Total War: WARHAMMER II

Total War: WARHAMMER II

Active Defenders of the Great Plan (Allow Defenders to function like a normal faction)
163 Comments
Wandering 5 Sep, 2022 @ 10:37am 
Hello! ) I really like your mod! Will there be an update for TW 3? Please update
I Darkstar X 27 Aug, 2022 @ 6:10pm 
I hope this gets taken up into III by someone else. Even if they're kind of dumb, if they get armies that's better.
Merkabah79 29 Aug, 2021 @ 12:20pm 
Comment part three:
If you use this mod, you will have a very strong ally for the entirety of the game, which may lead to balance issues, if that's a problem for you. I personally love this mod, for it makes the Defenders of the Great Plan very fun to watch. And if you are curious, I highly recommend it for the fun lizardmen shenanigans will ensue. :)
Merkabah79 29 Aug, 2021 @ 12:19pm 
Comment part two:
Once you get them a sizeable amount of land, not only will they handedly hold those territories, but they will remain easily within the top three strengths for the rest of the campaign, and they'll field armies comprised high end units when they have access to them. From my experience, the defenders of the great plan easily held off, and repelled Grimgor's 'ardboys who where the top strength faction of the game, and actively raised several of their settlements.
Merkabah79 29 Aug, 2021 @ 12:18pm 
As of 8/29/2021 this mod still works fine. The mod will work as intended, from my own personal experience, only if you have this mod activated at the very start of the campaign. I think it has something to do with which ai package is used for the faction at the start of the campaign. If this mod is activated in the middle of a save file, it won't work quite as intended, due to the ai getting confused on which package to use, so they'll use a mix of the default and the modded version.

thaygiaomap2000 20 May, 2021 @ 4:46am 
is it still work ? good news
Noematic X 2 Apr, 2021 @ 7:57pm 
Mod worked for me as of today, but the AI was spawning a lot of armies instead of just "one" or a couple.
JoeF1x1t 17 Mar, 2021 @ 2:23pm 
As of today. This mod still works for me.
Rhosalth 5 Dec, 2020 @ 8:43am 
This mod still works with the latest dlc.
Anyndel  [author] 21 Sep, 2020 @ 8:42am 
-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.
reader 12 Sep, 2020 @ 12:46am 
So, is there a way to make them.. weaker? I just started a Nakai campaign on Vortex, and when I conquered 3 settlements, he already had 3 full stacks and actually killed one of the hunters I'm supposed to kill, in a siege battle.

I wanted just a way for the Defenders to have something more than garrisons, maybe a way for him to "try" to defend himself, not wreck the entire campaign with several stacks.
ωうさぎωニャω 8 Sep, 2020 @ 12:35am 
@Anyndel
I would like to ask if it is possible to change the servant state into a nomadic LZD? For example, there is a nomadic faction of Lord LZD, which makes it interesting to turn him into a vassal state, and it is more appropriate to garrison him?:lunar2019crylaughingpig:
Mike 6 Aug, 2020 @ 9:22am 
Any chance this make them playable in mutliplayer campaign?
Mr. Hollowed 23 Jun, 2020 @ 6:43am 
@Morgan "Maxwell" Moore
the mod still works if you have community bug fix on
Morgan Moore 23 Jun, 2020 @ 5:45am 
Will you update this mod?
Shalax 11 Jun, 2020 @ 10:20am 
doesn't seem to be working. they aren't recruiting or making lords at all
SnowHazard 8 Jun, 2020 @ 8:59pm 
Just did an entire ME campaign with this mod enabled, great fun, maybe a bit OP though. Defenders never left the top 3 in strength rank after i had taken Albion.
Rhosalth 28 May, 2020 @ 11:37am 
The mod is working normal,at least on the surface from what i see,the faction is active and doing stuff.
Kalavier 26 May, 2020 @ 1:48am 
Does this work still/is it save compatable for mid campaign use.
Mr. Hollowed 24 May, 2020 @ 5:36pm 
gib update
CholoSwag69 4 Apr, 2020 @ 4:03am 
Is the mod save game compatible?
SweepMachine 22 Mar, 2020 @ 3:53pm 
Is this save game compatable? Like can i use this half way through an existing save?
Mbabi 18 Mar, 2020 @ 9:49am 
did just not work with "better AI"
Mbabi 18 Mar, 2020 @ 8:38am 
awesome mod... but
is there a way to stop my defenders from deleting the temples of the old ones? ^^
thaygiaomap2000 12 Feb, 2020 @ 6:49am 
this mod cause game stop when Itza start 2rd ritual in vortex camp
Tavio 30 Jan, 2020 @ 5:56pm 
does this work with campaigns that have already been started?
Anyndel  [author] 20 Jan, 2020 @ 8:03am 
The fix present in the CBF for the Defenders specifically is now also present on this mod, but still suggest always getting the Community Bug Fix mod as well given it fixes other factions.
Bomjus 12 Jan, 2020 @ 6:56am 
community bug fix mod fixes the issue where active defenders can only recruit 1 army. the vassal does some serious work now lmao turn 22 in my ME campaign and they have 3 armies kicking norsca's ass.
thaygiaomap2000 30 Dec, 2019 @ 6:22am 
CA limit only 1 army for lizardmen , vampire count & vamp coast , so modders can't change that . all lizardmen & vampire factions now only build 1 army :steamfacepalm:
Anyndel  [author] 30 Dec, 2019 @ 3:30am 
Unfortunately they seem to have a hard limit like many other minor factions such as Lahmia and Im still not sure how to change that, and unsure wether Id want to, since the idea is to have defenders be a bit more active and able to defend themselves but not fully do the players work for them, I think a lot of people would find it a bit annoying if defenders just took the map by themselves.

