Total War: WARHAMMER II

Total War: WARHAMMER II

Sigmar's Heirs - No vanilla recruitment
25 Comments
|Warden| 14 Sep, 2023 @ 2:10pm 
Would it be possible for you to port the updated W3 version with Empire specific limit to W2?
Maou-chan 13 Jul, 2022 @ 10:13pm 
doesnt work
riki_cappelletti 7 Jan, 2022 @ 5:30pm 
it doesnt work for me... is there a specific order by using Kaedrian's mod manager ?
Yung_Buttpiss 4 Jan, 2022 @ 9:16am 
Is there a way i can remove just the reikland buildings and stuff and keep the vanilla?
BlastFromThePast 12 Sep, 2021 @ 1:15pm 
When you hover over the blacksmith and armoury the informations tab dosn't show on the left like with other buildings ;)
Gerhardt 2 Sep, 2021 @ 8:17am 
thank you! while looking for that noticed another thing happening: a recently confederated stirland has stirland barracks in one city and reikland barracks in another. just fyi :)
Chickie Levitt 22 Aug, 2021 @ 7:51am 
@Gerhart you always have those military buildings but if you look at the right side with this mod disabled, like I just did, you'll see another set of vanilla buildings, The mod removes those.
Gerhardt 20 Aug, 2021 @ 10:00am 
still have the option to build vanilla military buildings in reikland at campaign start. am i doing something wrong?
Horny Jail 16 Aug, 2021 @ 2:51pm 
Great
Meuhoua 7 Aug, 2021 @ 12:47pm 
Not a great miracle, but i think to have found a simple way to avoid the TEB and Kislev mod incompatibility : instead of Culture variable to disable vanilla building (Empire Culture include Kislev and TEB), aim Subculture.
Only thing annoying, the military tab placed at the end of the list for TEB and Kislev, so it need also restore the name and place of the tab for them.

Other thing, not linked to the submod but spotted doing that, TEB and Kislev (played with the Kislev Reborn mod) got a some building from your mod (spotted Knightly Order and Road building with Huntmaster with Kislev).
KNOCK KNOCK IT'S ME, Big BIRB 10 Jun, 2021 @ 2:19am 
Is there a submod that does the opposite of this? i want regional recruitment but no optional units.
kellerblair02 20 Apr, 2021 @ 12:29am 
Yeah I can't use this or I cannot recruit Demigryphs in large numbers
Blackhe4rt 12 Apr, 2021 @ 4:01am 
was my guess two^^ anyway, just wanted to tell you that, have a nice day still, really like your Empire Mod btw, i even use it when playing other races
Xoudad  [author] 12 Apr, 2021 @ 3:52am 
I guess Cataph made new barracks and stables for his mod but the forge is still vanilla :)
Blackhe4rt 12 Apr, 2021 @ 3:28am 
It surprisingly only deactivated the gunpowder chain, the stables and barracks where still there.
Found that out when i forgot to deactivate this mod for my New World Colonies Savegame
Xoudad  [author] 11 Apr, 2021 @ 11:48pm 
It potentially disables all the vanilla recruitment buildings for all the human factions
Blackhe4rt 11 Apr, 2021 @ 7:42pm 
It's incompatible with the Southern realms Mod, the Artillery Buildings gets disabled. Just informing for everybody before they ask you^^
Blackhe4rt 8 Apr, 2021 @ 6:22am 
ohh, yeah, you are right :D why didnt i think about that :D
Xoudad  [author] 7 Apr, 2021 @ 11:24pm 
No need to use it if you play other races than the Empire
Blackhe4rt 7 Apr, 2021 @ 10:44pm 
is that compatible with the kislev mod? Cause kislev uses the vanilla recruitment building tab for their unit buildings
Mustafao01 6 Apr, 2021 @ 1:24am 
kewl. Thanks fella
Xoudad  [author] 6 Apr, 2021 @ 12:43am 
@RexJayden : Could be a problem if you already have vanilla buildings, not sure
@Mustafao01 : Should be, I don't play SFO
Mustafao01 6 Apr, 2021 @ 12:17am 
SFO compatible?
RexJayden 5 Apr, 2021 @ 7:15pm 
Save game compatible? :lunar2019deadpanpig:
RexJayden 5 Apr, 2021 @ 5:41pm 
Great idea...this will make things less confusing. Thank you, Xoudad! :Monokuma2_DGR: