees the reddit post and considers it for game 3. Until then I'll be enjoying my campaigns with mods like this one. Much appreciated!
Nothing.  [author] Jan 7, 2022 @ 9:38am 
@Mortarcb of Blood
its fine, share it wherever you want, it requires a custom corruption and base province reworks so capitol provinces can be turned into forest cities, where magical forest cities start at 100% base corruption, while other places must converted using buildings and characters.
some buildings have to have a certain level of corruption as a requirement probably.
probably corruption provides happiness and minor settlements are still outposts.
But like you said, you should be able to completely turn the entire world back into a magical forest that sounds fun and logical.
Mortarch Of Blood Jan 7, 2022 @ 8:33am 
Ideally, I would like to see actual trees growing around a new province that you've capped and set the corruption to a decent level.


Would you mind if I put a link to this mod on reddit so we could possibly discuss this and MAYBE have it implemented in game 3? I think it is a great idea and something seriously missing from the game.
Mortarch Of Blood Jan 7, 2022 @ 8:33am 
"Exacly, I expected CA to at least enable the wood elves to turn province capitols into magical forests, perhaps by using their own version of corruption, requiring full control of the province before you can develop it properly."

EXACTLY my thoughts mate, we should be able to convert settlements back to nature, your suggestion about corruption makes 100% and I'd be perfectly fine with that, and I think most players would be too.

I honestly think someone at CA is mad because a WE army beat them on TT so we must all now suffer because of it lol
But seriously, I cannot believe that someone at CA thought that this was a good idea or that they did not test it properly.
Nothing.  [author] Jan 6, 2022 @ 6:26pm 
@Mortarcb of Blood
Exacly, I expected CA to at least enable the wood elves to turn province capitols into magical forests, perhaps by using their own version of corruption, requiring full control of the province before you can develop it propperly.
Say instead of growth being required for leveling up the forest, you need magical forest "corruption" at 10/20/30/40/50% or something
but nope, the wood elves are hardstuck in a few settlements that dont even provide methods to grow beyond their borders or provide reasons to expand
Mortarch Of Blood Jan 6, 2022 @ 2:26pm 
Yeah not sure what CA were thinking when strangling the race to a couple of Forests only.
Nothing.  [author] Jan 6, 2022 @ 7:55am 
mod has been updated again, to increase income as the scaling was off with a normal wood elf city,
now goes as follows: 1500/1600/1700
this results in it being closer to the wood elf city scaling which start at 1500 and scales up to 2500
Nothing.  [author] Jan 5, 2022 @ 7:36pm 
mod updated again, building is slightly modified, previous version had a bug and poor gameplay design, all is fixed now.
Nothing.  [author] Jan 5, 2022 @ 5:27pm 
mod now updated, first tier building no longer requires growth and required mods has been updated, you also need mixu's unlocker, as region tags for certain regions dont exist in the main game