Total War: WARHAMMER II

Total War: WARHAMMER II

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Underdogs WH2 (minor overhaul for Franz/Volkmar/Gelt/Wulfhart)
   
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Tags: mod, Campaign
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891.435 KB
12 Oct, 2019 @ 8:23pm
12 Jan, 2022 @ 8:01pm
25 Change Notes ( view )

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Underdogs WH2 (minor overhaul for Franz/Volkmar/Gelt/Wulfhart)

Description
A version of this mod is now available for Total War: Warhammer 3. This means that this mod will no longer be maintained.




This is an overhaul mod for my favorite factions in the game!!


THE EMPIRE or The Golden Order

Randomized starting fealty: Each elector count starts with a randomized, not fixed, fealty, so you won't have to worry about confederating/fighting the exact same dudes every campaign.

Don't murder invasion defense generals: Generals selected to lead invasion defense missions won't be murdered if the invasion is successfully defended. This is a different solution than what is used in Community Bug Fix mod (CBF), but it works. (Honest!) This way you won't accidentally lose an not-currently-deployed elector count if the game engine picks them to defend the invasion.

Any Imperial faction that reaches fealty 9 will convert to Underdog personality, so you might actually get a trade agreement or military access agreement with the jerks.

Empire Forts grant a bonus to underway interception, so you have a better chance of keeping beastmans and greenskins out of your territory. They also now stockpile a little extra ammo to help deal with the fact that the AI thinks forts have no walls.

The SUMMON THE ELECTOR COUNTS button is always available if you have 2000 prestige.

The Battle of Bloodpine Woods is boring after fighting it 100 times, so that's not a thing anymore. Instead, you'll get a wizard once you unify Reikland province.

The Tomb Robber follower now has tricks up their sleeve to help against Vampirates of the Coast.

Where's Markus?: If the Huntsmarshal's Expedition gets wiped out, Markus Wulfhart will make his way home eventually.

Pfeildorf and Steingart now have proper return dilemmas, thanks to the CBF mod team.

Volkmar now buffs Knights of the Blazing Sun the way he buffs Empire Knights. Yes, I know that Knights of the Blazing Sun worship Myrmidia, not Sigmar. No, I don't care.


The Huntsmarshal's Expedition

Picky Lizardmans: Lizardmans will not retaliate if you attack beastmans, Chaos armies, or vampirates at sea. In fact, if you're fighting outside of Lustria, the Spirit of the Jungle doesn't care!

Expedition building restriction overhaul: Lots more buildings are restricted, not just a handful. You need to rely more on Imperial reinforcements or gifts from the elector counts!

Sneaky Lizardsneaks: The retaliation will not start in the same location every time.

Each time you fill the hostility meter, the general leading the lizardmans' retaliation gets stronger. (Note, they will appear as Level 1 when they spawn, but will bump to the appropriate level once you hit the End Turn button.)

In the Eye of the Vortex campaign, GOR-ROK, the Great White Lizard, will not mysteriously vanish immediately after supposedly showing up when you hit 50 Acclaim.

If an elector promises additional reinforcements after you finished researching the additional reinforcements tech, then you'll get both reinforcements.

When you establish a trade agreement with THE EMPIRE, a big chunk of your income will go to fund Karl Franz' homeland defense. This should help AI Reikland hold off the wampire menace, but human Empire players don't get anything.

The changes in this mod make Wulfhart's campaign much harder in Very Hard or Legendary difficulty.


COMPATIBILITY

This might be saved game compatible, however it works best with a new game.

The following features are NOT compatible with any mod that edits the wh2_dlc13_wulfhart_imperial_reinforcement.lua file:
  • Expedition building restriction overhaul
  • Picky Lizardmans
  • Sneaky Lizardsneaks

The following features are NOT compatible with and mod that edits the wh2_dlc13_empire_politics.lua file (including but not limited to Mixu's Unlocker):
  • Randomized starting fealty
  • Don't murder invasion defense generals

CBF is one of the big mods that edits wh2_dlc13_empire_politics.lua. If you're using CBF, please make sure you load this mod (Underdogs.pack) with higher priority! I test running with this mod load order, so I know it works.

The Where's Markus? feature will not occur if you're using the Recruit Defeated Legendary Lords mod.

This mod should work just fine in both Mortal Empires and Eye of the Vortex.

This mod has not been tested with SFO or Radious or any of the other overhauls.

I have not tested this mod extensively in multiplayer, but it should work.
49 Comments
Shotgun Solutions 29 Apr, 2022 @ 1:49pm 
THANKS FOR THIS! I have been looking for something to fix the huntsmarshal campaign for over a year! I would buy you a beer if I could.
=[NK]= Col. Jack O'Neil 22 Dec, 2021 @ 12:26am 
An easy way to ensure compatibility with CBF would be to add it as a dependency for this. It wouldn't effect the mod if people didn't have CBF.
LordOmlette  [author] 8 Aug, 2021 @ 3:49pm 
@Wry Cynic - FYI the trespass issue is happening to other people, not just you, so CBF may be revisiting it in the future.
LordOmlette  [author] 8 Aug, 2021 @ 8:40am 
@Wry Cynic - I just took another look. My mod and CBF have identical trespass avoidance code for settlement battles. CBF actually has an additional check so you don't incur a trespass penalty when returning a settlement, but CBF's code should fire regardless of whether my mod or theirs has priority. I really don't know why that's happening. Please try loading Underdogs with priority over CBF and see if the problem still occurs.
Wry Cynic 8 Aug, 2021 @ 5:53am 
I've just tested the dilemma defence scenario with only CBF activated via KMM - I'm still unfortunately getting a trespassing notification post-battle and a -10 to relations.

So clearly something happening on the CBF side, on my end.
LordOmlette  [author] 7 Aug, 2021 @ 12:49pm 
@Wry Cynic - That's strange. The trespassing stuff was definitely addressed in CBF. Another mod may be interfering or I may have borked it somehow. I'll take another look next weekend.
Wry Cynic 7 Aug, 2021 @ 11:56am 
Ah, so I already have the Community Bugfix Mod - is it meant to completely remove the trespassing penalty, or lessen it (I'd trawl through its patch notes, but you may already know)?

I'm still seeing trespassing penalties with it at the top of my (KMM) load order, so not sure what the intended fix is on its end.
LordOmlette  [author] 7 Aug, 2021 @ 8:35am 
@ZoidySVK - glad to hear it worked!

@Wry Cynic - I don't touch that, but you can get the fix for that in Community Bugfix mod.
Wry Cynic 7 Aug, 2021 @ 8:29am 
Looking to download this mod - out of interest, does this alter the trespassing penalty that you receive for taking part in the dilemmas that require you to defend other Imperial settlements?
Zoidy 7 Aug, 2021 @ 1:59am 
Thanks i could´nt change the acclaim cap to 40/80/120/160/200 so i did alternetive way and change gaining points for unlocking hero characters from 4 to 2 and capturing city from 3 to 2.