Total War: WARHAMMER II

Total War: WARHAMMER II

Wardens Cage Tweaks
56 Comments
IfThenOrElse  [author] 26 Aug, 2022 @ 2:12pm 
This Mod has been ported to game 3 :)
adsumarkus 20 Oct, 2021 @ 3:32am 
I love it. It makes capturing so much less tedious.
Especially since I now have a good reason NOT to attempt to capture an enemy. It could give a little bit of wardsave or something similar as well, so plonking it down right at the start causes me a noticable disadvantage througout the entire battle
Mali 11 Sep, 2021 @ 5:08pm 
The only think missing is "autocapture".

When battle is "decisive victory" lord should be captured instead of killed. That way you do not have to fight all the battles manually for one ugly mofo.
Tommy 26 Aug, 2021 @ 5:46pm 
Wonder how many of your soldiers I've lost keeping attention ONLY on the lord trying to nail the small ass window of opportunity... hah

Cheers man!
jimfloyd 23 Jul, 2021 @ 10:35am 
Great, a 50% chance of capturing lord in auto resolve would be perfect
cybvep 27 Mar, 2021 @ 9:59am 
Fully agree about the AR. It's the most annoying aspect of the mechanics.
Obtite 27 Mar, 2021 @ 8:20am 
i would love if u fixed the issue of where u autoresolve it wont capture the enemy, i mean, ive gone up against a single general with auto resolve, and it wont capture him, he will just die,
can u make a mod to where if u win a autoresolve it will always be a capture, its a bit tedious to play every battle.
Black Kazzan 20 Mar, 2021 @ 9:43am 
Such a magnificent yet simple mod! LOVE IT! Thanks man !
cybvep 18 Dec, 2020 @ 10:58am 
Can you boost the chance of capturing prisoners via AR? It's so annoying to have to play those curb-stomp battles just because the AR doesn't give anything.
Deviant 2 Dec, 2020 @ 4:07am 
Great mod! Characters are captured when killed, even if you lost the battle. I have a couple of suggestions.
1) There is a small flaw - when auto-calculating (if the enemy character died), the capture chance is not 100%.
2) Also add a screenshot with effects to the mod description. Well, or at least write the exact data: 999 seconds, lord or hero, +10 MA, + Unbreakable, -10 armor, -5 MD.
3) Add a small penalty to your movement speed. And then there is a huge magic cage near the character, and he runs as if it is not there.
baasde 26 Aug, 2020 @ 12:29pm 
SFO still has 25 seconds for me for whatever reason. This mod works for me but not together with SFO...
Crazyivan 20 Aug, 2020 @ 2:16am 
SFO all ready has this in the mod . But on saying this i thank you so much thesin for doing what you have done .
baasde 19 Aug, 2020 @ 11:14am 
Thank you for this mod! Can you make it compatible to SFO?
Mors Avis 14 Jul, 2020 @ 3:49pm 
Happy to see this mod. The default mechanic is one of the worst things I've seen added to the game in a while; it's just dumb--the random nature of the ability and the near-constant need to slow and/or pause the battle to ensure you get the proper application of the "cage" without the timer running out before something messes everything up. Uggh.

Eltharion is one of my favorite WH characters, going back decades, and I have yet to finish a campaign (haven't even played him in ages, really), partly because the default cage mechanic is so bad. Again, happy to see there's a mod out there that addresses it. Thanks!
firemind521 20 Jun, 2020 @ 10:20am 
I have yet to capture a lord on autoresolve besides the first fight in mortal empires.
Inardesco 20 Jun, 2020 @ 5:24am 
@Don there already is a % chance that you will capture a lord/hero during auto resolve.
Don Cool 15 Jun, 2020 @ 5:05pm 
Now we just need a capture mod for auto combat, I am tired of having to fight small armies just to capture their lord.
Method4DMad 1 Jun, 2020 @ 2:54pm 
If you cast this when they are routing do you still capture them? Can they still "rally" and continue to fight after casting it, and would they then become unbreakable or...??
Naxos 1 Jun, 2020 @ 1:24am 
Aww damn, Radious decided to put his own spin on the ability, and now your mod doesn't seem to supersede his >.< load order doesn't seem to cut it, tried loading before, or loading after, and it's the same result, it's set at the 45 seconds Radious put it on. I thought mods could override each other based on load order ?
Karma 31 May, 2020 @ 5:03pm 
Awesome Mod, but do you think you can make another Mod, where you higher the Chance to Capture someone with auto-battle ?! I read that it can happen, but verry rare, dont know if its correct, :P, but ty anyway ^.^
HeartReaper99 28 May, 2020 @ 11:15pm 
This is beautiful. Great job mate!!

