Total War: WARHAMMER II

Total War: WARHAMMER II

The End Times
851 Comments
The Duke  [author] 24 Mar, 2024 @ 8:15am 
Mono, Devourer of Oranges 23 Mar, 2024 @ 7:27pm 
this coming to WH3?
The Duke  [author] 22 Mar, 2024 @ 5:34pm 
The major faction autoresolve is done with the assumption of level 12 start for major factions, this replaces autoreailvw bonuses
jusjac 26 Feb, 2024 @ 6:44am 
Is there a way to disable or negate the lvl 12 + 22 points at lvl 1 thing? Unless there is a good reason for this?
The Duke  [author] 3 Mar, 2023 @ 2:52pm 
I don't believe so
[16 GS] Sytrab 3 Mar, 2023 @ 11:08am 
Compatible with Cinematic Battle Effects?
The Duke  [author] 23 Oct, 2022 @ 8:39am 
cboye19 20 Oct, 2022 @ 3:50am 
Hi there, new to the mod. I'd like to ask some questions.
- Why does every LL start at level 12? Doesn't this take progression away from them?
- Some units have been renamed, but I assume the skill tech upgrades still refer to these units? (ex. zombie pirate upgrades upgrades refer to all pirate units).
- Is the mod compatible with Norsca and/or Chaos Warrior campaign mods?
The Duke  [author] 16 Oct, 2022 @ 2:13am 
No the mod will be renamed as The Duke's Damned Nations - I will announce release primarily on discord, the link to mine can be found in the description
快乐树骑士团 15 Oct, 2022 @ 1:20pm 
Is the name of your work released in Warhammer 3 still The End Times?? Where can I receive your notice at the first time???
快乐树骑士团 5 Oct, 2022 @ 7:01am 
congratulate! I really hope to play your masterpiece on Warhammer 3 earlier.
The Duke  [author] 5 Oct, 2022 @ 5:38am 
SFO is very much not compatible as they are both complete overhauls. The game 3 version is nearing completion, though I don't have an exact date as it depends on other circumstances. Not entirely sure what's meant just by the word skaven
123456evanc 13 Sep, 2022 @ 7:09pm 
skaven?
快乐树骑士团 13 Sep, 2022 @ 8:37am 
When can I play the version of Warhammer 3
Wrath_of_Janos 13 Sep, 2022 @ 6:48am 
SFO available?
The Duke  [author] 11 Sep, 2022 @ 5:35pm 
There are indeed, the finishing touches are currently being added to the port by me and a team of volunteers who have helped greatly - though the mod will be The Duke's Damned Nations when it comes to WH3
Mabus 11 Sep, 2022 @ 5:23pm 
Love this mod, any plans to send to over to WH3?
Chunky Fetus Smoothie 24 Aug, 2022 @ 9:47am 
Having trouble with Grenade Launcher Outriders; when they fire, the grenades simply roll onto the floor and remain there until the unit targeted has long gone. A handful explode maybe 5-10 seconds after impact, but the majority simply stay there. Similarly, the 'timed fuse' on mortars as opposed to explode on impact makes them frustrating to use.
Wrath_of_Janos 20 Aug, 2022 @ 7:50am 
Very nice!!! Can you make a mod for norsca without the chaos gods?
j.yellow28 17 Aug, 2022 @ 11:42am 
why would u be imune to ambush wile ur encamped? seems like the other way around should be true. ur more likly to get ambushed in an encampment since ur stationary not ready for battle. no?
Greg Leggg 12 Aug, 2022 @ 8:29am 
Is there a reason why encampment does not offer immunity to ambush?
Leomark 3 Aug, 2022 @ 8:53pm 
Mods that work in the extra content are as follows;
Expanded roster chaos dwarves and TET add on
Kislev reborn and TET add on
Krada Drak and TET add on
Cataph's southern realms, 2.0 assets and TET add on
Armoured saurus cohorts
Crank gunners and TET add on
Mixu's unlocker, Legendary lords 1/2 and the TET add on
Celestial Hurricanum, effects and TET add on
Chosen of Eldrazor
Griselfang and Snarclaw
Lords of Oblivion
Pierces' better sieges for end times
Morr's war altars.

It should compose of 27 mods all activated and working at the current time.
CoffeeBeans 29 Jul, 2022 @ 3:03pm 
When using the "the end of times +extra content" collection, the game crash on startup. I don't know which mod but one of the mods are discontinued for example(Still crashed when Disabled though)
Neone8786 14 Jul, 2022 @ 6:20pm 
Would you be interested in changing unit count to be more similar to SFO's? I don't mean for elite units, but I meant for fodder units like zombies and skaven slaves as well as increasing human infantry unit counts to 140?
The Duke  [author] 12 Jul, 2022 @ 7:15am 
The AI on Legendary is tough, some factions have it incredibly tough, some that are added in other mods, like TKE's Army of the golden scarab in vortex on legendary is generally considered unwinnable
Alan 12 Jul, 2022 @ 6:05am 
Yes the MoD had it all - Just the economy seemed piss poor, I was looking for a very hard game on legendary where the AI has 15 stacks to my 4 stacks. Massive battles.
The Duke  [author] 11 Jul, 2022 @ 11:37am 
Do you mean the building downsides? They limit snowballing and make the decisions a bit more involved but a shortage is troops is something I've neither seen nor heard in feedback
The Duke  [author] 11 Jul, 2022 @ 11:36am 
The screenshots are froma regualr player, I'm not sure what he uses
The Duke  [author] 11 Jul, 2022 @ 11:36am 
The state of things in campaign vary greatly from campaign to campaign, but order generally have a pretty bad day
Alan 11 Jul, 2022 @ 9:57am 
With this much penalty applied on camp, the armies going to very small for the player. Meh
Alan 11 Jul, 2022 @ 9:18am 
What was were you using for Scrn shots, GEMFX? Or rehsade?
Alan 11 Jul, 2022 @ 9:17am 
One question - Does this fix the order tiding dominating everything none- tide faction. To the point of there only being Men, Elves, Dwarfs and Lizardmen left on the map. That makes for a very boring Camp. SFO fixed that BUT there is to many bugs with SFO so im trying this.
Black_Baron 17 Jun, 2022 @ 8:51am 
Ah! Now I know, I figured I had missed something in the Mod changes. Thanks for clearing that up! (Again, a welcome challenge but now I know that I need to prep a thing or two when playing any of the Modded Lords.) :steamthumbsup:
The Duke  [author] 17 Jun, 2022 @ 8:14am 
Thats part of The End Times, most LLs start at level 12 since theyre not new to command - makes times especially difficult for modded in factions - this replaces all autoresolve buffs for major factions and just gives them a leg up instead of weighting the calculation
Black_Baron 17 Jun, 2022 @ 8:01am 
I tried to play as Estalia recently, but noted something was off when loading in. Khazrak and Ikit both started at Rank 12?? I am uncertain if The End Times mod did this or if one of the Sub Mods changed something, trying to figure out what did that. (It is an amazing mod overall, just curious about this detail though!)
Some lad 17 Jun, 2022 @ 6:25am 
Playing the Empire is true suffering in my experince but good overhaul mod still
✠♠Kn1gHtFuRy♠✠ 15 Jun, 2022 @ 7:06am 
Thanks Duke, for the response!
I have been using SFO mostly but most of the submods are now obsolete.

Will try this.
The Duke  [author] 14 Jun, 2022 @ 4:09pm 
Best advice I can think of is to try Kaedrin Mod Manager
ThePhoenixLP 14 Jun, 2022 @ 9:45am 
Not showing in the launcher, despite applying method named
The Duke  [author] 14 Jun, 2022 @ 9:04am 
Had a chat with some players of mine who also play SFO and they said the biggest differences they saw are in magic being less dominating, missiles needing more management, armour being more significant and the balance doing away with rock paper scissors. Theres no quick answer as its different designers doing different things with a common basis, but it seemed to be something to go on at least
✠♠Kn1gHtFuRy♠✠ 12 Jun, 2022 @ 12:42am 
So, how does this ovehaul compare with SFO?
DarkCloudOG 9 Jun, 2022 @ 10:43pm 
my only issue is i cant see the main mod. no other mod does this. i canr see the vfx add on and all just cant see the actual end times mod in the CA launcher. the only place i use all my mods is there and despite a hefty load order i have no issues except this mod doesnt show up to activate and turn on. how do i fix it without re-downloading everything? i have too much time in my mod list to redo it. that is why i ask.
dark.sun 4 Jun, 2022 @ 2:24pm 
I'm having problem with the download of the mod:
1) I tryed installing it normally and the launcher didn't even try to install it completly
2) I tryed deleting the moddata.dat file, but it didn't turn out helpful

what am I supposed to do, for being able to enjoy your work?
I really hope it's not about re installing all of the stuff regarding warhammer...
The Duke  [author] 3 Jun, 2022 @ 8:48am 
"If you're having problems with getting mods to load at all in your game, you might have launcher disease. You can cure launcher disease by going to %appdata%\The Creative Assembly\Launcher and deleting the moddata.dat file that can be found there.

This will force the launcher to rebuild the file on the next launch, which usually fixes most launcher issues."

The modding den troubleshoot response
DarkCloudOG 3 Jun, 2022 @ 3:06am 
i too have the issue posted below. the VFX mod shows not the main mod anywehre
The Duke  [author] 2 Jun, 2022 @ 11:30am 
Thats not something I've seen before I'm afraid
darth_9999 2 Jun, 2022 @ 7:11am 
After I subscribe to your mod I cannot get it to show up in the CA mod manager. I've verified that the .pack file is in the workshop folder of steam, and nothing I do can make it show up. I'm not sure if this has been asked before.
The Duke  [author] 25 May, 2022 @ 6:21am 
Ive responded to each part, and addressed why waaagh is the way it is in there too
2guildwars 25 May, 2022 @ 5:31am 
Hey. I've posted in a "bit of feedback" discussion. Would be greatful if You comment on my reflections. By the way, Waaagh is absurdly unbalanced. Hope that realism mod will try to get rid of "gamey" buffs that make no sense.
MichaelGFI 17 May, 2022 @ 5:39pm 
@The Duke Thank you, sir.