Total War: WARHAMMER II

Total War: WARHAMMER II

Roguier Rogues (Outdated, see description for new version)
31 Comments
piercebuster 6 Aug, 2021 @ 7:03am 
Of course, please do! I also send you a contributor request if you want to accept it.
Anyndel  [author] 6 Aug, 2021 @ 5:20am 
Very nice, mind if I put the link up in the description?
piercebuster 4 Aug, 2021 @ 10:17am 
LordOmlette and I took the liberty of taking this mod and expanding it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2565917932

Thank you, Anyndel. :)
Anyndel  [author] 21 Sep, 2020 @ 8:43am 
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.
Horny Jail 30 Jun, 2020 @ 4:28am 
Update ?
kosakop 6 Jun, 2020 @ 10:37am 
@Anyndel are you still updating your Warhammer II mods?
Gorokhan 4 Jun, 2020 @ 4:00pm 
Would appreciate an update to this great mod
artem.rybalko 31 May, 2020 @ 7:01am 
Please update the game. Thanks!!!
Guts 7 Feb, 2020 @ 11:29pm 
Very big true. To find a major race obliterated by a rogue army, it was disgusting.
spacesource 30 Jan, 2020 @ 1:05pm 
thx
Anyndel  [author] 29 Jan, 2020 @ 7:52pm 
This mod now fixes the bug where rogue armies would stand idle in the late game not moving or doing anything at all. Hopefully I'll also get that fix on the Community Bug Fix mod.
SeongShift 4 Jan, 2020 @ 11:44pm 
How about marriage system? like a historical total war.. It would be cool.. at least elf or Human factions..
Sophist88 30 Dec, 2019 @ 7:48am 
I consider this to be a must-have mod. Rogue army empires piss me off.

Now do rebels! It's lame when skaven rebels destroy the Dreadfleet capital city...
Guts 21 Dec, 2019 @ 7:19pm 
You absolute legend.
Anyndel  [author] 20 Nov, 2019 @ 5:18am 
No longer datacores culture_settlements_options which means its now compatible with no more wood elf seeding and so on.
fireball900 27 Sep, 2019 @ 8:37pm 
I will say that in my Dwarf game the WElves reconquered Tilea & Estalia from the Skaven, and then moved onto the desert-badlands. But I don't think they're a major threat/expander. Though they do frequently like grabbing that mountain range next to them.
Anyndel  [author] 23 Sep, 2019 @ 8:42am 
@Revelation
I dont think Ive seen wood elves be a menace in a very long time, honestly, I dont think they expand nearly enough right now to merit that in my opinion.
Revelation 14 Sep, 2019 @ 1:34pm 
Would you consider rolling a version that is also no more wood elf seeding/colo? PTSD makes me ask. lol
Anyndel  [author] 11 Sep, 2019 @ 9:55am 
Mod should be now updated to current patch.
Single 9 Sep, 2019 @ 2:20am 
终于有人对瓦爷动手了2333
Kragg 5 Sep, 2019 @ 6:23pm 
Great, thank you for your efforts! This has been an issue in several of my ME campaigns, which were ruined by rogues owning tonnes of crappy settlements, stagnating the map and gameplay
Anyndel  [author] 5 Sep, 2019 @ 8:35am 
@MDavid
It does, but have in mind Grimhammer has the Diplomatic Options mod imbedded, which means rogue armies might liberate dead factions on top of sacking. If you want to disable liberating altogether from Grimhammer to avoid that you can use the SFO No Liberate mod, though it will also restrict you as a player from doing it.
MDavid 5 Sep, 2019 @ 7:05am 
Does this work with Grimhammer?
Anyndel  [author] 4 Sep, 2019 @ 8:14am 
It could be done, but I figured they'd still be a bit too disruptive and that they might end up razing a lot of settlements especially considering they can now have more than one single army roaming. Sacking and raiding is enough of a disturbance to make the player consider them a threat to be eliminated and not enough to completely destroy AI factions, which is what I was going after.
Amsterdamnit 4 Sep, 2019 @ 6:53am 
How about also the rouge armies being able to raze a settlement?
The Blade of Demons: Soul Reaper 3 Sep, 2019 @ 11:15pm 
I actually kinda like the idea of them being able to liberate as well though, it could help bring back certain factions that get easily wiped out sometimes in my campaigns like tehenhaiun who can't seem to live past turn 25 in a lot of my games
Revelation 30 Aug, 2019 @ 11:52pm 
nice
Anyndel  [author] 30 Aug, 2019 @ 9:24am 
Rogue armies are still deciding to liberate dead factions from time to timeif you use the Diplomatic Options mod, though a bit less often. I'll try and think of a way to make them further compatible.
Anyndel  [author] 30 Aug, 2019 @ 7:56am 
They dont edit the same things and they're compatible, but I realised soon after publishing this mod that while they were compatible from the get go, rogue armies still had the option to liberate, so they could sack AND liberate when you had the diplomatic options mod, so I had to also change the rogue AI's decision to liberate or vassal to 0.

tldr: should be fine
Kaybern 30 Aug, 2019 @ 7:18am 
So what is the compatibility between this and the diplomatic options vassal, liberate and confederate mod?

I ask because I can’t tell if they edit the same things