Total War: WARHAMMER II

Total War: WARHAMMER II

Cataph's Less Rebel Rebels [updated for Silence]
139 Comments
Pimpin Pippin 5 Jan, 2023 @ 8:19am 
To be honest in 200 hours of TWW3 i maybe had three rebellions occur, and all three were very weak armies (tier 1 spam mostly).
I do not know is this great mod needed in TWW3.
Autumnchain 4 Jan, 2023 @ 10:28pm 
Will this get ported to TWW3 at some point? You probably have bigger priorities like Southern Realms however.
Lobuno 25 Dec, 2021 @ 7:12am 
Just started a new Mortal Empires' Karl Franz campaign with this mod, SFO and 120 more mods. Nothing broken by now. The game launchs and runs fine. Don't know if this mod is working fine yet. I hope so. Thanks.
Alessar 🐺🦄🦅 15 Dec, 2021 @ 9:59am 
Compatible with the Population mod that alters rebels depending on how much "Dissidents" you have in your city?
Your Best Friend 9 Jun, 2021 @ 10:03am 
Hey there, I'm just leaving this comment to let you know that I made a compilation of some of the best mods I could find to make Total Warhammer 2 a better game over all, and this was one of them! Thanks to you and everyone else involved in making this awesome community-made content for a wonderful game, I hope you like the showcase!
Ritter Ayla 19 Mar, 2021 @ 3:16pm 
I appreciate the help thanks! hopefully i'll be able to fix it. I'll also open a discussion thread leaving the info here over there as future refference for anyone that needs it. I'll mention you gave me the answer for this.
Pimpin Pippin 19 Mar, 2021 @ 8:07am 
@Malivamar
workshop files for tww2 for me are located at:
D:\SteamLibrary\steamapps\workshop\content\594570
I suppose it will be sort of similar for you.
If you delete everything inside 594570 folder you will force the CA launcher to download all the newest files for your subscribed mods.
Cataph  [author] 19 Mar, 2021 @ 5:25am 
https://tw-modding.com/index.php/Troubleshooting

Steam is being particularly iffy with this patch, I've had to unsub&delete some mods to make them update at all.
Ritter Ayla 19 Mar, 2021 @ 5:14am 
@Pimpin Pippin
Thanks for the advice, I'll try it, I found out how to delete the launcher files but I cant find out how to delete the steam workshop files for tww2, was that just a way of saying "delete your mods"?
If not could you help me out with a link so that you dont have to type it all here?
Would really appreciate it, thanks.
Pimpin Pippin 19 Mar, 2021 @ 2:34am 
awesome thanks!

@Malivamar try deleting the CA launcher files and the steam workshop files for tww2 (google on how to do it, too long to type here).
After that try to validate tww2 game files from steam.
Ritter Ayla 18 Mar, 2021 @ 7:22pm 
Was subcribed to the mod but when it was updated it got deleted by itself from my list, now i i cant download it again no matter how many times I subscribe/unsubscribe, it just wont appear on the launcher. Any help? :/
TdizzleGod 25 Feb, 2021 @ 12:00pm 
thank you for the heads up
Cataph  [author] 25 Feb, 2021 @ 11:07am 
ye
TdizzleGod 25 Feb, 2021 @ 9:56am 
can i safely add and remove the mod to
Cataph  [author] 6 Dec, 2020 @ 1:24pm 
ye
of course will do nothing about rebels already around.
PremierVader 6 Dec, 2020 @ 11:48am 
Can it be added mid game?
Cataph  [author] 3 Dec, 2020 @ 12:39pm 
updated by removing some high tier or non-themey units
the rat king 19 Oct, 2020 @ 2:18pm 
Tomb Kings rebellions seem to routinely pump out the same army of around 12~ tomb guard, some cav, 2 scorpions, and 2 screaming skulls.
Warsmith Forrix 30 Aug, 2020 @ 9:24pm 
So after playing with this mod for a while and checking out various rebellions I may have accidentally caused, I came up with an idea of an improvement to this mod, and that is to add faction specific units to their rebellion, for example a rebellion by Stirland rebels has a chance to include the Stir River patrol units, or Yvresse rebels have a chance to include Mistwalker units. Other than that I am enjoying not seeing any absurd units being fielded by the AI like Steam Tanks, so great mod!
Pimpin Pippin 29 Jul, 2020 @ 3:13pm 
Any update needed for the latest big bug fix patch?
Thank you!
Fahrräder 23 Jun, 2020 @ 2:08am 
So hey, I just had a tomb guard halberd + tomb scorpion spam rebel stack, made it, though, as Settra. Khemri is only level 3 right now, which, I assume, is okay for the tomb guard (which is still too many, considering that each building gives only +2 to them, and I had like 8 against me), but tomb scorpions are unlocked on city level 4.

