Total War: WARHAMMER II

Total War: WARHAMMER II

Adventuring Party - All-in-one
213 Comments
InkyInspiration 17 Jul, 2024 @ 7:40am 
It's Like a Vermintide... But Instead of rats, It's angry bull people who want to fist you to death.
10/10
Lars  [author] 19 May, 2023 @ 7:28am 
Happy to help. Have fun!
鄂木斯克鸟 19 May, 2023 @ 7:27am 
Thank you, my friend.:er_heart:
Lars  [author] 19 May, 2023 @ 7:21am 
There already is a mod like this, it's called "Easy Agents" and there is a link in the top of the description here.
鄂木斯克鸟 19 May, 2023 @ 7:05am 
Specifically, there is a cap+20 mod in warhammer 3, but not enough.:er_sad:
鄂木斯克鸟 19 May, 2023 @ 7:04am 
Can we have it in warhammer 3? I hope you can update this mod.:er_heart:
Lars  [author] 14 Dec, 2022 @ 11:46pm 
As far as I know, yes! If not, let me know and I'll fix it
VilNeil 14 Dec, 2022 @ 8:00am 
does it still work right now in warhammer 2 ?
Lars  [author] 9 Jan, 2022 @ 4:48am 
No, it does not. And is way out of scope (and ability) :)
sleepwell2006 8 Jan, 2022 @ 11:43pm 
does this allow recruiting heroes from other faction (as in Empire recruiting Gorebulls)?
Lars  [author] 25 Jul, 2021 @ 2:50am 
You can add and remove it at any time. If you remove it, you might just be above your hero cap and can't recruit any more until you increase the cap enough.
Razz 25 Jul, 2021 @ 12:28am 
Is this mod save game safe or would I need to start a fresh campaign? (Either way, I plan on subbing, I just wanted to ask. Super excited!)
steelmidnight 16 Jul, 2021 @ 8:35am 
LOL! SO no more needing to update game two. I look forward to the completion, so we can play with EVERYTHING on the map....Lars, we should team up against a couple other players in game three (since I will FINALLY have my beloved Khorne army) and kick the snot out of them hehe!
Lars  [author] 15 Jul, 2021 @ 11:31pm 
Updated it and added the new heroes. Fun fact: The Oracle is actually a runesmith :)
steelmidnight 15 Jul, 2021 @ 8:41pm 
NM figured it out. I wasnt doing rituals LOL.
steelmidnight 15 Jul, 2021 @ 7:03pm 
The old heros work fine (still need the recruitment buildings, but thats fine as the cap is whats important...But for some reason, I havent been able to unlock a second horde at turn 52. And I cant find the option ANYWHERE....Is it a conflict with the mod, or is there an option I am not seeing? Also, bet your glad this is the last update LOL. I personally cant wait till the game is complete, and everything is on the table!
Lars  [author] 15 Jul, 2021 @ 3:27am 
Eventually yes, want to play the game first :) It's just missing recruiting the new heroes everywhere, the hero cap will work just fine. So for beastmen, you should be able to get them all.
StryderFTW 15 Jul, 2021 @ 1:26am 
Is this going to be updated?
Lars  [author] 12 May, 2021 @ 2:46pm 
Nice. They post some awesome videos. My favourite by far is the Gorebull one. So cheery :)
Dark3Nesz 12 May, 2021 @ 1:14pm 
okoii brought me here :steamthumbsup:
Lars  [author] 30 Apr, 2021 @ 2:22am 
If you are subbed, try restarting Steam and wait until all downloads are finished. Beyond that, you need to Google or contact Steam support, I can't help you sadly :(
BStackin 30 Apr, 2021 @ 12:57am 
Your mod isn't showing up in the mod manger for me, it was working the other day but it's just gone now. I tried subbing and unsubbing. Any help would be appreciated
Lars  [author] 21 Apr, 2021 @ 7:45am 
That is because I usually look through the buildings_effects_junction (or something similar) for the values that I need. There, skill trees or technology effects mostly work in difficulty effects. Experiment and you can probably make some really weird stuff.
Gvitrafn 19 Apr, 2021 @ 2:55am 
well, I basically tried to change the number of your mod to 200, but it doesn't change it. It still stays at 100. So I am just assuming that it is hardcoded then. I've tried pretty much everything there is, and still no results. So I will just assume that it cant be done. Like I said, when I tried to create a mod from scratch, I opened the DB, then that campaign handicap effects, added it all to the mod, but when scrolling down through all those effects, that agent_cap_increase doesn't appear in that table, so that kind of baffles me. It appears in yours, but not in the general pack file...like wtf
Lars  [author] 19 Apr, 2021 @ 1:30am 
wh2_main_effect_agent_cap_increase_all_heroes is the one that increases the cap yes. It's used by some of Nakais techs and/or buildings, and works in the handicap table.

Not sure about the first thing you said. If you make a new mod file, it would be empty. And when you import tables from other mods, one option is importing the file structure and the other is file structure AND content. I think, been a while.

