Total War: WARHAMMER II

Total War: WARHAMMER II

High elf region locked recruitment
52 Comments
Garuk Seln  [author] 23 Oct, 2021 @ 8:48pm 
Added limited amounts of treemen and treekin recruitment to Avelorn for non-avelorn factions.
Zey 23 Oct, 2021 @ 6:07pm 
Can't recruit Treemen on Avelorn, only sisters.
Garuk Seln  [author] 23 Oct, 2021 @ 3:46pm 
I haven't messed with this in a bit, so I forgot there are a couple of non-unit related things in the Teclis portion of the tech tree. I intend to change how those work at some point, but it's gonna be awhile. My current modding project is expansive and takes up a lot of time.
Garuk Seln  [author] 23 Oct, 2021 @ 7:13am 
@Saugir Why? They buff units that should only be exclusive to Teclis and if other high elf factions can build them, that's unintended by me.

I want to give Teclis an interesting draw to stay in Lustria instead of moving, at least immediately, back to Ulthuan.
Saugir 23 Oct, 2021 @ 4:43am 
Hey, could you make it so that other elves get access to the Teclis specific tree if they capture the Star Tower ? ...since that is how the mod work for all the other region-specific units :)
Revelation 29 Jul, 2021 @ 4:33pm 
will do, this was actually either yesterday or the day before - so pre-update!

Thanks for everything :)
Garuk Seln  [author] 29 Jul, 2021 @ 3:57pm 
I don't think I changed anything related to that. I didn't experience any problems testing it just now, but let me know if it happens again.
Revelation 29 Jul, 2021 @ 1:59pm 
Nice, my friend and I were having a crash with him playing Teclis trying to look at the ripperdactal building in oxyel(no idea on these mad spellings) - but you've now updated so we thought that was the issue previously! thanks for the update and all its great.
Garuk Seln  [author] 29 Jul, 2021 @ 11:41am 
Forgot the change I made would make it not possible to upgrade the hunter building. Theoretically it should work, but if it doesn't, let me know. There would be a cleaner way than is currently implemented, but I'm not inclined to fuss with it unless it's currently nonfunctional.
Garuk Seln  [author] 29 Jul, 2021 @ 10:55am 
All right, did a lot of backend work on how units were blocked and recruited that functionally looks the same for you guys, but is far easier for me going forward. I believe I got everything, but let me know if something seems amiss. Also adjusted the special Lothern port and removed a level of the hunter/handmaid building, as it didn't really give anything very worthwhile now.
Revelation 27 Jul, 2021 @ 11:11pm 
it still works! :) so thanks, and look forwards to the new one!
Garuk Seln  [author] 27 Jul, 2021 @ 6:41pm 
Sorry, this was one of the first mods I'd ever tackled and since then I've learned about a bunch of better ways I could have done stuff. I do plan to get this updated, but it's going to take a bit, since I didn't want to start rebuilding how I'd gone about things until the DLC and possibly patches dropped.
Revelation 27 Jul, 2021 @ 5:43pm 
any idea on an update? :)
Revelation 20 Jan, 2021 @ 11:06am 
In lore (end of the good stuff really) before age of *shudders* sigmar stuff takes off imrik gets all... emmm well non-Caledorian units get a little expendable, he literally doesn't care if they die. Would you consider reflecting that? white lions, sea guard, reavers etc - basically everything that isn't dragon princes and basic inf they all have access to

Idea I was having while playing in coop as yevesse lol "why would they care that those white lion/sisters broke tho? O_o"
Garuk Seln  [author] 15 Dec, 2020 @ 9:16pm 
Thanks for bringing that up Andy, that was on me. I think I fixed that and made a couple of other minor adjustments and fixes.
HolyHandGrn8 15 Dec, 2020 @ 7:38pm 
Don't know if its from another mod conflicting or not but Sea Guard with shields are no longer available in lothern?
Garuk Seln  [author] 6 Dec, 2020 @ 9:31pm 
Updated for the latest patch. I believe there is a way to have different tech trees, for different HE factions, but I'd have to look it up again. I have more gameplay ideas than I have time, so it's not really a priority of mine.
Revelation 5 Dec, 2020 @ 5:28pm 
- confirmed it works dude :) I'm assuming you dont need teclis's building to get hoeth (if you take the white tower region), anyway to make that tech tree not show up on other HE?
Garuk Seln  [author] 5 Dec, 2020 @ 5:14pm 
It shouldn't because of new regions. It does need some changes due to how I've changed recruitment and how some high elf buildings were shifted around, hopefully have it sorted by tomorrow.
Revelation 5 Dec, 2020 @ 4:59pm 
so... imma be that guy, this need an update I assume because of new regions?
Garuk Seln  [author] 28 Sep, 2020 @ 9:30am 
Fixed a broken resource icon.
Properly made the two mine buildings in Flayed Rock lock eachother out.
Fixed an issue with Flayed Rock landmark having upgrade icon even when fully upgraded.
Revelation 7 Sep, 2020 @ 10:27am 
nice dude
Garuk Seln  [author] 7 Sep, 2020 @ 9:55am 
Added a dino-related building in some Lustrian capitals for Teclis.
Garuk Seln  [author] 4 Sep, 2020 @ 8:57am 
Decided to have the dragon from flayed rock benefit from most bonuses. Meant to cap it to 1, correctly applied that.
tnt 3 Sep, 2020 @ 9:21pm 
just wanted to say great mod playing teclis now love it. also love caladore give me more dragons lol...no serious more dragons. again love the mod. great work.
tnt 3 Sep, 2020 @ 9:18pm 
yeah late to reply but sorted in my current game great work great response thanks
Revelation 26 Aug, 2020 @ 5:20pm 
its a great mod, I love the idea that you know, each area/faction actually has some kinda thing... something that makes it special beyond random buff go boom