The only other mod I have enabled that might influence army composition is AI Recruitment & Army Compositions.
cybvep 16 Jun, 2020 @ 1:09pm 
Thanks for clarification, MINOR. It wouldn't really make sense to have Vampire Coast rebels everywhere, so I guess that having Vampire Counts is a much lesser evil.
MINOS 16 Jun, 2020 @ 12:44pm 
@ cybvep :

To have Vampire Coast Armies spawn their own Rebels Armies, past a Corruption Point of 30 %, it would have been to added into the Game a Vampire Coast own specific Corruption Type.
MINOS 16 Jun, 2020 @ 12:42pm 
@ cybvep :

1. There is only 3 Rebellion Types in the Game, past 30 % of Corruption:

wh2_main_skv_skaven_rebels
wh_main_chs_chaos_rebels
wh_main_vmp_vampire_rebels

This applies to every Faction Mapwide; so even a Vampire Coast gets Vampire Rebels, once it has more than 30 % Vampire Corruption.

2. This Mod is to delete most of the Elite Units from Rebels.

3. Rebel Quality is based on 8 different, very complicated configurable Numbers:

For Example these 2 here:

CAI_VARIABLE_REBEL_QUALITY_MULTIPLIER
CAI_VARIABLE_REBEL_QUALITY_OFFSET

"Limits the rebel unit quality to (([sum of building levels in region] * multiplier) + offset) * [quality of best recruitable unit in faction province]."

4. A Rebel Army consists only of max 20 Units, waits some Turns (2-7 ; configurable) and then attacks.
No additional Armies are spawned.
cybvep 16 Jun, 2020 @ 8:05am 
Most Skaven armies have other things as well to give them some punch, though, even if in limited quantities. Do tier 3 rebels have access to the most basic weapon teams like poison wind globadiers or warpfire throwers? Maybe I simply didn't encounter them.
Cataph  [author] 16 Jun, 2020 @ 6:59am 
No, that also applies to the first question. City level affects composition, which is then semirandom. Clanrats and night runners sound about right considering that everything else is rare in skaven society.
cybvep 16 Jun, 2020 @ 6:26am 
You are probably responding to my second suggestion. Obviously I mean areas with high vampiric corruption 8n Lustria :).
Cataph  [author] 16 Jun, 2020 @ 5:11am 
I don't want you to think that I'm doing anything regarding what spawns where. That's up to different factors.
cybvep 16 Jun, 2020 @ 4:48am 
Great mod overall. I have some small suggestions:
1. Skaven revolts in tier 3 cities seem very weak. I've had many revolts in Chupayotl when playing Lokhir and in the Wrecker's Point when playing Wulfrik and the rebel armies were pretty crappy. Just clan rats and night runners have really almost no chance of achieving anything, even auto-resolve utterly crushes them. I seriously doubt that Skaven would be brave enough to rise up with such troops, lol. Sometimes they get catapults or rat ogres - these armies are a bit better. However, I think that one or two weapons teams from time to time would make things more interesting. In Lustria some Plague Monks (basic ones, not Censer-Bearers) would seem appropriate because of the influence of Clan Pestilens. I'm not saying a doomstack, just some better units from time to time.
2. Would it be possible to make rebels in Lustria spawn Vampire Coast armies instead of Vampire Counts? I think that it would be thematically appropriate.
Lampros 9 Jun, 2020 @ 4:58am 
I agree with Annoying! ;)
Annoying Dog 25 May, 2020 @ 4:20am 
This mod is good and so are you!
Darth Tater 22 May, 2020 @ 12:07am 
This mod is great. Thanks for your hard work!
eatonpye 28 Apr, 2020 @ 5:58pm 
This is great! I had a Settra campaign where the Brettonians sacked my port on turn 2 while the Vampires still had it, public order crashed and it spawned a full stack army. I could only see half of it, but it had a Heirotitan and warsphynxes, and the worst unit was a level two infantry unit. No way to capture my home province at all. This mod should solve that problem handily.
Karmapowered 3 Apr, 2020 @ 1:52pm 
I don't know who is in charge of gameplay design at Creative Assembly, but they should be fired.

