Total War: WARHAMMER II

Total War: WARHAMMER II

Allied Auxiliaries SFO Version
130 Comments
Erebi 18 Feb, 2022 @ 11:56am 
I'm playing with this version as Reiksland and I'm able to recruit Lizardman units by Turn 2 without ever met any of their factions, let alone vassalize or ally with them. I don't think that's what was intended.
NoMalarkey 13 Feb, 2022 @ 4:21pm 
Gotcha, I think it might make sense to have the counts multiply for your number of vassals/allies. I can look into writing a script. (Using this entirely for roleplaying Morathi with Marauder vassals).
Commissar_Carne  [author] 13 Feb, 2022 @ 4:10pm 
They don't stack (or they better not)

Check the faction effects to see your caps, the buildings only allow the recruitment of the units
NoMalarkey 13 Feb, 2022 @ 12:22pm 
Should having multiple embassy buildings stack?
Comrade 8 Jan, 2022 @ 1:33pm 
cool thanks!
Commissar_Carne  [author] 5 Dec, 2021 @ 3:35am 
Well i played through some mortal empire games, went through a few factions as far as i can find, there is no issues with the current version so you should be all good to use this without an update c:
Commissar_Carne  [author] 29 Aug, 2021 @ 8:40pm 
yeah, i found both problems and both SHOULD be fixed now, patch for cheat version soon tm
Frank Grillo 29 Aug, 2021 @ 10:50am 
Hi there, really cool mod but is there a way to make this work with factionwide caps on? It doesnt allow me at all to recruit them unless I have caps off which I dont really enjoy
Commissar_Carne  [author] 29 Aug, 2021 @ 1:38am 
whelp i just found that out, it only seems to be some units.

patch soon tm
Velkla 28 Aug, 2021 @ 10:17pm 
@Lord_Horusa Buildings are unlocked by defaut, alliances are only needed for recruting units. I got crashes as well though
LorD_Horusa 27 Aug, 2021 @ 5:32pm 
hello, wanted to ask. for w/e reason on multiple settlements, i have all of the buildings unlock for w/e reason even though i have no allience, and when i try to move cursor over units to check things out , my game hard crashes
Matt 15 Jun, 2021 @ 12:26am 
No worries! I just thought I would check :)
Commissar_Carne  [author] 14 Jun, 2021 @ 11:34pm 
Heya Deus_Solar, sadly this is for "vanilla" factions, i did try makeing other mods compatiable but i am not good enough to make it work (like kraka drak, southern realms ect ect)
Matt 14 Jun, 2021 @ 6:28am 
First of all; this is a must-have mod for me and I adore it. Thank you very much for creating this sub-mod for it!

Very sorry if this has been asked and answered before, but it seems that the mod does not work when playing as the Southern Realms.

The embassy buildings are there but there are no units to recruit. Is there a possible fix for this?
Commissar_Carne  [author] 5 Jun, 2021 @ 5:30pm 
it shouldn't need an update, but i'll run a quick check later to make sure stuff is still working
Elemental Israelite 5 Jun, 2021 @ 7:41am 
Will this mod receive an update? My launcher tells me it needs one even though it still works seemingly as intended.
Crimson Bolt 2 Apr, 2021 @ 5:43am 
Do you know if/how it would be possible to use the moulder clan mechanics on all units? It seems to only work with skavin units and any units from any other factions are greyed out and not able to be selected for modification.
Commissar_Carne  [author] 25 Mar, 2021 @ 6:00pm 
As someone who loves mixu's mods i will see if i can fix that.
Nero 25 Mar, 2021 @ 5:44am 
Well I figured it out after enabling a bunch of mods at a time to see which the culprit was - it was one of Mixu's mods (not sure which one as I disabled all of them, specifically the Unlocker, the 2 lord packs, and the VFX pack). Not sure why this was causing a conflict for Kroq-Gar specifically, but I would rather play without them and have the Allied Aux option instead!
Thanks for your help and the great port to SFO! :)
Nero 24 Mar, 2021 @ 10:33pm 
Oh, interesting - thanks for checking that.
I have some graphical reskin mods and Legendary Diversity (Lizardmen) <- but these were added AFTER I couldn't see the buildings anyway.
Other mods that affect Lizardmen is Blue's Climate Rework (just changes their climate compatibility), but that's about all I can think of.
I am running 31 mods, but the notable ones (that could MAYBE affect it?) are Region Trading, Recruit Defeated Legendary Lords, Mixu's Unlocker and lord pack 1+2, Change Starting Settlement (though I tried his home settlement too but no luck).

