Total War: WARHAMMER II

Total War: WARHAMMER II

SWO-RD core: Southern Realms update
269 Comments
stephane.f.david  [author] 28 Jan, 2022 @ 11:10pm 
All the unit cateogory icons have been reworked. Now for a race, every unit should have its own icon (the regional variants and the generic variant of course share the same). It means that it is now possible, from the tactical map, to differentiate a knight errant from a knight of the realm or a grail knight just from the icon, contrary to vanilla.

There are different colours for icon:
- blueish (metal) for the chaff units (like goblin spearmen, skinks,, peasant bowmen, knight errant)
- white (silver) for the core units (like orc boyzs, sauraus warrior, knight of the realm)
- Beige (bronze) for the good units (like questing knights)
- Yellow (gold) for the best units (like grail knights)
- Orange with outline for heroes.

As before, there is an outline to show special attack (poison, fire, magical), and different icon for shielded/unshielded variants.
Neone8786 21 Jan, 2022 @ 9:07am 
Thank you very much! This mod is fantastic and your helpfulness is as well.
stephane.f.david  [author] 20 Jan, 2022 @ 9:29pm 
It's a bit complicated. You need all the "campaign_group" tables, "cmapign_map_settlements', "settlement_climate_type", "effect_bundle_climate", "effect_bundle_to_effect_junction" (for these two only use the "climate" table), "subculture_settlement_occupation_effect_bundle_suitabilities".
Plus "@Steph_effect_bundles_climates__.loc" and "@Steph_climate_settlement_climate_types__.loc" in text folder.
You also need all the images in "ui/campaign ui/climate types", and "ui/campaign_ui/city_info_bar", the last one is to get bigger icon.
I think that's it
Neone8786 20 Jan, 2022 @ 1:05pm 
It is seriously fantastic!
Neone8786 20 Jan, 2022 @ 1:04pm 
Aww :(. If possible, could you tell me the tables that the climate and it's effects are found in? I tried once, but it caused the game to crash.
stephane.f.david  [author] 20 Jan, 2022 @ 2:15am 
It could be separate, but I don't think I will change anything for Game 2 now, except fixing bugs. For Game 3, I'll try to do something more modular.
Neone8786 19 Jan, 2022 @ 10:31pm 
This mod is so cool! Is it possible to make the climate overhaul separate?
stephane.f.david  [author] 10 Dec, 2021 @ 11:05pm 
For Warhammer 3, I'll try to make the mod a bit more modular. So it's possibler to pick some parts and not others. For exemple, have the cliamte overhaul separated from the rest, or have the "immersive" language in a separate pack. Now that the mod is "finished" for Warhammer 2 (I only plan to support it for balance or bug correction, but not add something), I have a clearer vision of the whole, and so will be able to organize it differently when porting it to Warhammer 3.
Manwhale 10 Dec, 2021 @ 4:36pm 
Very well then. I look forward to the Warhammer 3 version of this mod. I really love it. If Medieval 3 ever comes out, I'm sure that a mod just like this would be a requirement for that game.
stephane.f.david  [author] 9 Dec, 2021 @ 1:56am 
Maybe for Warhammer III. But I like the immersion this gives.
Manwhale 9 Dec, 2021 @ 1:54am 
Good mod. It would have been a lot better however if you had submods that would rename the Empire and Bretonnian units back to English.
stephane.f.david  [author] 5 Dec, 2021 @ 7:08am 
Warning: the latest update is not save game compatible. I had to rename a lot of items int he Wood Elves table, the naming convention was too different from what was done later with other races, and it made some scripts difficult to do and maintain
stephane.f.david  [author] 30 Nov, 2021 @ 11:03pm 
I think my mod is the only one with banners for almost every race, and most units. The Standard Bearers mod from [HN] is more compatible with vanilla, but it doesn't include all the races, and I think cavalry banners are available for even fewer races.
The main problem with banner is the engine doesn't allow for faction specific banner easily. So you need more generic symbols on them. To really have specific banners as you can find in SWORD, you need a full regional recruitment mechanism.
golden god 30 Nov, 2021 @ 3:11pm 
Sorry another question - do you know if this the only mod that adds banners to cavalry? You've made it impossible to go back to vanilla!
golden god 30 Nov, 2021 @ 2:23am 
I can't believe how quickly you respond / fix bugs here. Thank you so much for the mod and all your effort. It's really a lot of fun
stephane.f.david  [author] 29 Nov, 2021 @ 11:46pm 
Fixed the desert climate for Etlharion (from 3 to 4) and Imrik (from 3 to 5), so they are "poor" insteaf of very poor, and the desert coast for Imrik, from 6 to 7 (good instead of poor)
stephane.f.david  [author] 29 Nov, 2021 @ 9:54pm 
strange, checking the docs and there is a "hole" in the table for Imrik and Yvresse, for desert, desert coast and druchii cities. I will check them.
About resolution, I indeed reduced a bit some resolutions. When testing, I found it's not that noticable unless you zoom a lot, which you seldom do in battle IMO. From a "normal gameplay distance", I think you can't tell the difference, and this reduces the size of the mod, but also memory usage, by 4. Since I have a lot of new textures, I think it's an acceptable compromise to keep performances.
Also, some shields are made from existing pictures, which are already increased to fit with this "low" resolution, and would be even more if I used the standard one. Global quality may not been better.
golden god 29 Nov, 2021 @ 6:26am 
also are the unit shields supposed to be low resolution? its quite obvious next to the standard spearmen. (great mod by the way!)
golden god 29 Nov, 2021 @ 5:03am 
Hey first time playing. I'm playing Imrik on vortex map right now, is he supposed to have unsuitable desert climate (its red) or is it a bug?
