Total War: WARHAMMER II

Total War: WARHAMMER II

Victory Conditions Overhaul 2 - Main Mod
655 Comments
Wry Cynic 13 Jun @ 4:00pm 
Hi Wolfy - also ran into the Clan Angrund problem with their new modded victory conditions not appearing on a ME campaign.

Looking at the Lua script for wh_main_dwf_karak_izor, the mission string for victory_type vco_victory_type_alternative_2_threat_elimination doesn't have a comma separating the string from the unification mission string (i.e., it should end with " ]], "). Inserting the comma manually solved the problem and Clan Angrund's victory conditions work correctly when loading a new campaign.
Cranberry Sauce 30 Mar @ 12:32am 
working for me, and love that it makes campaigns so much quicker. I wish there was a way to require all 3 routes to be completed but you can always just force yourself to do it lol. The base game campaign goals got so old so fast as I would be controlling half the map and just be waiting around for my armies to take another main capital or waiting for archaeon to show up. My only other complaint would be that they should be just a little longer in some cases, like I think Tomb Kings should be collecting all the books of Nagash, but I can actually finish a campaign in a day.
Wolfy  [author] 20 Feb @ 5:12am 
Not sure why it should not work, I am sorry.
Ghoulftw 18 Feb @ 5:15am 
Hi, i know you stopped updating the mod, but i have a question. The mod works for every faction but clan angrund. As i just bought the DLC, i tried uninstalling and reinstalling the mod but it wont work, did you have this trouble in the past. I get it if you cant help i was just hoping you might have a answer.
Wolfy  [author] 8 Nov, 2024 @ 12:24am 
No
Heretic [AUT] 7 Nov, 2024 @ 11:58am 
Does this affect multiplayer campaigns too?
Marakano 19 Feb, 2024 @ 9:03am 
But the game too, man
Wolfy  [author] 19 Feb, 2024 @ 8:03am 
Dude, this has not been updated since 2022. Of course it can have bugs.
Marakano 19 Feb, 2024 @ 7:54am 
after done one condition a game started to show me message about completed company. And When chaos is coming they just disappeared after this message. Lol "nice mod":steamthumbsdown:
Gobs 11 Jan, 2023 @ 2:50pm 
I'd rather have an otherwise meaningless "you won" popup too early than too late. I've never finished a campaign due to the vanilla requirements, so I'm glad to have this alternative.
Charlemagne 4 Sep, 2022 @ 5:42pm 
I love the concept of this mod, however, I feel that it makes the game too easy. I just won Route I with Teclis on turn 40. Route II of most of your faction VC seems like a more reasonable "short campaign", and is still easier and shorter than vanilla. I'm all for a shorter game but in 40 turns virtually nothing has happened, you haven't had time to develop almost any tier II. Of course I can "go on playing" voluntarily and try for Route II conditions, but having already received a "you won" message kind of takes the impulse out of the game.
My point is, the mod would be better with route II default as the short campaign and drop route I. It's too bad that you are not supporting it any more, I wish you can come back to it in the future.
Boysen Berries 31 Aug, 2022 @ 7:47am 
does this override multiplayer victory conditions, atm for head to head, it's raze or occupy 100 settlements
Gorwe 30 Aug, 2022 @ 10:08am 
Oy, that is awesome! Better performance AND even more flavor.

Yeah, I see myself trying out TWH 3 eventually, what an opportunist! :)
Wolfy  [author] 30 Aug, 2022 @ 10:05am 
No more framework means you will not need to install two mods anymore. Tailored rewards means that, after you complete a route, you get a bonus that is loreful regarding that route. For example, after unifying The Empire: you get a huge bonus to growth and public order in that area.
Gorwe 30 Aug, 2022 @ 10:02am 
No more framework? Also, tailored rewards? What does this mean in practice?
Wolfy  [author] 30 Aug, 2022 @ 9:44am 
@Gorwe