I was just playing and had missed 3 lords due to the timer and other stuffs we all have experienced.
Manfred Cornburg 27 May, 2020 @ 11:17am 
Thank you so much for this mod. The original cage mechanics were so infuriating
IfThenOrElse  [author] 27 May, 2020 @ 11:12am 
Are you running any other mods? This mod literally only tweaks the base ability itself and not who uses it.
Babbahermeeni 27 May, 2020 @ 7:18am 
Hey, after installing your mod and trying a new campaign, I ended up not being able to wardens cage with my other lords whereas I could before, was this an intended change? Eltharions works perfectly though!
Harry [Go] 26 May, 2020 @ 11:37pm 
I'm using this mode since out of 4 capture attempts I lost 3! So great idea, thank you. The only comment I would make is that it would be nice to have a bit more jeopardy if possible, perhaps have the time at 100s ? or something. The fact that the lord doesn't rout seems to be the most important factor I think, it's just that 999s feels a little bit too cheesy, what do you think?
ManBearTroll 26 May, 2020 @ 10:06pm 
Many thanks! Warden Supply vanilla is awful!
melvin505 26 May, 2020 @ 1:45pm 
Also very niche situation but just thought I'd mention for anyone this mod does conflict with "Longer Battles" by Wothanaz so if you wanna use both just delete the table that this mod changes in "Longer Battles"
IfThenOrElse  [author] 26 May, 2020 @ 12:58pm 
JKust did an update to give the ability a duration of 999. its a bit of a hack job - but I have no idea why the proper infinite duration did not work. (setting to -1)
Trajectory 26 May, 2020 @ 3:39am 
Nice job!I hope no bug in this MOD!
Eeshton 26 May, 2020 @ 1:30am 
This still only last 25 seconds for me. can't find where that table is in the pack that DreamingAbyss said if anyone could help
melvin505 25 May, 2020 @ 2:06pm 
@TheDreamingAbyss ah that did the trick i was not sure which one to change as i have no modding experience thanks again for the great mod!
IfThenOrElse  [author] 25 May, 2020 @ 9:58am 
This mod doesn't fix the defeat trait issue. That's a bit more fundamental. Regarding the duration bug, if the 999 fix works I'll update the mod with that - just seems a bit weird!
gongoozler 25 May, 2020 @ 9:34am 
Just wondering, would u still get the defeat trait if u capture a LL?
DreamingAbyss 24 May, 2020 @ 10:14pm 
i also put the mod at the bottom of my load order so it overrides all other mods that might change the same tables
DreamingAbyss 24 May, 2020 @ 10:12pm 
@mhelvin505 in the mod the only table i changed was "special_ability_phases_tables" i changed the duration to 999 and that's the only thing i changed in the mod and it works for me not sure if you were changing the duration for "unit_special_abilities_tables" that table doesn't seem to want to change for me
Dizzy Dean 24 May, 2020 @ 4:08pm 
There is also a bug with Eltharions capturing via auto resolve. It's meant to be a 50% chance. local lair_autoresolve_caputre_chance = 50;
This is a deal breaker for the whole character imo
Alan 24 May, 2020 @ 3:41pm 
Just use a mage and trap the target, simple
melvin505 24 May, 2020 @ 12:38pm 
After lots of tweaking i was able to determine that any changes to the duration of the ability just did not take effect. But any other modification like melee attack did change. I also made sure to check the mod using both the vanilla launcher and KMM but still no change. Wanna thank op for the work regardless I personally just couldn't get it to work sadly
melvin505 24 May, 2020 @ 12:04pm 
I quit after multiple testing the effect wore off after 25 seconds I've tested multiple new campaigns changing both difficulty Vortex vs ME to no avail I decided to try editing the duration like Abyss suggested
Ciaphas Cain 24 May, 2020 @ 11:45am 
Did you finish the battle Mhelvin? Or did you quit thinking it wasn't working?
melvin505 24 May, 2020 @ 11:40am 
I have been trying to figure out how to make this mod work I've started a new campaign with only this mod active and while i see the unbreakable and MA changes it will only last for the 25 seconds like in vanilla
DreamingAbyss 24 May, 2020 @ 9:38am 
I always load it with a new save i think it might have something to do with difficulty maybe not sure tho but mine stopped working again even by itself so i just edited the mod myself and set the timer to 999 seconds and it seems to work now but i haven't tested it a lot yet.
IfThenOrElse  [author] 24 May, 2020 @ 2:32am 
For those of you who struggle to get it working - are you loading with a new campaign? I wonder if something about army abilities gets baked into a campaign save and so we see odd stuff on current campaigns.
Crazyivan 23 May, 2020 @ 10:09pm 
i use the steam luancher not working either
DreamingAbyss 23 May, 2020 @ 7:54pm 
i fixed it somehow not really sure but i think that kaedrins mod manger breaks it for some reason i stopped using it and it started working again
DreamingAbyss 23 May, 2020 @ 7:41pm 
The same problem as skazu is happening to me but this mod is the only mod i have im in ME on very hard diffuculty
IfThenOrElse  [author] 23 May, 2020 @ 4:23am 
@Skazu - I double checked - all working fine on ME. another mod of yours might be funking around with ability phase effects.
IfThenOrElse  [author] 23 May, 2020 @ 3:27am 
Let me investigate Skazu. my assumption is that the ability is the same across campaigns.
Mal 22 May, 2020 @ 11:23pm 
Tried it in ME, It shows unbreakable but only last 25some sec, and def skill is still reduced. Is this only for Vortex campaign or something? Im super early in my mod list atm. with only 5 mods and none is even close to touching skills or abilities. it really shouldn't conflict with anything.
JediMasterDraco 22 May, 2020 @ 10:29pm 
Nice. It's a campaign-exclusive ability and this allows it to do what it's meant to and doesn't require luck.