Total War: WARHAMMER II

Total War: WARHAMMER II

Unit Rarity - Core, Special, Rare
419 Comments
PremierVader 26 Jun @ 2:13pm 
Mod doesnt seem to be working, Skaven boys are making tons of ratling guns, warpfire throwers and warp grinders!
Iron  [author] 31 Dec, 2023 @ 4:44pm 
@Drop Plagueclaws are intentionally rare, to align with the latest skaven table-top rules/lore. You can still make them a focus of your faction if you are willing to build the corresponding building chain in many settlements.
Drop 31 Dec, 2023 @ 5:05am 
Good idea but it seems to need a balance pass. Finished some campaigns with the mod and overall the campaigns were harder on average which I like, however what kills it for me is I'm replaying Skrolk and noticed that the restrictions on plagueclaws are far too extreme. Even the T5 building only allows 1 plagueclaw unit! Not a big loss to no longer use this mod as I never doom/stack to begin with, but having potentially more varied AI would have been nice.
Iron  [author] 23 Dec, 2022 @ 9:47am 
I finally ported this over to Warhammer 3! Current version is here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905487000
Kaio615 29 Aug, 2022 @ 1:26pm 
@jP i dont know what happened to the moder but he seems to not be online since his comment in April.
JP 29 Aug, 2022 @ 9:24am 
@Iron I know porting process must be really time consuming. Im just wondering when this mod will be available in wh3!
Kaio615 23 Aug, 2022 @ 10:49am 
@Iron
Kaio615 23 Aug, 2022 @ 10:49am 
Hi Irton I cant play with this amazing mod, when do you think it will be ready for IE for game 3?
JP 18 Jul, 2022 @ 11:38am 
@Iron I came to ask if you are going to export this mod to warhammer III, and I got the answer :p Can't wait to play IE with this mod!
Iron  [author] 20 Apr, 2022 @ 5:38pm 
@code18, yes. It's a must-have for me
code18 8 Apr, 2022 @ 6:24pm 
@Iron Will the mod be transferred to Total War: Warhammer III ?
Wonderboy 14 Dec, 2021 @ 8:54am 
Does this work with custom units added to the game?
Neltole 22 Jul, 2021 @ 1:48pm 
It worked perfectly, thank you sooo much!!! You made my day (night actually) Thanks for your fabulous mod!
Iron  [author] 21 Jul, 2021 @ 3:26pm 
@Neltole delete "unit_cap" from your "...steam/steamapps/common/Total War Warhammer II/data" folder
Neltole 21 Jul, 2021 @ 1:50pm 
@Iron Thank you for your quick answer, I tried unsubub and resub the mod but it doesn't work. Can you please point the file's name I should delete before subbing again?
Allectus 20 Jul, 2021 @ 10:17pm 
This mod is amazing, the game just doesn't feel right without it. I was seeing the same crashes as Neltole after updating, but deleting and redownloading solved it. Thanks for all your work!
Iron  [author] 20 Jul, 2021 @ 7:46pm 
@Neltole That would be a pretty big bug, but I'm not seeing any crashes on my side. I can only suggest deleting the mod and redownloading without more information.
Neltole 20 Jul, 2021 @ 3:08pm 
First of all thank you for all your efforts, this mod is gold! I do have a bug to report: whenever I try to start a campaign (or load one) the game crashes to desktop (even if your mod is the only one enabled). Thanks again
Shatilov 20 Jul, 2021 @ 2:35pm 
great !
Iron  [author] 20 Jul, 2021 @ 2:33pm 
@Shatilov each building will state if it increases capacity. Feel free to let me know if there is a building that you think should increase capacity that is not
Shatilov 20 Jul, 2021 @ 10:25am 
Do Special Buildings affects the unit cap ?
Whitemage 20 Jul, 2021 @ 8:22am 
Wonderful!
prentince.mungo 20 Jul, 2021 @ 3:39am 
thank you :2016gameingame:
Questionable 19 Jul, 2021 @ 9:22pm 
Yay finally have a reason to build more than one of each recruitment building.
Iron  [author] 19 Jul, 2021 @ 8:35pm 
Mod is updated! Feed me bugs.
spite 19 Jul, 2021 @ 12:52pm 
Hi ! Using this mod, Militia and Garrison. Love them, thank you so much ! But as others have point out, after many testing, I can tell than this mod make my game crash when starting a new campaign. No problems with the other two. No rush, still playing even without. Thanks again for your work !
espI <3 19 Jul, 2021 @ 11:49am 
Thanks man, update if you can.
CStoBF 17 Jul, 2021 @ 9:06pm 
Thank you for your achievements.
Still looking forward to the update of this great mod.
Questionable 17 Jul, 2021 @ 11:45am 
@Whitemage The Mod hasn't been updated for the latest patch yet.
Whitemage 17 Jul, 2021 @ 7:27am 
I've had a great time with this mod in the past, but after testing with other mods I'm pretty sure this one is causing a crash on campaign start.
idclev 16 Jul, 2021 @ 7:23am 
Hi, does this mod work with the latest update? Thank you!
Beta 14 Jul, 2021 @ 10:41am 
Please update this great mod
Iron  [author] 19 Jun, 2021 @ 9:44pm 
@Enlightening Updated for the malevolent treemen. Is there also a problem with other treemen?
Iron  [author] 19 Jun, 2021 @ 7:14pm 
@Flying Fox haha, thanks. I'll get these treemen fixed and correctly described
Flying Fox 19 Jun, 2021 @ 1:14pm 
Indeed, I have the same treemen issue. I believe I have narrowed it down.
The building effect applies to the unit set "wh2_dlc16_wef_mon_malicious_treeman_0". This unit set is defined in "unit_sets_tables", but not linked to any units in "unit_set_to_unit_junctions_tables". There it is simply missing.

