Total War: WARHAMMER II

Total War: WARHAMMER II

Bastilean's Buildings Compilation (S&F)
50 Comments
No Name 12 Sep, 2022 @ 7:24pm 
Are you going to make something like for warhammer 3?
Deviant 11 Sep, 2021 @ 6:20am 
How about adding the entire spider roster to the "Lair of the Broodmother's" unique building chain? In T-2 both variants of spider riders, and in T-3 Arachnarok Spider.
Bastilean  [author] 2 Sep, 2021 @ 8:52pm 
Try it stand alone
Space Hero 2 Sep, 2021 @ 8:19pm 
It doesn't seem like any of the growth buildings are actually generating the income that it says they should be.
I have a pretty overwhelming mod load-out, so there may be some weird interaction occurring, but it has been the same with every faction I've tried.
Bastilean  [author] 2 Sep, 2021 @ 3:29pm 
It's balanced for vanilla. SFO has building updates of it's own you would be over writing possibly with these.
Wildly Unprepared 2 Sep, 2021 @ 8:59am 
This works with SFO?
Deviant 1 Sep, 2021 @ 6:07pm 
The most important and universal parameter of a unit is not its discipline, but its cost in gold.
Let's compare units with the same traits - high melee damage, low armor.
Flagellants (600) - T-3
Plague Monks (750) - T-2
Elven witches (800) - T-2
Slayers (900) - T-3
Something that Flagellants (unit for 600 gold) is "unbreakable" highly compensated other parameters unit.
And I still compare only the units themselves. It should also be recognized that their building chain has very similar functions. And in these functions, the chain of buildings "flagellants" sucks.
Bastilean  [author] 1 Sep, 2021 @ 1:46pm 
Flagellant's are unbreakable. Slayers are unbreakable and they are also tier 3.

The only thing comparable to a Warrior Priest in vanilla is a Black Orc Big Boss.

This build is much more akin to a Dwarf Rune Priest building chain.