Their AI has been consistently weak, and failed to be any real challenge past the initial stages in ALL of their games, even on higher difficulties. Since they seem unable to come up with any technical solution to this, they try to cover it up with ever-growing distractions, like "elite" rebels, barbarian Attila-like invasions that keep dropping out of thin air even after being repelled, or all-versus-player ordertides/realm divided/whatever events.

In WH2 this also basically translates into everyone and their mother attacking the player from all sides, from over all the world map for some factions : Hag Graef declares WAR upon you, filthy High Elf!... but couldn't reach you anyway before 50 or so turns, so hmm, okay...

Therefore, this mod, and skilled modders in general, are a godsend. Thank you very much for sharing your creation with us (and keeping it updated).
Cataph  [author] 4 Mar, 2020 @ 1:06am 
And you've still not mentioned what unit :P
No, I don't intend to make pushovers of rebels, and their xp and tier is tied to the region's 'quality'.
Mumm-Ra 3 Mar, 2020 @ 3:17pm 
im seeing rebels getting crazy experience too. i was hoping for a mod with less special units. rebels should compose of the most basic units besides a commander. maybe extending the turn they can get a few better units. this mod probably isnt for me then.
Cataph  [author] 3 Mar, 2020 @ 3:12am 
That doesn't say what kind of unit and probably nothing that I actually remove.
Mumm-Ra 2 Mar, 2020 @ 4:28pm 
ya i dont think it works. cause the mobs for Orks are still using special units for me. anyone else confirm?
Pimpin Pippin 25 Feb, 2020 @ 12:43pm 
New live patch is out, if your mod please needs to be updated.
Thank you very much for your work.
DarwinPon 20 Jan, 2020 @ 10:15am 
where has this been all my life??
Cataph  [author] 6 Nov, 2019 @ 2:41am 
I can't really affect the quantity afaik.
Falaris 5 Nov, 2019 @ 3:55pm 
Addendum: Vortex campaign, Khalida.
Falaris 5 Nov, 2019 @ 3:50pm 
I just had a tomb king empire with one lvl 3 infantry building. The resulting rebel army had 20 units, most of which were tomb guards - this army was far above and beyond what my entire empire could spawn, and my capitol got squished.

With tomb kings, just because you can create a unit, doesn't mean you can have an unlimited number of them, unlike other factions. You may want to do something about that.

I have to say, it's a great mod, this is the first WTF moment I had with it after using it for ages. :)
Pimpin Pippin 27 Sep, 2019 @ 7:56am 
Thanks for the update!
AV-BriaN- 13 Sep, 2019 @ 10:50am 
Ty!
MINOS 12 Sep, 2019 @ 8:35pm 
Thx for the Update.
Mc.turdle 11 Sep, 2019 @ 7:58pm 
Thanks for the quick update!
Cataph  [author] 25 Aug, 2019 @ 12:15am 
well, afaik they can spawn with other stuff too, so yeah I guess.
visceraltwist 24 Aug, 2019 @ 11:36am 
Does this fix vampire corruption rebels spawning with just skeleton spears and bats?
LordOmlette 3 May, 2019 @ 5:39am 
Thanks again!