- Three routes per faction
- Tailored rewards per each route
- Integration with Legendary Lore
- Only one mod, no more framework
- Multiplayer support
Gorwe 30 Aug, 2022 @ 9:40am 
What do you intend to do in TWH 3?
Wolfy  [author] 30 Aug, 2022 @ 4:18am 
Hi @onomastikon, this mod will not be updated anymore. All the efforts have been moved to Warhammer III.
onomastikon 30 Aug, 2022 @ 4:17am 
My constructive criticism would be to tweak the conditions further such that threat elimination requires one slightly major power, and that edification require building some pattern, so for Itza that might be X Star Chambers and Y Scrying Pools, or a Star Chamber and Scrying Pool in at least X number of PQR provinces.
thanks much and all the best
onomastikon 30 Aug, 2022 @ 4:17am 
Thanks for this mod.
I like a lot of the general principles, all of which are creative and fit in nicely with the overall theme and flavour of the factions.
I do, however, find it, so far, much too easy. In my last playthrough as Lizardmen (Itza), I won on turn 59. Even if I had not (in fact accidentally) eliminated all threats, it would have just been a matter of time (and in fact: not much of it) to obtain the third victory condition, namely constructing two buildings in my starting city.
While the unmodded victory conditions drag on into an endless, often unsatisfying slog, the solution you have come up with removes that slog entirely (thank you!) but ends up feeling unsatisfying nonetheless.
Gorwe 13 Aug, 2022 @ 5:09am 
You've got a contender in TWH 3, Wolfy. From what I've seen in Zerk etc's videos, your mod still seems like a better semi-sandbox version. But! TWH 3 might be better for PURE SANDBOX, so.../shrug.

I like your work better.
cybvep 12 Aug, 2022 @ 2:15pm 
Short Victory conditions look good. Some seem a bit trivial, some might be too long but nothing seems as bad as in WH2. Messing with them may be a waste of time. Long Victory conditions are a different story, though.
Stromni 12 Aug, 2022 @ 2:10pm 
Definately room for improvements, i strongly doubt the official game will get anywhere close to the lorefullness that your mods bring :)
Wolfy  [author] 12 Aug, 2022 @ 11:53am 
Hi everyone!

Now that we have seen more about victory conditions and engame threats, what do you think? Do you still look forward to a VCO version for Immortal Empires?

I think there is still room from improvement and that I can still add routes/add custom endgame threats, but I want to know your thoughts.
Wolfy  [author] 6 Aug, 2022 @ 1:56am 
Hi everyone, I have created a DIscord channel for my mods, just so we can have a better way of communication. I will post updates and announcements there and also plan to offer more tailored support/beta testing. See you there!

https://discord.gg/n9Vjz2STtd
Wolfy  [author] 4 Aug, 2022 @ 2:50pm 
Nope
Der Cringe 4 Aug, 2022 @ 11:38am 
Is this mod coop compatible?
Wolfy  [author] 31 Jul, 2022 @ 2:51am 
@onomastikon

You win by completing one route, but the game does not end. You can keep playing to complete the other ones and, in fact, you are benefited to do so. If the mod is finally developed for Immotal Empires, then I will improve these benefits.
onomastikon 31 Jul, 2022 @ 1:40am 
Thanks for this mod. I'm admittedly late to the party, and also do not own wh3, so I cannot answer your last question, but am a long time enjoyer of wh2.
Quick question: are these victory conditions "routes" exclusive? That is, do I achieve victory by completing only one route? So for ME Itza I could win merely by building the two landmarks in my starting town, or would I need to also achieve those in routes 1 and 2 as well?
Wolfy  [author] 19 Jul, 2022 @ 2:23pm 
This was more a test for payloads than for the routes themselves, so glad go see you like em.
Stromni 19 Jul, 2022 @ 10:07am 
I love the ideas of payloads :) would probebly make me wanna get all 3 victories xD
Alessar 🐺🦄🦅 18 Jul, 2022 @ 3:16pm 
I prefer for now for warhammer 2, the third is very barebones, and expand with your last ideas!
Wolfy  [author] 18 Jul, 2022 @ 1:02am 
Payloads would act as global buffs that are gained after achieving a victory and would incentive the player to keep playing. I am balancing them based on special landmarks.
Wolfy  [author] 18 Jul, 2022 @ 1:00am 
* **Route III - The Old World Union:**
* _Objectives:_
* Conquer, ally with or assimilate all provinces of Bretonnia, Estalia,
Kislev, Tilea and The Border Princess
* _Payload:_
* The Old World Union:
* +10% Resources produced, +15% Trade Income, +20 Diplomatic Relations
with Empire, Kislev, TEB, Bretonnia, +10 Diplomatic Relations with HE,
Cathay
Wolfy  [author] 18 Jul, 2022 @ 1:00am 
I was just brainstorming ideas, how would you feel about something like this?

