Total War: WARHAMMER II

Total War: WARHAMMER II

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[BW] Baron Wolfgangs's High Elves 0 - Landmarks & Climates (Updated for Batman and Fatman)
   
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Tags: mod, Campaign
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19 May, 2020 @ 6:13pm
18 Dec, 2020 @ 2:10pm
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[BW] Baron Wolfgangs's High Elves 0 - Landmarks & Climates (Updated for Batman and Fatman)

In 1 collection by [FS] Kapitan Wolfgang
Better High Elves [G&P]
28 items
Description
Description
Fixed version of Selian's High Elves 0 - Landmarks & Climates. I've fixed the Star Tower too and the special landmark works on Vortex and Mortal empires. On Vortex you can also get the Star Tower twice (once on the Great Turtle Island as well). The other mods did not need editing. All credits go to the original modmaker, I've only fixed a few things.

Landmarks
World Root Entrance (Avelorn) - available to all High Elves from Gaean Vale
Hall of Dragons - additional tier 3 and 4 buildings “Dragon Spine Mountains” & “Dragon Caves”
Vaul’s Anvil - new building
White Lion Hunting Grounds - additional tier 2 building “Blackwoods of Chrace”
Ancient Subterranian Palace - additional tier 5 building “Sunken Necropolis”
Great Temple of Mathlann - new building (Tor Koruali)
Royal Ellyrian Stables - moved to tier 4, additional tier 1 building “Planes of Ellyria”
Amphitheatre of Yvresse - additional tier 3 building “Spire of the Warden”
Tor Yvresse Watchstone - new building
Flamespyres - new building (Shrine of Asuryan) - appears in the “Advanced Military” category
Star Tower - Teclis can reinforce his starting province to provide early access to Loremasters and Swordmasters with some additional garrison units and effects to survive. Works on the Great Turtle Isle as well for Vortex campaign. It should no longer be considered Beta. I've changed a few tables so it doesn't depend on the Obsidian resource, but works as a standalone and works on the Great Turtle Isle. However, this does make it so you can get it twice on the Vortex map if you take both the Great Turtle Isle and the Star Tower.
Dragon Isle Port another addition that gives you a small recruitment bonus and the option to recruit Lothern Sea Guard.

Climates

Changes to Nagarythe
Nagarythe has island set to suitable so he can also go for Ulthuan.

Changes to Knights of Caledor
Imrik has jungle set to suitable so he can go for the Dragon Isles or the Southlands

Gaean Vale (Avelorn)
Local bonus to public order, replenishment and Untainted

Shadowlands (Nagarythe)
Increased construction cost & reduced replenishment rate with bonuses to ambush success chance and Shadow Warriors

Land of Mists (Yvresse)
Reduced movement & sight effects, increased ambush chance and constantly plagued by slight Chaos corruption
Added Southerns Yvresse to this climatetype as well and Grom can settle here too.

Land of Magic (Saphery)
Bonus to Winds of Magic and increased Mage hero recruit rank

Difficulty
This mod makes Yvresse actually challenging, as early on you will be plagued with a slight Chaos corruption, until you can get t3 in Northern and Southern Yvresse with the untainted buildings provided by this mod.

Other
If you want to make use of this mod and start in Star Tower on Vortex, you will need to use Change Starting Settlement

Landmarks only version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2103482394

This mod already contains Imrik Dragon Isles no need to use them both.

Workshop
Check my other mods on My Workshop page.

Contact
I'm on the C&C Modding Discord ([FS]𝕭𝖆𝖗𝖔𝖓 𝖂𝖔𝖑𝖋𝖌𝖆𝖓𝖌#3287).

Feel free to comment on balancing and bugs
45 Comments
Tormound 4 Mar, 2021 @ 5:29pm 
So is uh this thing dead?
usshoratio 12 Jul, 2020 @ 8:03pm 
Hey Wolfgang: I'm pretty sure that Mixu's Unlocker prevents the Star Tower from being buildable as well. I can't find that problem for any of the other landmarks. (Tested in Mortal Empires). Also 'Amphitheatre of Yvresse' doesnt seem to exist either.
[FS] Kapitan Wolfgang  [author] 2 Jul, 2020 @ 10:40am 
Put it below SFO. Try it without SFO. Should probably work then, most likely an ID incompatibility.
Finneg4n 2 Jul, 2020 @ 9:40am 
I put it as the first mod on list and still not working. Maybe the Star Tower is that one Landmark that do not work with SFO overhaul (but I remember that I had it in one of my previous SFO campaigns)
[FS] Kapitan Wolfgang  [author] 2 Jul, 2020 @ 9:08am 
Just tested this mod. Works fine for me on ME and Vortex. Maybe the ID's are clashing. Try only using my mod first.
Finneg4n 2 Jul, 2020 @ 5:31am 
Hi Captain! Awesome, that you've updated this mod :) Yet I still have problem - in my Mortal Empiers campaign all landmarks and climates works fine on Ulthuan, yet Teclis do not starts (or have option to build) Star Tower landmark on his island. Instead he still has the obsidian deposite. Do you know what might be an issue here?
[FS] Kapitan Wolfgang  [author] 12 Jun, 2020 @ 10:58am 
@Tyrant
Regarding Sons of Asuryan. That mod would indeed have to be updated. I see it suffers from the same issues as Selian's Hef - 4 in that Imrik and Eltharion (with corresponding units) are now vanilla and would have to be cut out. The crafting mechanic used in that mod can also be found here . That would leave the Heroes, Lords and the landmarks. Hero and lords won't cause any incompatibility, but regarding the Landmarks I would have to contact the modmaker and get his permission to make it compatible. I feel like Selian's (original modmaker) mod did much more for the Highelves in terms of landmarks.
Tiranno Matto 12 Jun, 2020 @ 1:30am 
Can you make landmarks compatible with Mixu's Old World Landmarks and Sons of Asuryan? Seems quite buggy using all thoose 3 mods together eheh
[FS] Kapitan Wolfgang  [author] 4 Jun, 2020 @ 8:51am 
@Garuk Seln, if you need any help join the C&C Modding Discord or shoot me personal pm. I'd be glad to help if I can.
Garuk Seln 4 Jun, 2020 @ 7:34am 
Thanks a ton, I had everything but the slot stuff right and I don't think I would have ever figured it out on my own. I think I understand them now, but hopefully I never need to make another custom building for what I'm working on again so I don't have to deal with it.