stephane.f.david  [author] 10 Nov, 2021 @ 10:33pm 
In preparation of a future port of the mod for game 3, I have modified the way I handle regional/generic unit stats. IT is now done via an ability, which triggers at the beginning of the battle. It is thus easier to apply this ability in a consistent way to everyone, and easier to adjust for balance if needed.
This fixes at the same time several small copy/paste errors or typos, where the stats were incorrect.
Let me know what you think of this new system!
stephane.f.david  [author] 22 Oct, 2021 @ 8:18am 
Silly me,I mave a collection ....https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2571848566 ... and forgot to make it public!
stephane.f.david  [author] 9 Oct, 2021 @ 8:21am 
From some feedback, and my own testing, I was too generous with extra skill points. Now, a hero can 2 only up to rank 6, and lords up to rank 12. Then it's only one point / rank. Let me know if you prefer it that way, or if another balance pass is needed.
stephane.f.david  [author] 3 Oct, 2021 @ 5:15am 
I am working on a new version of the per army unit capacity. This will require a lot of testings! More about that later!
Mumion der Unsterbliche 11 Sep, 2021 @ 2:57am 
Cool !
alexej 10 Sep, 2021 @ 9:17am 
Unexpected nice suprise! Thanks
stephane.f.david  [author] 6 Sep, 2021 @ 6:10am 
Very unlikely for game 2. Maybe with game 3 I'll add more stuff, once the mod is ported, and game 3 factions are added. So don't expect anything soon
Captain Kacho 6 Sep, 2021 @ 4:30am 
Ah ok cool. Any chance of a possible Ogre sub mod that would include balancing for the Expanded Roster and Elite Ogre mods? They're pretty fun additions that definitely fit the goal of recruitment diversity.
stephane.f.david  [author] 5 Sep, 2021 @ 9:47pm 
Banner for Luthor's zombie fixed
stephane.f.david  [author] 23 Aug, 2021 @ 6:26am 
Tor Anlec increases the capacity
stephane.f.david  [author] 11 Aug, 2021 @ 8:21pm 
Extract from the lore: Members of the Black Guard take vows of silence when initiated into the order, and are not permitted to speak or to utter a sound when on duty. This further adds to the air of menace that surrounds them. The Black Guard are permitted to speak at specific times, such as to call out warnings or orders in battle, although there are some within the order who maintain their vow of silence at all times outside of prayer. The most penitent and fanatical members of the order cut out their tongues to enforce the vow.
Hence the no voice for Knignts of Morr
xXColdFistXx 11 Aug, 2021 @ 12:57pm 
What I also noticed is that the black knights of morrs, mounted and dismounted, have no voiceover and the chevaliers a pieds (all variants) also have no voiceover and no unit info text.
xXColdFistXx 11 Aug, 2021 @ 8:32am 
The Spearmen (Averlorn) have an female voice over when you click on them, and on the unit card of the Silver Helms (Averlorn) the little faction flag is missing.
xXColdFistXx 11 Aug, 2021 @ 6:58am 
The faction uniforms for Naggarond still have the wrong colours:
https://drive.google.com/file/d/13OEi-YX8T2WX0CGV7GwT8npeSMpyXrVD/view?usp=sharing
And now something new is broken with the Monastry, only level 4 is shown and the others have disappeared:
https://drive.google.com/file/d/1CaU53ypxHxE88clnRYAQeM4UPLb44DMA/view?usp=sharing
stephane.f.david  [author] 11 Aug, 2021 @ 1:20am 
Problem fixed I think, A { deleted accidentatly in the per army capacity script was the cause of the freeze.
stephane.f.david  [author] 11 Aug, 2021 @ 1:11am 
apparently the problem comes from the optional per army capacity pack. This freezes the rectuiment pannel. Do not use this option for the moment, it seems it requires more upate aftet the latest DLC than I thought
stephane.f.david  [author] 11 Aug, 2021 @ 1:08am 
I just try to recruit units with Vlad in a new campaign, both with Raise Dead and nromal recruit. It's working normally. Did you try with a new campaign or an old one? Do you other mods that could conflict?
Mumion der Unsterbliche 11 Aug, 2021 @ 12:27am 
Can't recruit the same thing with the dwarves, can't get out of the menu.
Mumion der Unsterbliche 11 Aug, 2021 @ 12:18am 
OK . Short question was just in the game as Vlad and wanted to revive the dead. Does not work, yes, revive, no game is running but can no longer press anything. The button simply cannot be pressed and cannot get out of the menu.
stephane.f.david  [author] 11 Aug, 2021 @ 12:05am 
I've started Chaos, it will be a smal update lilke Beastmen, just to have same syte icon, and visibility. Probably also a gobal capacity. Southern Realms will be next, with some retexture, but I'm waiting to know if the pre order for Game 3 is Ogres, or maybe be DoW. Kislev probably after release of Game 3, depending on release date.
Mumion der Unsterbliche 11 Aug, 2021 @ 12:00am 
Good day . First of all I hope that you are healthy and stay that way. Question will there still be chaos after the Beastmen and what about the Southern Empires and Kislev. I wish you all the best.
xXColdFistXx 10 Aug, 2021 @ 5:29am 
Oh, I just thought, because your documentary says that they are getting capacity for Al Haikk, Copher and Martek, that this is a bug.
Another thing, in Fyrus you can build a level 4 Monastry of Origo, but only a maximum of level 3 buildings are possible in the settlement.
https://drive.google.com/file/d/1-n2DEEAsOLKCDNDtLPE-LgRtQzas-npd/view?usp=sharing
stephane.f.david  [author] 9 Aug, 2021 @ 8:03pm 
Thegan only get capacity for Martek, since the other regions give capacity to Repanse. I'll see if the regions can contribute to both
xXColdFistXx 9 Aug, 2021 @ 4:26pm 
The recruitment pool of all units of Thegans Crusader is much lower than the other Bretonian variants, including knights and trebuchets.
https://drive.google.com/file/d/1G8moZdHgMtoBd3IpWKZjhutfvPCH3FDB/view?usp=sharing