I figure the only reason it is like it is in the base game is because crying people / balance. for example in the lore Calador considers white line dudes expendable... it makes sense in many ways they aren't your brothers and sisters dying lol.

or... trees (if you think about it thats weirder)
Garuk Seln  [author] 26 Aug, 2020 @ 5:09pm 
I'm glad you're enjoying it, helps motivate me to work on it!
Revelation 26 Aug, 2020 @ 5:07pm 
fair enough
Garuk Seln  [author] 26 Aug, 2020 @ 5:06pm 
Ok, actually doing the thing to have it only appear for Teclis is somewhat complicated and time-consuming. I may get to it eventually, but it's not much of a priority for me right now.
Revelation 26 Aug, 2020 @ 1:29pm 
- May I add, I really love this mod bro. GG!
Garuk Seln  [author] 25 Aug, 2020 @ 6:09pm 
Huh, that shouldn't be happening. I booted it up now and it doesn't appear unlocked from the start. Can you research all the Teclis technologies, or just certain ones? Can you think of anything unique happening before the technologies became available?
Revelation 25 Aug, 2020 @ 3:25pm 
Playing as yvresse, in the tech tree I can get Teclis's expansion stuff unlocked - The dread saur maybe taking that chain a bit far...
Garuk Seln  [author] 24 Aug, 2020 @ 8:50pm 
Two new landmarks at Flayed Rock for Imrik. Only one mining chain is buildable at a time, final level makes a new dragon available for either mining chain. Destroying it and building the other will not allow you to have more than one at a time.

The dragon does not receive many of Imrik's dragon bonuses, this is intentional.

The wing texture is still not 100% right, will figure it out as soon as I can.
Leela 24 Aug, 2020 @ 1:22pm 
yep seems to work thanks
Garuk Seln  [author] 24 Aug, 2020 @ 1:07pm 
Are people still finding those buildings being buggy? I tried them with a fresh campaign just now and everything seemed to be working correctly.
Revelation 23 Aug, 2020 @ 4:56pm 
Did it get sorted out?
Leela 23 Aug, 2020 @ 12:33pm 
seems to be bugged but the teclis stuff works fine
Garuk Seln  [author] 14 Aug, 2020 @ 8:12am 
Thanks for bringing those bugs to my attention tnt, I think I sorted them out, let me know if something's still borked.
tnt 13 Aug, 2020 @ 4:58pm 
am i to understand that the dark hold is to allow infinite access to sun dragons? because is my new game that just started i do not see that option only the special dragon that was there can not remember his name. also in my game the port in dark isles the dragon building will not progress to last tier it says the previous building is not constructed. any help thanks. love your mod.
makes its a better game at least for me.
Garuk Seln  [author] 30 Jul, 2020 @ 8:51pm 
New landmark for Imrik in Nagashizzar.
Garuk Seln  [author] 9 Jul, 2020 @ 5:34pm 
Update: Added some unique dragons for Imrik's mortal empires start in the darklands. One in starting province, one in Darkhold, one in the dragon isles. Tested most of their abilities, may need to be tweaked.

*If you already have an ongoing game, you might need to demolish and rebuild the dragon grave yard and special port to see them.
Garuk Seln  [author] 24 Jun, 2020 @ 8:27pm 
Update: New passive ability for Windrider(Ripperdactyl form) that debuffs nearby enemy flying units.
Garuk Seln  [author] 23 Jun, 2020 @ 9:21pm 
Update: Buffs for chariots through tiranoc landmark
Dragon chain building now grants an army ability, still thinking of ideas to possibly give it a little more.
Garuk Seln  [author] 22 Jun, 2020 @ 8:59pm 
Update: New garrison unit for lvl 5 Asuryan temple chain, tweaks to Windrider abilities.
Garuk Seln  [author] 22 Jun, 2020 @ 9:27am 
Update:
Windrider available from Teclis's landmark in Oyxl, ability costs still need further testing and are likely to be tweaked.
Garuk Seln  [author] 20 Jun, 2020 @ 9:47am 
Update:
temporarily reverted new building icon to vanilla, disliked look, will try again.

Added some buffs for eagles to Teclis's landmark in Oyxl,

Beastheart available for recruitment from The Star Tower at lvl 5.
Nimue 19 Jun, 2020 @ 8:59am 
Tying recuitment to landmarks is pretty clever; very compatible too.

Garuk Seln  [author] 17 Jun, 2020 @ 8:12am 
Update
New landmark and units for Teclis in Oyxl