Total War: WARHAMMER II

Total War: WARHAMMER II

Magic Pool Increase(60)
38 Comments
Cooked  [author] 5 Dec, 2020 @ 8:41pm 
Yes
Bo55_Ku 5 Dec, 2020 @ 8:16pm 
Does AI also increase their magic pool?
Cooked  [author] 1 Jan, 2020 @ 8:44pm 
I did some testing with only this mod activated in both ME and Vortex. There was no problem loading into a new campaign nor was there problems loading existing ones. I closed the game and then loaded an existing save with only this mod in both ME and Vortex and still no crashes.

At this rate, I doubt the crashes were caused by this mod and is more likely something else or a conflict. The mod itself is very simple and only touches simple stuff so it's unlikely to do with anything complex like scripts.
PancakeFuego 30 Dec, 2019 @ 4:41pm 
Take your time, it's a good mod and you deserve some time to relax at this time of the year.
Cooked  [author] 30 Dec, 2019 @ 4:40pm 
Really? I'll have a look at it
PancakeFuego 29 Dec, 2019 @ 8:12pm 
The mod causes the game to crash on loading, just in case anyone was wondering.
PancakeFuego 15 Sep, 2019 @ 5:36pm 
I can confirm the mod works, just tested it.
Cooked  [author] 14 Sep, 2019 @ 11:59pm 
I just updated it, can anyone confirm?
Dr. Oz The Great And Powerful 12 Sep, 2019 @ 10:50pm 
update?
Dracula Flow 28 Apr, 2019 @ 7:08pm 
Pls update this mod
OhNotZak 17 Apr, 2019 @ 8:43am 
please update as the new update seems to have broke this :(
Ashantai 27 Nov, 2018 @ 6:18pm 
It works fine without being updated.
Cooked  [author] 8 Nov, 2018 @ 7:49pm 
Yeah, need to update my game first
Jurphea 8 Nov, 2018 @ 10:12am 
new update?
Cooked  [author] 6 Oct, 2018 @ 5:53pm 
It affects the AI as well.
Sin 6 Oct, 2018 @ 10:37am 
Is it for players only?
Cooked  [author] 14 Feb, 2018 @ 8:39pm 
TBH, it might even be my mods problem. There's a high chance someone didn't rename the data branch/file which overwrites my mod.
iracaj 13 Feb, 2018 @ 10:34pm 
@ShitStain it doesn't have to do with SFO. I use SFO and its fine. You should check it with other mods
Cooked  [author] 10 Feb, 2018 @ 8:46pm 
Hmm, not sure. I don't use SFO myself so I really dont know the cause.
zLegato 10 Feb, 2018 @ 2:34pm 
Hmmm just tried loading before and after SFO using the mod manager. Any other ideas? Still seeing 30/30
Cooked  [author] 10 Feb, 2018 @ 2:21am 
After, I think.
zLegato 10 Feb, 2018 @ 1:58am 
Does this need to load before or after SFO?
Cooked  [author] 9 Feb, 2018 @ 10:37pm 
There's a mod manager for TWW2, check reddit for details.
Sadge 9 Feb, 2018 @ 7:46pm 
Just FYI, you can manage load order to a degree. Mods are loaded in alphabetical order by table name.
Muttlepuns 23 Jan, 2018 @ 11:14am 
Does this need to be updated for tomb kings?
Cooked  [author] 16 Dec, 2017 @ 5:24pm 
No worries, have fun!
neverLamp 12 Nov, 2017 @ 7:45pm 
Ahh, gotcha, thanks for the reply!
Cooked  [author] 11 Nov, 2017 @ 4:09pm 
I don't think so, but you can try. Since we can't manage the load order for mods, there's a high chance my mod may be overridden by SFO, as we both change the max magic pool.
neverLamp 11 Nov, 2017 @ 12:54pm 
Is this SFO compatible?
Cooked  [author] 9 Oct, 2017 @ 5:55pm 
Yes, it's possible. I think I'll make a serparate mod for it and give people the choice. Though, I probably won't make it until the weekend due to life and all :)
Daergar 9 Oct, 2017 @ 6:44am 
Just by testing it in a few battles, which is a very poor sample size, it does what it says, so far so good.

My request slash question; does it, or is it possible, to increase the initital magic at the beginning of the battle based on the 60 pool and have the Gamble option go from 1-60 and not 1-30? Ie average being 30, not 15, and the roll going to 60 and not 30.
Cooked  [author] 9 Oct, 2017 @ 2:44am 
No worries ;)
Malykriss 9 Oct, 2017 @ 1:27am 
Thank you so much for this!
FeralJim 8 Oct, 2017 @ 11:00pm 
Yeah, I don't know why mod authors keep adding in 'just one extra thing' to all their mods. My preference is for short, simple, easy to understand mods like this that I can just toggle on and off.
Cooked  [author] 8 Oct, 2017 @ 10:58pm 
Thanks! That was the exactly problem I had as well. Unfortunately, mods that already exist also tweaked a lot of other things that I didn't want. So with some effort I made this mod, enjoy!
FeralJim 8 Oct, 2017 @ 10:54pm 
I really like this change! As someone rolling around now with several supporting doomstacks of level 15+ casters supported by casting trait Plague Priests, I often have access to 200+ reserves. That doesn't really help me though when a single cast of Plague costs 22. Once the fight really gets going I'm always stuck with five or six casters basically doing nothing in the engagement but handing over their reserves to the one guy actually doing the casting, which seems lame.
Cooked  [author] 8 Oct, 2017 @ 10:03pm 
NYESSSS
Dad 8 Oct, 2017 @ 10:01pm 
JJJ i have subscribed