Total War: WARHAMMER II

Total War: WARHAMMER II

Localised Empire Landmark Garrisons
41 Comments
John Austin  [author] 15 Aug, 2021 @ 8:59am 
It's my bad, I should have checked it sooner
Lufian 15 Aug, 2021 @ 8:56am 
oh okay, I did not know this
John Austin  [author] 15 Aug, 2021 @ 8:20am 
There was no change required to update this for Silence & Fury
Lufian 18 Jul, 2021 @ 3:51am 
Oopdate plez, good sir
John Austin  [author] 21 Mar, 2021 @ 2:46am 
I've just pushed an update - no actual changes, but should have removed the out-of-date notice. Let me know if you have any trouble.
Sherpa 24 Jan, 2021 @ 10:06pm 
Thanks @John Austin!
John Austin  [author] 24 Jan, 2021 @ 1:02am 
Hey LT_Sherpa, thanks for asking. Reporting for duty has a version of this mod in it that’s been balanced slightly to fit in (different numbers of units). If you have that mod, you don’t need this one.
Sherpa 23 Jan, 2021 @ 7:26pm 
Hi. Just double checking - is this mod folded into Reporting for Duty, like your wizard/captain mods? Or is it doing something subtly different? Thanks.
John Austin  [author] 13 Dec, 2020 @ 10:49am 
Hey all, if you like this mod, you may enjoy my new mod - High Five! It's a mini-mod that gives the Ubersreik Heroes their full set of abilities & spells. Please take a look :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2319670792
رضا شاه روحت شاد 6 Dec, 2020 @ 10:56am 
Yeah there already is, but it just feels a tadbit basic
John Austin  [author] 6 Dec, 2020 @ 1:07am 
Hey there. Is there not already a landmark there for the Empire? Something that lets them generate elven trinkets?
رضا شاه روحت شاد 5 Dec, 2020 @ 1:25pm 
hey man, are there any lore friendly stuff in laurelorn forest? if so will hey be added as an incentive to actually capture that place? if not can we get some "resource extraction" buffs or changes to it?
John Austin  [author] 4 Dec, 2020 @ 1:43am 
Updated for the Twisted & Twilight

No major changes.

I have removed a bit of backwards compatibility because it was making things needlessly complicated, so I was more likely to miss something. If anyone has trouble with this they can get the old version here: https://drive.google.com/file/d/1VxL6coD-w8lPQKXSOC4dkCZDuxDgnHMA/view?usp=sharing
John Austin  [author] 4 Dec, 2020 @ 1:24am 
Hi Volhov, I'm not entirely sure what you're asking for, but the mod is deliberately set up to be as simple as possible. If I were to replace the original buildings, then any time CA changed them I would have to notice and change them.
Vollhov 28 Aug, 2020 @ 8:55am 
Is it possible to make it so that the mod does not add units, but completely replaces the standard counterparts?
John Austin  [author] 15 Jul, 2020 @ 9:43am 
Yes. All my mods are compatible.
DustDevil 15 Jul, 2020 @ 8:14am 
Is this mod compatible with your mod Tailored Garrison?
Drednes The Eternal 4 Jul, 2020 @ 4:08am 
Awesome man keep up the good work
John Austin  [author] 4 Jul, 2020 @ 3:08am 
Awesome!

I do have more ideas for landmark & garrison adjustments - I want to make Lizardmen landmarks have garrisons made up of sacred spawned units, and make the garrison in Sartosa have sartosan free companies in it, and the Castle Drakenhof garrison have Sylvania handgunners.