* **Route I - Empire of Men**
* _Objectives:_
* Conquer, ally with or assimilate all provinces of the Empire
* _Payload:_
* PH United Empire:
* +2 Control, +40 Growth, +5 Leadership
* **Route II - Non-immortal Empires/Cult of Sigmar:**
* _Objectives:_
* Reconquer Sylvania
* Destroy factions:
* Sylvania
* Untainted all over the Empire (?)
* _Payload:_
* PH Followers of the True Faith:
* -3 Corruption, +6 Hero Recruit Rank for Warrior Priests/Witch Hunters,
+20 Winds of Magic power reserve
Wolfy  [author] 17 Jul, 2022 @ 1:32am 
Three routes per faction*
Wolfy  [author] 17 Jul, 2022 @ 1:31am 
I am planning to start with some kind of Beta/Early Access and add races one at a time. Three routes per race and custom payloads.
Anf 17 Jul, 2022 @ 1:22am 
@Wolfy

I believe it's still going to be relevant. Even if the new victory conditions will be better than vanilla, there'll probably still be room for improvement. We'll have to wait and see to be sure though.
Wolfy  [author] 17 Jul, 2022 @ 1:13am 
@myraan__90

Thank you pal :D
Stromni 16 Jul, 2022 @ 2:16pm 
I still think this mod will be relevant, strongly doubt they will be able to bring the depth to a campaign that it does ^^
Wolfy  [author] 16 Jul, 2022 @ 10:33am 
@Dragon32

Nah, do not worry. Your reply was kind of what I was looking for.
Dragon32 16 Jul, 2022 @ 9:43am 
@Wolfy
Oh I see. I got the wrong end of the stick. Apologies.
Wolfy  [author] 16 Jul, 2022 @ 9:29am 
@Dragon32

I do not want a yes/no answer, just to start a conversation about what has been seen already and what are your thoughts.
Dragon32 16 Jul, 2022 @ 9:17am 
@Wolfy
I'd have to see the new victory conditions. What they've shown in the video seems a step in the right direction but not necessarily as rich as what is here.

That said I think you're asking people to judge on very little information.
Wolfy  [author] 16 Jul, 2022 @ 7:41am 
Hi everyone! I have a question for you all.

Do you think this mod is still going go be relevanf for Warhammer III - IE? Would you subscribe? Is the added value of routes/more tailored victories good enough for you?
Wolfy  [author] 16 Jul, 2022 @ 6:01am 
@Anf

missions.lua is not part of the vanilla files. Is a file I use which is interpreted by the framework. You need to open the pack and mod it.

I can try to fix it myself next week or the other if I have time. Try go remind it to me.
Anf 16 Jul, 2022 @ 3:03am 
@o4

Would it be possible for you to detail how to fix this issue? I can't seem to simply find missions.lua in any of the WH2-related folders?
Wolfy  [author] 3 Jul, 2022 @ 8:12am 
@Beta

May be! I am sure it gained some relevante as they said they want to change how Victory Conditions work for Warhammer III. Not particularly sure about Alberic's tho
Beta 3 Jul, 2022 @ 8:00am 
Alberic's start position in Immortal Empires makes me think that your VCO mod is on CA's radar and does serve as inspiration for them.
o4 21 Jun, 2022 @ 8:07am 
@Reedy @Wolfy I noticed this bug as well for Clan Angrund, and strangely I moved the objective script "...alternative_1_conquest" in missions.lua to appear at the end of the .lua right before return missions; Works fine after that (: