Total War: WARHAMMER II

Total War: WARHAMMER II

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[DEPRECATED, USE VCO2 INSTEAD] Victory Conditions Overhaul
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Tags: mod, Campaign
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8.927 MB
7 Jun, 2020 @ 4:18am
30 Jun, 2020 @ 7:22am
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[DEPRECATED, USE VCO2 INSTEAD] Victory Conditions Overhaul

In 1 collection by Wolfy
Wolfy's Mods for Total War: Warhammer 2
19 items
Description
DEPRECATED. YOU SHOULD MOVE TO VCO2 INSTEAD.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2165815189

Deprecation is the discouragement of use of some terminology, feature, design, or practice, typically because it has been superseded or is no longer considered efficient or safe, without completely removing it or prohibiting its use.

You can still use this mod, but is not going to be updated or fixed anymore as a better version is already available.

-----------------------------



Are you tired of the boring victory conditions of Total War: Warhammer II? Are you still trying to understand why do you need to have control of Naggaroth as Karak Azul? Do you feel that, after some turns, the game starts to feel like a painting game, where you just have to pass turns till you have control of all the map? Me too.

It is easy to hear that Mortal Empires campaigns are not finished: they are abandoned. Some people do not see a problem in this, as victory conditions are just a suggestion, proclaiming that "The game is a sandbox!" and you can "End it just when you get bored!". However, I like to keep my things done. This is why I did this mod.

Nowadays, as per version 1.9.1 of TW: Warhammer II, there are 54 playable factions along the multiple races. This mod revisits them all (Yeah, it took its time). Stupid objectives like conquering capitals or destroy factions just for the sake of it have been removed. In their place, more loreful objectives have been added. However, do not try to see this is an absolute loreful project. Fun has been my main priority.

Frequently Asked Questions (F.A.Q.)
There goes a list of Frequently Asked Questions. They take me a lot of time to answer, so I am not going to answer in the chat anything that is already here.

- Where can I check the changes?
The list of changes is available in my personal GitHub[github.com], where you can also take a look to the code to use it as an inspiration for your own projects. The list of factions is available here[github.com].

Note that each faction contains two files: README.md and victory_conditions.txt. The first one is a human friendly text that reflex what is on the second one, but it is victory_conditions.txt what is finally truth and what is loaded by the script that generates the mod.

Also, you have a changelog available at GitHub[github.com].

- Where can I report a bug?
This mod should be compatible with anything that does not modify victory conditions and start positions. If, even knowing that, you are unable to make it work or you found that something is not working as it should, feel free to contact me at the mod page or to open an issue at GitHub[github.com].

- Can I propose a change?
Of course! It is really hard to keep fun 54 factions. I myself have not played them all, so any help is welcome and any suggestion will be heard. Some things are not possible, or are too complex to do and maintain, but do not be scared of reporting any think that you would like to see.

To propose a change, please create or join a discussion titled "[FACTION NAME] Victory Conditions [Main Discussion]"

- Do Achievements still work?
Yes, they do.

- Does this also modify [INSERT VANILLA FACTION]?
This mod revisits all the Vanilla factions. Some are better, some still need some work, but every faction in the Vanilla game is included in the overhaul.

- Does this mod also modifies Co-Op / Head To Head Victory Conditions?
Nope. They are kept the same than in vanilla. I know a lot of people will be happy with that addition, but I am not a player of them, so I am not going to spend weeks working in something I am not going to use.

- Is this compatible with X mod?
This is compatible with everything that does not modify Starting Positions, Adds Factions or Victory Conditions. As far as I know. Victory Conditions and Available Factions are stored in the same file, so one mod overrides the other. This is why I can not add new victory conditions to unlocked factions, as changes override themselves.

I am going to work to add more compatibilities, but it is not a priority right now. I understand that everyone wants to use this together with Crynsos Faction Unlocker+ or Mixu's Unlocker, but that would require to update their mods and to have second versions that include this one, which is a pita for us the developers. I hope you understand it!

- Is this savegame compatible?
As defined by CA, victory conditions are stored with the save, so any started campaign is going to keep the victory conditions it started with. This also works the same way if you start a modded campaign and then delete the mod.