Additionally, a small nitpick. You call them "Malicious" in the unit cap text, but they are actually called "Malevolent".
Enlightening 19 Jun, 2021 @ 6:08am 
Malevolent treeman and treeman capacity does not increase, stuck at 0
Iron  [author] 12 Jun, 2021 @ 10:25am 
@Flying Fox. They should be capped. Thanks

@Mr. Tarzan, no worries, feel free
Mr. Tarzan 11 Jun, 2021 @ 4:11pm 
Hey, is it alright if I upload a submod for this that reduces upkeep for lords? Just making sure :)
Flying Fox 11 Jun, 2021 @ 1:09pm 
Are the great stag knights supposed to be uncapped?
Iron  [author] 7 Jun, 2021 @ 2:45pm 
This mod uses the main_units_tables and will conflict with/override/be overridden by other mods that use the same lines in the main_units_tables
Mr. Tarzan 7 Jun, 2021 @ 12:32pm 
Hey, have there been made any changes to the main_units_tables file or is it otherwise needed at all in the mod package here?
Iron  [author] 3 Jun, 2021 @ 6:23am 
@morzella, no problem. I normally collect a few bugs before I go in and fix things, so I'll just take that off the list. Thanks for the update
morzella 2 Jun, 2021 @ 6:10pm 
Sorry to be spamming. The mod I thought it was is lower priority, so I'm not sure anymore.
morzella 2 Jun, 2021 @ 6:00pm 
Terribly sorry Iron I just realised it was another mod changing the black orcs main_unit entry. Hope I didn't waste too much of your time.
morzella 2 Jun, 2021 @ 4:44pm 
@Iron Cool thanks. I wasn't aware they became unrestricted lately, not played table top for a long time sadly. It dose seems a tough spot. Only thing I could imagine is count them as rare but with a more generous cap.
Iron  [author] 1 Jun, 2021 @ 8:06am 
@morzella thanks, I'll check out the Black Orcs. As for the Big 'Uns (and same for Dwarf Longbeards) the final edition left them unrestricted so I have been leaning towards "If you can afford them, you can have them" but I am not completely comfortable with it. Feel free to suggest how you think they should be handled.
morzella 31 May, 2021 @ 11:00pm 
Hey really love this mod. Just been playing as orcs and black orcs don't seem to have a cap. Also I feel big'uns should have some kind of gap. They were core in table top but were usually limited to 0-1.
Iron  [author] 17 May, 2021 @ 8:19pm 
Updated
Iron  [author] 16 May, 2021 @ 7:24pm 
Hey everyone, I'm finally doing a review and update for this mod now. Feel free to post your favorite bug to make sure I add it to the list. If its already in the comments, I will probably get to it.
bobbo8u 12 Apr, 2021 @ 8:28pm 
just did some testing, looks like this mod messes with rakarths monster pens.