I’m not short on ideas don’t worry!
Drednes The Eternal 4 Jul, 2020 @ 12:10am 
already got it!
tho i hope you do more landmark mods (for dwarfs or bretonnia etc.)
just a small thing that makes every settlements unique and worthwhile capturing
John Austin  [author] 3 Jul, 2020 @ 3:42pm 
I've made another mod! It gives more spells to Garrison Wizards when you upgrade their building. Check it out here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2152378347
Drednes The Eternal 1 Jun, 2020 @ 7:50am 
good god this mod is mandatory now for every empire campaign!
hope you do for the other factions as well
damn good mod
John Austin  [author] 21 May, 2020 @ 2:51pm 
Updated for Batman & Fatman, made one small implementation tweak.
I'm off to kill some goblins
MadMartigan 8 May, 2020 @ 12:53pm 
wondering if maybe you can make recruitable empire specialized troops like carroburg greatswords from a building...
John Austin  [author] 4 May, 2020 @ 12:34am 
@mars you’ll honestly find it easiest to reach me through the Discord - I don’t appear online on steam or use steam chat at all.
Mars 3 May, 2020 @ 6:09pm 
@John Austin Yeah man sounds good, can I send you an add on steam?
John Austin  [author] 3 May, 2020 @ 6:38am 
Hey @mars, I've been thinking about doing that - and the same for the Sylvanian Handgunners, and maybe Hell Pit Abominations. Basically every unit that has a location in its name!
However, I would rather not do any cross-faction units, because things can get a bit messy. If you want that though, we can talk through it on the C&C discord.
Mars 2 May, 2020 @ 3:50pm 
@John Austin Hey I've been using this mod for a bit and was wondering if you could do a minor sub-mod for Sartosa? Was thinking to add a Sartosa Free Company / Militia garrison to the 3 special buildings that can be built in the city. The Dragon Tooth Lighthouse, Peg Street Pawnshop, and Smithy's Tavern. The latter two can be built by human factions. Just thought it'd be really cool to be able to have a garrison of or be able to recruit Sartosa Free Company as Empire or Bretonnia after you occupy the city. I'd do it myself but I'm still learning PFM. Just a thought, lemme know.
John Austin  [author] 17 Feb, 2020 @ 4:27am 
@Almaric
This is very Empire-specific; the Bretonnians don’t have provincial units. What changes do you think they should have?
Todbringer [FR] 17 Feb, 2020 @ 4:11am 
need same for Bretonnia PLEASE!
chicken 9 Feb, 2020 @ 1:39am 
it would be cool if you could hire
John Austin  [author] 7 Feb, 2020 @ 12:08pm 
I don't know, but I suspect they would work fine together - there are very few possibilities for conflict. Try them together and let me know :)
Bodongs 7 Feb, 2020 @ 7:48am 
How does this interact with "Landmarks of the Old World"?
chicken 2 Feb, 2020 @ 1:55am 
finally thank you very much
John Austin  [author] 1 Feb, 2020 @ 8:15am 
If you’ve hit your limit, Kaedrin’s mod manager can help you combine mods, but it’s a dark art, and leads to abilities some consider... unnatural.
Rhosalth 1 Feb, 2020 @ 7:25am 
@Scribe of Nekoti make sure you didn't reach your maxium mod limit,that might cause your game crashing to desktop.
Scribe of Nekoti 1 Feb, 2020 @ 7:22am 
I'm really confused, when I add this mod to my load order it causes the game to fail to load. Like I can't get to the menu screen when it enabled. Which is odd to me because in the mod manager it is showing 0 conflicts. I'm not sure what could be the cause which is a shame because this mod looks like such a common sense thing to add.
John Austin  [author] 1 Feb, 2020 @ 3:15am 
Thanks! Working on them & the Skaven next.
Brazamataz 1 Feb, 2020 @ 3:13am 
This is really good, Can you do a mod for the Dark elves next please
John Austin  [author] 31 Jan, 2020 @ 8:57am 
Yes and no - the other races don't have location-specific units in the same way, but I'm working on a larger mod that gives each faction their own versions of the garrison/wall buildings with more flavourful troops. For example, Reikland gets lots of Greatswords & Reiksguard, whereas The Gold Order has weaker infantry but more gunpowder & artillery.
hi3r0ph4nt 31 Jan, 2020 @ 8:52am 
Are you planning on expanding this for other races?