Total War: WARHAMMER II

Total War: WARHAMMER II

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Extra starting locations wood elves
   
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Tags: mod, Campaign
File Size
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215.188 KB
5 Jan, 2022 @ 11:48am
6 Jan, 2022 @ 8:06am
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Extra starting locations wood elves

In 1 collection by HungryBat
Mods you didn't know you wanted for warhammer 2 total war!
59 items
Description
This is a very simple mod, it adds wood elf magical forest landmarks to interesting start locations for wood elves so they can start in more area's than just fixed wood elf forest settlements.

Made primarily for personal use only, requires "Change starting settlement", "mixu's unlocker" and "Full outpost rework for wood elves" mod to work properly.

Adds the magical forest landmark to the following settlements:
Castle Artois (lorewise a wood elf forest)
Flayed Rock (lorewise the Haunted forest is a wood elf forest, yet not a major settlement so the Flayed rock will have to do)
Frozen city (simply to give the wood elves a fresh alternative)
Karak Azgal (the wood elves cannot be played in the world's edge mountains, this adds a lot of replay ability to that area)
Kraka Drak (this zone is the most alien, and might be fun, extremely far away from the rest of the world, surrounded by chaos)

Its a shame the wood elves have such a limiting conquest design, but thankfully modding can solve lots of shortcomings.
13 Comments
MoFo69 15 Apr, 2022 @ 2:43am 
i got many mods that are compatible with SFO , i found out it got some problems in upgrading settlements to any high tier in some provinces . u cant click on upgrade it says max is tier 3 for this settlement but town is still lvl 1 does not let you upgrade. but ur other mod that lets wood elves build in any major settlement works fine .
HungryBat  [author] 5 Apr, 2022 @ 4:22pm 
I think it is, dont combine SFO with full outpost rework though
MoFo69 5 Apr, 2022 @ 4:17pm 
hi is it sfo friendly? i use sfo and bunch of other mods as well
HungryBat  [author] 26 Jan, 2022 @ 2:37pm 
alright I finally manage to make it work, here it is. The mod that enables wood elves to build forest cities in major cities, I know we are very close to game 3, but I'm going to try and port this one over immediately.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2732619868
Chshocked 7 Jan, 2022 @ 11:53pm 
Great idea. I'm also not happy - after two DLCs - that the WElves just can't do a whole lot on the map. Yes, they got a somewhat unique teleport around the map mechanic - but Oxyotl can do that now as well.

After The Silence and The Fury was released and I saw the herdstone mechanic my immediate idea was to use some similar mechanic for the WElves, just as a big tree instead. Raze surrounding settlements (which causes enmity with other races of course, or corruption for them), plant a big tree and let it grow. No Rituals, no Amber or anything special about them. Just like a normal forest settlement with the 5 tiers. Maybe it's not the most lore-wise thing for the WElves to do, but this is also a Total War game, and I think thematically it makes sense for them to want to see the map painted in forest. It could be a player only mechanic.

I hope CA sees the reddit post and considers it for game 3. Until then I'll be enjoying my campaigns with mods like this one. Much appreciated!
HungryBat  [author] 7 Jan, 2022 @ 9:38am 
@Mortarcb of Blood
its fine, share it wherever you want, it requires a custom corruption and base province reworks so capitol provinces can be turned into forest cities, where magical forest cities start at 100% base corruption, while other places must converted using buildings and characters.
some buildings have to have a certain level of corruption as a requirement probably.
probably corruption provides happiness and minor settlements are still outposts.
But like you said, you should be able to completely turn the entire world back into a magical forest that sounds fun and logical.
Ciaphas Cain 7 Jan, 2022 @ 8:33am 
Ideally, I would like to see actual trees growing around a new province that you've capped and set the corruption to a decent level.


Would you mind if I put a link to this mod on reddit so we could possibly discuss this and MAYBE have it implemented in game 3? I think it is a great idea and something seriously missing from the game.
Ciaphas Cain 7 Jan, 2022 @ 8:33am 
"Exacly, I expected CA to at least enable the wood elves to turn province capitols into magical forests, perhaps by using their own version of corruption, requiring full control of the province before you can develop it properly."

EXACTLY my thoughts mate, we should be able to convert settlements back to nature, your suggestion about corruption makes 100% and I'd be perfectly fine with that, and I think most players would be too.

I honestly think someone at CA is mad because a WE army beat them on TT so we must all now suffer because of it lol
But seriously, I cannot believe that someone at CA thought that this was a good idea or that they did not test it properly.
HungryBat  [author] 6 Jan, 2022 @ 6:26pm 
@Mortarcb of Blood
Exacly, I expected CA to at least enable the wood elves to turn province capitols into magical forests, perhaps by using their own version of corruption, requiring full control of the province before you can develop it propperly.
Say instead of growth being required for leveling up the forest, you need magical forest "corruption" at 10/20/30/40/50% or something
but nope, the wood elves are hardstuck in a few settlements that dont even provide methods to grow beyond their borders or provide reasons to expand
Ciaphas Cain 6 Jan, 2022 @ 2:26pm 
Yeah not sure what CA were thinking when strangling the race to a couple of Forests only.