Total War: WARHAMMER II

Total War: WARHAMMER II

227 ratings
Full outpost rework for the Wood elves
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Tags: mod, Campaign
File Size
Posted
Updated
395.450 KB
17 Oct, 2021 @ 2:13pm
29 Dec, 2021 @ 2:07pm
15 Change Notes ( view )

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Full outpost rework for the Wood elves

In 1 collection by HungryBat
Mods you didn't know you wanted for warhammer 2 total war!
59 items
Description
This turns your outposts into mini-magical forests! After years of modding and figuring out what works best and what is fun. I present to you the final wood elf rework mod!

For warhammer 3 players: immortal empires version is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2842673530

It adds the option of upgrading your outposts, giving you a stable income and additional building slots enabling a large garrison and turning them into mini-magical forests. For an outpost to be expanded you must first let it grow, requiring a large sum of growth before you can upgrade it, thankfully the wood elves get tons of growth via outposts, technology and the great oak of ages.

This should add a fun, slow and steady expansion playstyle to the wood elves. Meaning interlinking your outposts accelerates your development!
I also took the luxury of fixing some of the outpost building growth issues and giving each outpost building a unit to recruit, this should add more fun to the outpost buildings.

The mod manager says the mod isn't updated!
THE MOD WORKS PERFECTLY NO MATTER WHICH UPDATE IS IN EFFECT, as the code is super simple and doesn't replace any code, it only adds to the existing code. I know it looks ugly on the menu with the "! mod is not updated" mark behind it, but I am too lazy to reupload the same mod version every update to cleanup the "! mod is not updated" mark.

So what does the AI do?
The wood elf AI will never have any clue what to do, all they do is build the resource building and some random other outpost building, thankfully due to my mods, all outpost buildings are viable, and provide an option to recruit units. This means that the wood elf AI, in case you have the aggressive AI mod enabled where they don’t turtle the entire game, will expand, do the things they usually do, but not be horrible, meaning that their settlements will no longer be pushovers and if the AI loses their main magical forest, won’t instantly die, their outposts will be strong enough to keep them alive for a while as they have income and recruitment options, plus a sizeable garrison.

What about unique faction capitols?
Unique faction capitols now have 3 base building slots so they can be on par, if not better than standard outposts.

Is this save compatible?
No I'm afraid not, but don't let that stop you from exploring this exciting new playstyle!

Is this mod compatible with mod X?
As long as it doesn’t play with the wood elf settlement code, everything will remain fine!

Will this totally rework the way I play the wood elves?
Not really, you’ll just have a cooler way to scale into the late game, you will still try to grow your main settlement first, after a while you will be able to upgrade your outposts in turn, increasing their defences and proving you with a little income, that can after a few upgrades become very helpful!

When will this change be noticeable as the wood elves?
Not in the early game, but in the mid game you’ll definitely start planning around expanding the power of the forest through your outposts, carefully linking your outposts together to maximise growth for faster outpost development.

Is this change stronger for certain wood elf factions?
Those who control the oak of ages get a little bit more growth, more reason for Drycha to take it from the Elves!

Did you forget to update the garrisons with Drycha's units?
Nope, Drycha doesn't miss out on anything!

Should I combine this mod with any of your other outpost building buff mods?
I mean I won't stop you, but that would be VERY powerful, some might even say "too" powerful!

My massive personal thanks to SorcererSupreme for using his Wood Elves - Higher Tier Outpost Settlement mod code to copy, study and expand upon his work, even though he has moved on.
150 Comments
Everd0mii 13 Feb, 2023 @ 4:51pm 
broken
HungryBat  [author] 21 Aug, 2022 @ 1:33pm 
Skiritai 21 Aug, 2022 @ 1:19pm 
Top mod thx, hope this critical mod gets to TWW3. o/
HungryBat  [author] 31 Jul, 2022 @ 4:20pm 
@LeBino, if you find the bug and can pinpoint it, I'll surely implement it, if you just want to fix it for yourself that's fine too.
but yes my focus is on warhammer 3 as of now, and to be frank, knowing myself, the chance is very unlikely that I will backtrack and personally try to find and fix warhammer 2 bugs, unless someone spots them.
Le Bino 31 Jul, 2022 @ 4:18pm 
Level 5 settlements with the mod of "Elven Cities" by you, it also happens. Can i, with your permission, dwell on this bug and if i find the culprit complement it?

Warhammer 3 will be your focus right now, no?
HungryBat  [author] 31 Jul, 2022 @ 3:45pm 
@LeBino, that sounds like a bug, and they do seem to happen, I also sometimes experience warhammer 2 bugs, for instance I started a drycha campaign, with nothing special or modded about it, and it crashed when I hoverd over the dryad building recruitment icon
if you're curious though I improved apon this mod in game 3, see it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2842673530
Le Bino 31 Jul, 2022 @ 3:31pm 
After confederate with Drycha i found that some settlements, minor ones, after the lvl 3 keep asking for the "upgrade" to level 4.

Tried to check with RPFM the building_level but didnt find the way to limit the settlement level.
HungryBat  [author] 18 Jul, 2022 @ 5:34am 
I see this mod still has a vast fanbase, I'm happy to announce that you'll see this mod again in game 3, I have inspiration to make some significant improvements, if any of you have more idea's do please tell!
HungryBat  [author] 31 May, 2022 @ 3:54pm 
@TheHammerofjustice, the main trees requiring growth is to balance out the fact that wood elves almost drown in growth with this mod, as the shared outpost growth scales super fast with the upgraded outposts
The Hammer of Justice 31 May, 2022 @ 2:59pm 
I am not sure whether this is a bug or if it was intended this way, but when I play with this mod, it costs kindreds to move between tiers for the main tree settlements as well as the outposts, while it just costs money in vanilla. Is this an intended change?