Thank you again for your help!
Commissar_Carne  [author] 24 Mar, 2021 @ 6:14pm 
i just checked them, and i can make the buildings for them, got any lizardmen mods on?
Nero 24 Mar, 2021 @ 10:55am 
Not sure if I'm missing something, but I do not have the building options when playing as Kroq-Gar (Lizardmen). I checked both Nakai The Wonderer and Gor-Rok and they can build the Order and Chaos structures, but Kroq-Gar cannot.
I love the mod and I plan on playing Kroq-Gar in a co-op campaign as a friend, and would love to have this available to him!
Commissar_Carne  [author] 6 Feb, 2021 @ 3:44pm 
this still follows the same rules as the OG mod, you need a military alliance to raise the cap.
tp12993 6 Feb, 2021 @ 10:58am 
I can build the buildings but i am capped at 0 units for all factions
Commissar_Carne  [author] 25 Jan, 2021 @ 3:44am 
yes if you want to know how it works go check out the original mod
sarumanthecursed 24 Jan, 2021 @ 7:51am 
is it normal i can build all faction embassise at turn 1 with no allies
Commissar_Carne  [author] 17 Jan, 2021 @ 5:47pm 
Updated to work for dlc, kinda rushed tho let me know if i missed anything.
perl 17 Jan, 2021 @ 1:27pm 
Update please
Matt 25 Aug, 2020 @ 6:39am 
This is fantastic. Thank you very much for keeping it up to date. Has become one of my must-have mods :)
Elemental Israelite 2 Jul, 2020 @ 8:47pm 
Do you plan to add any of the new units from the last two DLCs to any of the embassies?
Commissar_Carne  [author] 29 Jun, 2020 @ 10:13pm 
Soon tm
虚構抹殺杯アーガックス 29 Jun, 2020 @ 6:41pm 
please also update the cheat version,many thanks for your work.:spacehamster:
Truman 29 Jun, 2020 @ 7:17am 
Cheers boss. Managed to edit the pack myself but I missed out all of the chaos factions.
Commissar_Carne  [author] 28 Jun, 2020 @ 7:57pm 
new update bois, have at it.
Gusuras 15 May, 2020 @ 1:20pm 
Best mod! Thank you so much!
Elemental Israelite 25 Mar, 2020 @ 11:32pm 
Please do. I don't want to flood rosters either. I just like the idea of the elves using, basically, living battle tanks. :D
Commissar_Carne  [author] 22 Mar, 2020 @ 10:32pm 
da
Commissar_Carne  [author] 20 Mar, 2020 @ 6:04pm 
Can do that, but i don't want to flood the embassy with unit options (or it will be too easy to field entire armys of aux units) so i will update this soon tm.
Elemental Israelite 17 Mar, 2020 @ 12:11am 
Hey, I was wondering if I could make a small request. I noticed that feral bastilodons and bastilodons w/solar engines are missing from the embassy. I love bastilodons and would like to use them in a High Elf campaign. May I request you add those two units into the embassy?
Commissar_Carne  [author] 7 Jan, 2020 @ 4:58pm 
Thanks Stevie, i thought i got all of those. Up dateing now
steviebips 7 Jan, 2020 @ 12:39pm 
Hello! it looks like Vamp coast mortars and zombie handguns have some values mixed up in main unit table. Mortar is showing 160 models and classed as missile infantry while gunners are showing as artillery with 44 models :)
Commissar_Carne  [author] 5 Jan, 2020 @ 7:47pm 
updated boiz (cheat version update will be up later today)
Commissar_Carne  [author] 3 Jan, 2020 @ 10:23pm 
So after some basic testing the mod still works, but soon i will be releasing a update to change some of balance of units you can get and updateing their stats to the latest version of SFO eta is tommorow or the day after.
Elemental Israelite 2 Dec, 2019 @ 10:49am 
Oh, by the way, even though I will use the version with the cheat building instead, I found a problem with this one. I vassalized Hexoatl as the Cult of Pleasure and wanted some lizardmen units. I couldn't recruit either of them so I checked the "auxiliaries" tab, up by "Imperium power". Somehow, my lizardmen embassy gave me beastmen auxiliaries (I had a military alliance with Khazrak the One-Eye but I never built a beastmen embassy nor wanted their units).

Just thought I'd mention it in case it's a bug you could iron out for others. Thanks for uploading the cheat version. Will upvote both these mods.
The Captain 30 Nov, 2019 @ 8:30am 
Thank you, Sir/Ma'am.
Commissar_Carne  [author] 29 Nov, 2019 @ 5:16pm 
Cheat version is up, its in the description.
Elemental Israelite 27 Nov, 2019 @ 7:15pm 
Whenever you upload the version with the cheat building restored, would this be a separate sister mod or an optional characteristic of this one?
Commissar_Carne  [author] 27 Nov, 2019 @ 4:21pm 
Heya Malefic, i just checked the unit cards are correct, the stats, unit abilities and numbers show up correct. Only the green text is incorrect and i don't know how to change that.
Malefic 27 Nov, 2019 @ 5:42am 
Hey Carne, I dont know if the unit cards are just different but the units hirable from embassys dont match up the SFO cards, for instance Great swords and stuff dont have area attack and what have you.
Elemental Israelite 25 Nov, 2019 @ 8:11pm 
Thank you so much my friend. Uploading such will allow me to have a great deal more fun with my game by trying out new unit combinations and/or making and playing custom factions.