Total War: WARHAMMER II

Total War: WARHAMMER II

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Super Spies
   
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Tags: mod, Campaign
File Size
Posted
Updated
8.435 KB
8 Nov, 2017 @ 3:30pm
1 Jun, 2018 @ 7:15am
3 Change Notes ( view )

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Super Spies

Description
Another no fog mod, this one extends general and heroes line of sight to allow vision of other factions armies. The gorebull is considered a spy for this purpose, because beastmen are an ideal faction for neutrally checking what is happening on the map.

The effect only start on the turn after the mod is enabled
18 Comments
bQuoll 15 Dec, 2019 @ 12:03am 
Does anyone else get a massive frame-rate drop when moving characters around the campaign map after using this mod?

I'm able to use the regular NO FOG mod fine so I feel like every AI faction has to process my movements and it's slowing the game down.

>The frame-rate only drops when I'm moving my characters. Don't notice anything for the AI.

>The frame-rates will still drop no matter how low my graphics settings are. (It's worth noting that this has nothing to do with my computer hardware because it's a high-end gaming PC that doesn't normally have these issues)

>When I turn the mod off but keep using the same save that revealed all factions the framerates will still drop when moving characters. Saves that didn't use this mod aren't affected.

It's a shame because this mod was so useful for consolidating AI power for each race.
endurstonehelm 5 May, 2019 @ 7:44pm 
This looks really cool. I'm going to play around with it to see what kind of AI diplomacy results.
DevilSlayer 24 Sep, 2018 @ 10:17am 
Might it be possible to get a controllable model of that old man with the raven as a super spy who could appear in the generals and heroes list, yet not connect with the faction diplomacy?!?

With one character who can see all settlements, and remove FoW relative to his location, it could be a really cool way to stay on top of threats with some limitation, as well as rig the game to enable the purchase of settlements anywhere at turn one, without messing up the gradual expansion dynamic!!
DevilSlayer 23 Sep, 2018 @ 2:50pm 
Where is the FoW removal mod that doesn't establish contact?

I am trying to reengineer the locations and strengths of factions to get my perfect Dawi run, with renames and a couple disshevellings, and want to get everyone to show in the 'Region Trading Urestricted' mod with so I can shop things around in the first few turns with aid of an income booster, and then I want to return things to normal. Its probably hopeless as to trade U probablly need cotact rather than just no FoW. Maybe not though.
Keuche 7 Jun, 2018 @ 6:34pm 
can you do a fog on everything when it isn't our turn thing? so we don't have to watch people run around and waste time watching the camera move? Anyways thanks for the mods!
♥NekoStar♥ 31 May, 2018 @ 1:55pm 
please update and thank you
Sigmap 31 May, 2018 @ 8:28am 
UPDAT PLS§§ :steamsad::steamsad::steamsalty:
XTOLL 12 Mar, 2018 @ 7:16am 
IsarusRising: How do you do that ?
Fangvyr 19 Feb, 2018 @ 3:51pm 
I do enjoy having both in one mod though. I will admit to modifying movement to be unlimited for turn 1 so I can run around the whole map and clear it lol. That craziness is what led me to seek this out in the first place.
Uriak  [author] 19 Feb, 2018 @ 2:35am 
honestly, maybe some specific mods to be in contact with factions could be useful, but I've so far never been able to force diplomacy in scripts. Of course I can remove the shroud, like in my no fog mods, but it doesn't establish contact.