Total War: WARHAMMER II

Total War: WARHAMMER II

Dawi from another Hold (Additionnal Reinforcements for Dwarf Factions Vanilla/SFO/Lucky/Radious)
39 Comments
Evilcouchpotato 29 Oct, 2022 @ 2:58pm 
Hell yeah
mano-low 29 Oct, 2022 @ 1:38pm 
Ok i think you are not the only one to wait sfo for updating mods. Thanks
Gwenolric  [author] 29 Oct, 2022 @ 3:15am 
@mano-low
Will do after SFO is updated since I play with it and want it to be compatible (all of QAI reinforcements will be added).
mano-low 28 Oct, 2022 @ 5:07pm 
CAN you add it to Warhammer 3 ?
Evilcouchpotato 29 Jul, 2021 @ 11:01am 
Fucking love this mod, thank you!
Gwenolric  [author] 29 Jul, 2021 @ 6:43am 
@npdejong
No, that's why I wrote the ALERT in blue in the QAI mod. There are 16 mods, for all the race + 1 compilation. Either you subscribe to the compilation and EVERYONE (you + AI) gets the summons. Or you just subscribe to specific mods to make it easier/harder. For exemple, you can play Greenskin and sub to Dwarf + Skaven + Tomb King to make it harder. Or just get the Greenskin one. There is no degrading units in all of those mods.
npdejong 29 Jul, 2021 @ 3:44am 
So do I need to use the "Qualitative Additional Improvement" mod you linked to prevent the miners from degrading after you summoned them?
Woizer 3 Jul, 2021 @ 11:39am 
if i could play a thorek campaign with this mod...
Valexclones 23 Apr, 2021 @ 2:27pm 
same question, is there gonna be an update?
Colithiel 18 Dec, 2020 @ 10:10am 
Will this mod currently work without an update?
Colithiel 6 Dec, 2020 @ 9:26pm 
Looking forward to an update! This mod is excellent!
Olof Plays 23 Nov, 2020 @ 12:13pm 
does it still work?
Crom Grimblade 19 Sep, 2020 @ 8:25am 
id love ot use this mod but needs to be updated
gideon1473 15 Jul, 2020 @ 6:50pm 
really like this mod. So cool to watch miners blow a hole in the ground and file out and start chuckiny bombs :)
Teodor 22 Apr, 2020 @ 5:44am 
Can the AI also use these abilities?
butterfly0824 19 Mar, 2020 @ 12:41pm 
This mod is awesome!
Muang 20 Feb, 2020 @ 7:37am 
Yeah, understandable. Anyway, keep up the good work!
Gwenolric  [author] 20 Feb, 2020 @ 6:03am 
@Copperbeard
I can but I won't. Why? Because the game does allow you to add any units to abilities. That mean I could replace the thane by queek-headtaker and the game say "Fine by me, invoke one of the greatest foe of the dawi to fight for them." Therefore, it would be possible for Grombrindal to invoke Grombrindal, making two of them fight in the same battle. Why would I allow that? And then, easy, don't make it possible to do that. Meaning I nerf the vanilla experience of 1 faction over the other, if someone pick him as a starter. And then mods like "Recruit defeated LL" come in, everyone has every LL and it's a mess. You can create your custom mod for this, and as much as the lore is respected, the gameplay is not.
Muang 20 Feb, 2020 @ 3:08am 
Great mod! I had an idea while using it : what if you could summon Grombrindal, the same way you summon the ghost Thane ? That fits well his lore, and could be really epic. Anyway, nice mod, thanks for making it!
dreadedladie 19 Feb, 2020 @ 12:09pm 
@Gwenolric I dig it, still super excited and good job on the VC mod, it totally fits the vibe of the faction perfectly.
Gwenolric  [author] 19 Feb, 2020 @ 3:09am 
@dreadedladie
They will come however, right now I am in a pickle. I will do both Vampire and TK first, for 1 single reason. Every overhaul LOVES to change a lot of stuff for the Empire and Chaos (both buildings and technologies). As I rely on them, I have to choose which object to use to add the reinforcements on all of them.
dreadedladie 18 Feb, 2020 @ 2:50pm 
Absolutely adore this series of mods! Thanks for making them as they are super fun. Ever consider doing this for Empire? (free company militia, huntsmen, pistoliers etc.) or Greenskins? (mostly goblins, wolf riders, spider riders, etc.)
Gwenolric  [author] 18 Feb, 2020 @ 1:37am 
@oneethan
I know how to change effects on the campaign dynamics (for example the Book of Nagash for TK or Chivalry for Bretonnia). However, those values are very, very often changed by major overhauls and their submod. As such, and because it would be a true plague to be comptabile with them, they won't be present for the first iteration of mods. Afterwards, maybe I will add them, but probably not, mostly because I don't want 1 faction to be more powerful than their "cultural" equivalent. Like that Alarielle won't have bonus units over Teclis, Deathmaster Snikch neither over Lord Skrolk and Wulfhart over Karl.
oneethan 16 Feb, 2020 @ 6:30pm 
@gwenolic i dont know if this is possible but it sounds cool but do you know how wulfhart gets imperial reinforcements could you make them summonable in battle maybe changing depend on his acclaim like the reinforcements do
< blank > 16 Feb, 2020 @ 2:24pm 
Excellent! Great mod, the Dwarfs deserves a complimentary overhaul after the Greenskins no doubt for Warhammer 2 as they are INCREDIBLY lackluster, and don't get me started on Wood Elves and the putrid Beastmen!
Gwenolric  [author] 16 Feb, 2020 @ 1:39pm 
@oneethan Already did for Wood Elves and Beastmen since they were the easiest to do. I plan to do every race, but what is certain is that Lizardmen and High Elves will be dead last.
oneethan 16 Feb, 2020 @ 12:41pm 
are you gonna do mods like this for other factions as well
James Stone 16 Feb, 2020 @ 10:37am 
Most likely, I don't remember if he asked me to do all of his texts or just a few. If you want my help, just PM me and I'm up for it.
Gwenolric  [author] 16 Feb, 2020 @ 9:40am 
@James Stone If you want I can explo... ask for your help for the other mods :) or this one if you have better lore descriptions. Also I changed some of the texts because I felt there was a huge disparity between "Spirit of the Ancestor", "Air Superiority" and the "Tunnel Under the Ground".
James Stone 16 Feb, 2020 @ 8:11am 
Hey, I remember that mod, I helped translate and name the abilities since the original creator didn't have english as a primary language! Glad to see it make a return, it made playing as the Dwarfs a lot more engaging and fun
Carcino 16 Feb, 2020 @ 12:52am 
This is a great mod! Thank you very much sir!
Coitus_Interruptus 14 Feb, 2020 @ 12:57am 
Gwenolric, thx for the response. Good to know, that other races will get the addition.
Gwenolric  [author] 13 Feb, 2020 @ 3:04am 
@Coitus_Interruptus
The only issue is where do I stop bringing more and more units? For example, let's say we add rangers. The only place I would add them would be the "Bugman's Brewery". Then, I would have to add slayers to Karak Kadrim, maybe hammerers to Karaz-a-Karak tied to the "Siege of Power" ect ect.
That's why, this mod will stay like this for the moment, to stay true to the original idea of TrVi. However, if I see enough people asking for it, I will create an even more OP version with all the special landmarks bringing local armies/global armies.