Regarding the mustering problem, I do know already what causes it, its the AI wanting to delete the temple to replace it with some kind of recruitment building before it moves on with its army, but since we dont allow them to, the AI gets confused. Deleting the temples however would break nakais mechanics so its at an impass,

And nope, they shouldnt be able to declare war on nakai, and this mod does nothing to allow it since it doesnt even touch the scripts regarding that, must be another mod.
Tekrom 29 Dec, 2019 @ 2:02pm 
Are the Defenders only able to have one army at a given time? I used this mod and anytime the Defenders try to create another army, the already existing army gets deleted.....so....army cap?
If this is the case can we possibly get this cap raised?
darthvaapad 29 Dec, 2019 @ 12:46pm 
I'm just wondering is it possible for the defenders to attack nakai or vice versa as I had this happen and am trying to figure out if it was this mod or another one.
Gryphonheart 27 Dec, 2019 @ 12:57pm 
Just the mod I needed. Thanks a lot for your mods, they are great.
Vitruvian 26 Dec, 2019 @ 12:14pm 
I encountered the Mustering Stance bug, is there any info you want to help track it down?
ironmask 21 Dec, 2019 @ 6:47am 
The mode is writing well. Thank you.
The Blessed Legion, received as a Ritual of Resurrection, will fill in units that have disappeared after battle, but will remain stationary even after filling all Legions.
Anyndel  [author] 12 Dec, 2019 @ 2:57pm 
I accidentally uploaded a version that let them replace the temples with ports in a working version I was looking at to solve the mustering problem, that problem of them replacing ports should be fixed now, let me know if it isnt.
Anyndel  [author] 12 Dec, 2019 @ 2:51pm 
@Shadow
They have their priorities changed so a temple is more important than a port, which prvents them from replacing it, but maybe something in this patch changed that and I missed it, will take a look.
Shadow 12 Dec, 2019 @ 2:48pm 
this mod breaks the main mechanic of Nakai I have noticed, as when the defenders are given a port settlement (like most of the ones in Norsca are) they will destroy the monument that Nakai built and replace it with a port, which both lowers the old ones favour you generate and the number of temples to the three old ones you have
booflow 11 Dec, 2019 @ 9:45am 
im wondering if the mustering issue has something to do with the ai trying to raise a new army and failing because its capped to one and ending up stuck in a mustering "mindset" in my campaign they ran around as normal whilst they had relatively few provinces and low economic power and didnt get stuck until they had quite a bit more income. perhaps it was just a coincidence and something else entirely triggered it but worth looking into maybe.
Halcyon 11 Dec, 2019 @ 3:53am 
can you make a more active version of it? I know i am asking a lot sorry. Or could you tell me how do I modify it to do so? Thanks!
Lord_Asmodeus 5 Dec, 2019 @ 4:11am 
The army spawned in for me, but I'm not showing the faction as having any buildings other than the default capital and temple they always do, I don't know if this is how it's supposed to look or not.
the witch 24 Nov, 2019 @ 3:46pm 
I can confirm that the only army the Defenders recruit naturally never moves and just sits around recruiting forever; the armies summoned by rites do seem to move around but I haven't seen them do much besides wander.
TdizzleGod 21 Nov, 2019 @ 6:11pm 
Zaskar got u really appreciate the tip i did notice that
Zaskar 11 Nov, 2019 @ 5:58pm 
@TdizzleGod Yeah, it did the same in mine. But with that army and the armies you can spawn for them with the rite, it gave Defenders enough power to not have everyone declaring war on them.
danwright405 7 Nov, 2019 @ 10:30am 
does this work with sfo?
TdizzleGod 31 Oct, 2019 @ 9:50pm 
they are currently at 1
TdizzleGod 31 Oct, 2019 @ 9:50pm 
im curious is there a way to stop your vassal from recruiting even though the army is a full stack and can your vassal have more armies
Sunny 23 Oct, 2019 @ 2:47am 
Thank you for this, I love playing Nakai but got very annoyed when the Cult of Sotek announced war on me (even on a positive relationship of 98). Same with the bloody dwarves for whom i had to make a big detour to deal with them.
Dimie 22 Oct, 2019 @ 10:37am 
for those that think they have problems with the defenders not doing anthing you can always give them orders, I mean with me they where not moving but as we are allaice I gave them a comand to attack an incoming force and well they moved there ass to destroy the target so you can make them do stuff manualy.
Anyndel  [author] 18 Oct, 2019 @ 4:55am 
@both
SFO already has this built in, so its not necessary to include it when playing SFO.