There was a hard cap of 50 before, but they increased it. Apparently to 100 :) 100 is still a stupid amount of heroes honestly. Or only 5 armies with some leftovers I guess...
Gvitrafn 18 Apr, 2021 @ 11:25pm 
Also, a weird thing I found out...I tried opening the same table in a new mod file, and I didn't have a single line from your mod in that table. campaign_difficulty_handicap_effects...not a single line. wh2_main_effect_agent_cap_increase_all_heroes, doesn't exist, which I assume is the one that changes. Or I am doing something very wrong. I stopped playing my HE campaign, cause I reached cap on mages and nothing increases them more.
Gvitrafn 18 Apr, 2021 @ 12:49pm 
tried to chance the cap to 200, it doesn't seem to work. It doesn't change it in save file campaign and neither in a new campaign. I reached 100 mages and I want more, but this doesn't seem to work :/ therefore I assume it is actually cap'd
Lars  [author] 16 Apr, 2021 @ 3:41am 
That won't matter, you just won't be able to recruit them everywhere without the buildings.
CTD could be a great many things, but the likelyhood of it being this mod is very very small. There are not scripts or anything fancy in it, literally just a handicap, aka difficulty modifier, that enables hero recruitment and increases hero cap.
Wyzilla 15 Apr, 2021 @ 1:51pm 
Hm then I think it must be an update problem, got a CTD trying to start up a campaign with it. There was new heroes added after the December 2020 update.
Lars  [author] 15 Apr, 2021 @ 2:52am 
It is! Not sure if you can recruit all the new heroes if SFO adds any.
Wyzilla 15 Apr, 2021 @ 2:20am 
I take it this is not SFO compatible?
Lars  [author] 21 Mar, 2021 @ 6:26am 
Does not need an update, it should work just fine. Were there any new heroes added?
xCro_Megatron 21 Mar, 2021 @ 3:19am 
Update?
LICE 20 Mar, 2021 @ 12:22pm 
update?
steelmidnight 18 Mar, 2021 @ 12:37pm 
Lars, I was going to PM you, but I may as well tell you here so others can see it....If you buy this coming months White Dwarf Magazine, you get around 20 warhammer games for free. I was sending out notices to everyone on my friends list....Check it out.
Lars  [author] 28 Feb, 2021 @ 1:40am 
If you are asking if you can add it to an existing game, yes. You can also remove it, you'll just (possibly) be way above your hero limit.
marc.on.pluto514 27 Feb, 2021 @ 2:09pm 
save game comp?
Asin 18 Feb, 2021 @ 11:32pm 
From Youtube:steammocking:
Lars  [author] 15 Feb, 2021 @ 4:05am 
This mod is not balanced in any way, I am aware of that and that is the intention.

And yes, Tomb Kings with this mod is fantastic if you ask me. Same with Beastmen and Gorebulls :)

Glad to hear you are enjoying it, thank you for the feedback!
Hawkwing 12 Feb, 2021 @ 5:12pm 
The Tomb Kings are an amusingly imbalanced faction with this mod, due to their unique economy mechanics. As their units and heroes have no cost/upkeep, and heroes can unlock the recruitment of other units, you essentially get unlimited free/expendable top-tier units. Combined with the hero income buff spamming for what is supposed to be a low-economy race, things can get very out of hand if you choose to abuse the loopholes this mod introduces to the faction's mechanics.

Even factions with stacked hero buffs (Dwarf/Skaven engineers, for example) don't seem quite *as* absurdly broken when running this mod, as you at least still have to pay their upkeep/recruit costs and that slows down things tremendously.
Lars  [author] 3 Feb, 2021 @ 3:39am 
1: They should, depending on what the max cap is.
2: Not that I am aware off. Just open this mod with the Rusted pack file manager and change the 100 agent cap to whatever. I am not aware of any ingame cap.
Sephitor 3 Feb, 2021 @ 3:02am 
First of all, thank you for the amazing mod!
I have a few questions:
1. Do buildings still increase the hero cap limit?
2. Is there a similar mod with a higher cap? Or is 100 a hard cap from the game?
Bo55_Ku 24 Jan, 2021 @ 10:40pm 
So far the only hordes faction is nakal beastmen, vampire coast and chaos. Also rouge armies
Lars  [author] 24 Jan, 2021 @ 12:29am 
Oh, I should have made it clear, there is a link to the Nakai mod at the bottom of the description.
I can only add recruitment to either settlements OR hordes, not both. Nakai is unique since their faction is both a horde and land faction, so two mods required.

If anyone encounters another mod that add horde versions of previously land-only factions, tell me and I might make a sub-mod for it. Maybe.
Bo55_Ku 23 Jan, 2021 @ 10:28am 
okay
Lars  [author] 22 Jan, 2021 @ 11:55pm 
There is a mod for Nakai specifically, the other hordes work fine. Won't work if you use a mod that add hordes for the races that normally do not have one.
Bo55_Ku 22 Jan, 2021 @ 4:22pm 
Does this mod include nakal hordes or others hordes?
Lars  [author] 1 Jan, 2021 @ 5:16am 
Nice.
Lars  [author] 1 Jan, 2021 @ 4:49am 
Literally says in the description.