At the same time, I am currently trying to replicate this principle to other races, starting with the Wood Elves. It will be tied to the level of Oak of Ages and maybe Gaean Vale. But is is a tedious process since I have to manually check each time if all the major overhauls are working and if it just don't crash.
ClickiVids 13 Feb, 2020 @ 2:01am 
Fantastic mod, well done Gwen!
TheGrandSirPiggy 13 Feb, 2020 @ 1:36am 
YES! This was one of my favorite mods when playing as the dawi!

Thank you so much for bringing it back to life, in an improved form!

You, sir, rock! Keep up the great work!
Maal 13 Feb, 2020 @ 1:23am 
We all need some skaven riding warpcopter.
Coitus_Interruptus 12 Feb, 2020 @ 9:46pm 
Gwenolric, great idea but, maybe u can add some other units, like rangers and/or slayers?
Starfather 12 Feb, 2020 @ 4:39pm 
This is making me harder than gromrill forged plate
Gwenolric  [author] 12 Feb, 2020 @ 1:56pm 
Some special landmarks that are tied to mining like the Iron Rock "Deep Magma Caverns" or the Hag Graef mines do not possess the local Obdurate Defense. The reason is that those landmarks are shared by everyone and I do not want a Skaven to use-spawn a unit of miners yes-yes.