Special Thanks
Thanks to all the users that share they thoughts and do they best trying to improve the mod. Specially, thanks to cybvep for the time inverted here. It has been amazingly useful.

Thanks to all the modders that have helped me during the process. Special thanks to all the members of C&C Modding Den. It is amazing to be part of a commutiny that loves the game and spends that much time trying to improve it.

Support My Work

You can like the mod and share it with your friends. The bigger the community, the faster this mod is going to grow and the more interest I am going to place into maintaining it. You can also, of course, create Pull Request at GitHub or contact me directly to introduce new features.

Finally, if you want to support economically my job, feel free to donate via Patreon[www.patreon.com] or PayPal[paypal.me].

[paypal.me]
[www.patreon.com]
Popular Discussions View All (31)
14
13 Jul, 2020 @ 5:37am
Greenskins Victory Conditions [Main Discussion]
Wolfy
11
11 Jul, 2020 @ 10:12am
Skaven Victory Conditions [Main Discussion]
Wolfy
10
8 Jul, 2020 @ 6:03am
Lizardmen Victory Conditions [Main Discussion]
Wolfy
203 Comments
Wolfy  [author] 11 Oct, 2020 @ 3:38am 
If anyone has a GitHub account and want to support, giving a star to this project (or any other), would improve my visibility. These are the main pages related to my Total War Warhammer 2 mod support:

https://github.com/msolefonte/tww2-vco2-main
https://github.com/msolefonte/tww2-vco2-framework
https://github.com/msolefonte/tww2-mods-collection

Thank you all!
Wolfy  [author] 15 Jul, 2020 @ 1:56pm 
@Gleen Cross

Deprecated means that there is a new version, not that there is a problem. Also, the bug you talk about has neved been reported and I am quite sure has no relation with my nod.
Gleen Cross 15 Jul, 2020 @ 1:39pm 
So... this mod was deprecated, maybe this is the one? I was having some weird issues in the mortal empire map, no matter the faction, I start with a black screen. The mouse cursor is there, but that's it. Does anybody had similar issues?
Matikanefukukitaru 14 Jul, 2020 @ 9:17am 
Oh my god. That sounds awesome. Especially them being dynamic.
Wolfy  [author] 14 Jul, 2020 @ 6:38am 
Really hope you love the mods. I have been working on the update for weeks and I expect this to be a huge announcement. Thank you all for your support.

Here goes the link of the main mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2165815189
Wolfy  [author] 14 Jul, 2020 @ 6:38am 
A redone of all the factions has been also introduced. All of them are completely redone and different from the vanilla ones. The Economic, Militarly and Cultural victories are already available too and compatible with Cataph's factions.
Wolfy  [author] 14 Jul, 2020 @ 6:38am 
* Victory Conditions are now loaded dynamically
* The compilation times have been reduced to zero
* Creating `startpos.esf` is no longer required
* Compatibility patches are neither
* Easier and faster debug
* Objectives are now loaded per faction, not in blocks
* Small bugs are not longer going to affect large sets of factions
* Easier debugging, as now only one faction is going to have bugs at a time
* Native support for add-ons and submods
* Creating custom victory conditions is now encouraged
* New submods for new victory conditions type are now available: Economic, Military and Cultural Victories are back
* Now users can choose which victory conditions they want to have active
* Enhanced compatibility with faction unlockers and major campaign modifications
* Complete support for scripted objectives
* Now the victory objectives are not limited to the default options
Wolfy  [author] 14 Jul, 2020 @ 6:38am 
Hi to all! After some time without posting any update, the time of sharing with you what I have been doing has arrived. Today I have released my new platform Victory Conditions Overhaul 2, a complete redo of my already popular mod. This time it includes new widely asked features like the following ones:
Massively Cute Panda Rapè 12 Jul, 2020 @ 4:08pm 
I can confirm, this does not work with SFO.
Matikanefukukitaru 7 Jul, 2020 @ 12:49pm 
@Wolfy: Sorry, my first message to Just4Fun definitely was more aggressive than it should have been. My second wasn't supposed to be, but sorry if it came over as such anyway.

@Just4Fun: As said, sorry if what I wrote last seemed aggressive in tone.