And Naggarond has a wrong faction uniform colour, they all pink and green.
stephane.f.david  [author] 4 Aug, 2021 @ 11:26pm 
I realized I accidentaly delete a table from the mod, so the number of slots in province capital settlement doesn't match the settlement tooltips. I'm working on that, it will be available with the beastmen update, in a few days I hope.
xXColdFistXx 30 Jul, 2021 @ 3:03am 
And Bretonia has no garrison in Sartosa.
xXColdFistXx 29 Jul, 2021 @ 9:27am 
stephane.f.david  [author] 29 Jul, 2021 @ 4:01am 
Correcting a bug is usually not the hardest... It's finding it, I don't have enough time to play campaigns with every faction long enough to find them all!
xXColdFistXx 29 Jul, 2021 @ 2:29am 
Thanks for the quick fixing :)
stephane.f.david  [author] 27 Jul, 2021 @ 9:18pm 
Peasant economy should work correctly now. It was only counting generic units
stephane.f.david  [author] 27 Jul, 2021 @ 8:28pm 
Damsel: forgot to copy one line, fixed.
Bastonne yeomen: spelled them yeomon.... Fixed
Knight Origo : fixed
Beastmen shaman: when I updated the mod, I added all unit with DLC17 inside.... And they have twa instead (for total war access). Fixed.