It's apples and oranges. If there were breakable units to add at tier 2 I would certainly consider moving things around. The Tier 5 looks like wasted space in vanilla, but Deco's Expanded mod might be using it. Also, as far as tier 3, 4, 5 it's relatively cheap.
Deviant 1 Sep, 2021 @ 11:42am 
1) Access to one unit for 600 and one hero of gold in a t-3 building is too little for the price that this building gives. Relative to ALL other factions.
2) Volkmar becomes non-competitive compared to Karl. Access to "flagellates" in T-3 makes Volkmar very weak as a lord.
3) ("Plague monks" / "elf witches") are very similar to "flagellants" and are located in t-2.
And "elf witches" are also worth 200 gold more than "flagellants".
4) The chain of buildings DE "Cult of Khaine" performs literally the same function as the flagellant building chain.
But for DE this chain is 2-3-4, and for the empire 3-4-5.
Also, the chain of buildings DE "Cult of Khaine" has 2 times more access to units and heroes.
5) A chain of skaven buildings with "plague monks" performs relatively similar to the flagellant building chain.
But the Skaven have this chain 2-3-4, and the empire has 3-4-5.
Bastilean  [author] 31 Aug, 2021 @ 9:41pm 
Yeah, Warrior Priests are awesome, free buffs for days, and you get Flagellants at tier 3. What's not to like?
Bastilean  [author] 31 Aug, 2021 @ 9:31pm 
I honestly haven't gotten around to looking into it. I have been modding the shit out of the medusae to make her a hero, and I am finding out that I need to learn how to play with the model files a bit which I know nothing about, because I am getting a dryad mesh in campaign instead. The skill tree looks really fly though and I have no issues with the Custom Battles.
Deviant 31 Aug, 2021 @ 9:26pm 
What about the flagellant building chain (Empire)? Don't you think this building chain is one of the weakest in the game?
Bastilean  [author] 31 Aug, 2021 @ 9:24pm 
I stand corrected. Updated. Thanks Deviant! I really do appreciate your input. This game is huge.
Deviant 31 Aug, 2021 @ 8:36pm 
"...Cult of Pleasure which was working and using the same building as everyone else."
- No, not using.
Just log in as any Dark Elf faction EXCEPT "Cult of Pleasure".
Bastilean  [author] 31 Aug, 2021 @ 8:01pm 
Firstly, you didn't faction specify. Secondly, I tested Cult of Pleasure which was working and using the same building as everyone else. Morathi's my favorite atm. What's the building called?
Deviant 31 Aug, 2021 @ 7:28pm 
The "Cult of Pleasure" faction has a public order building that differs from ALL other dark elf factions.
Bastilean  [author] 31 Aug, 2021 @ 5:57pm 
Deviant, I believe you gave me a false alarm. I just checked the tables and loaded the game the Cultist Gathering to Pleasure Palace was producing +4 to +20 growth. FYI, Dread Manse and Palace of Dread Knights are not primary public order buildings.
Deviant 31 Aug, 2021 @ 3:00pm 
The public order building chain for Dark Elves does not grant population growth.
Carnage for Khaine 31 Aug, 2021 @ 6:39am 
mkay...
Bastilean  [author] 30 Aug, 2021 @ 7:08pm 
After the update, CA provided comparable QoL updates to these two buildings. I decided to go with CA's approach which has similar unit recruitment tiers to my own.
Carnage for Khaine 28 Aug, 2021 @ 6:42pm 
are Engineer's Workshop and Gunsmith's Forge mods removed? these are real quality of life mods @Bastilean
Bastilean  [author] 10 Aug, 2021 @ 6:53pm 
Yes, this mod include Earlier Major Settlement Slots. You can remove the table fragments and resave it under a different name or you could download each of the submods without that particular sub mod.
드로우달스 9 Aug, 2021 @ 4:50am 
Earlier Major Settlement Active Slots to this Comprehensive Mod Is it possible to upload a mod with this mod removed?
Slot Addition Mode does not work because of this mod.
Deviant 6 Aug, 2021 @ 4:20pm 
I propose to move the chain of buildings of the Imperial Flagellants from 3-4-5 levels to 2-3-4.
Bastilean  [author] 5 Aug, 2021 @ 9:52pm 
@Deviant good call
Deviant 20 Jul, 2021 @ 3:18am 
Thanks for the mods!
I propose to make a mod for the buildings of savage orcs:
1) Move Orc Savages on Boars from T-3 to T-2
2) Raise the price of T-2 from 3000 to 4000
3) Reduce the price of T-3 from 5000 to 4000
Bastilean  [author] 15 Jul, 2021 @ 12:37am 
You are welcome! :steamthumbsup:
MorglumNecksnapper 15 Jul, 2021 @ 12:33am 
Thanks for the update!
Bastilean  [author] 15 Jul, 2021 @ 12:27am 
The mods and this compilation should be up to date, but I make mistakes. Let me know if I missed any items that need to be updated for the Silence and the Fury. Thanks
Bastilean  [author] 13 Jul, 2021 @ 3:38pm 
:steamhappy:
Deviant 13 Jul, 2021 @ 8:34am 
"Saurus are now only available from Tier 2 (previously Tier 1)" .:steamhappy:
It was a common imbalance ...
Bastilean  [author] 10 Jul, 2021 @ 12:56pm 
Yeah, I nerfed very few things in these mods. I get where you are coming from, but part of Faction identity is having different power curves. Lizardmen's power curve comes early but they have less aggressive top tier infantry. I think it's reasonably healthy how it is, and I am not looking to change it.
Deviant 9 Jul, 2021 @ 7:21pm 
Finally, balancing the spawn time of units ... But what about the opposite of too strong units? For example, "Saurus Warriors" which are in vanilla in T-1, although by all logic they should be in T-2?
LemurKing 6 Jul, 2021 @ 3:23pm 
Top stuff, gotta hand it to ya
Bastilean  [author] 5 Jul, 2021 @ 8:35am 
@MegaWizard99 yeah:steamthumbsup:

@ShaggothChampion thanks! :steamhappy:
MorglumNecksnapper 4 Jul, 2021 @ 4:19am 
Amazing mod!
LemurKing 3 Jul, 2021 @ 7:51pm 
Just to confirm, this has all those building changes that unlock units at lower tiers, yeah?
Lobuno 21 Jun, 2021 @ 4:21pm 
Thanks, tested with my current Empire campaign and seems to work fine!!!
Bastilean  [author] 21 Jun, 2021 @ 3:01pm 
I think so. Save you current mod configuration. If it's not compatible you will know right away and can go back to your previous mod loadout
Lobuno 21 Jun, 2021 @ 4:40am 
Great work!!! Is this mod savegame compatible???
Bastilean  [author] 15 Jun, 2021 @ 12:24am 
Thanks :steamhappy: I do my best.
Mouse Lover 15 Jun, 2021 @ 12:20am 
. . :Speech_Love:
:fhappy: This is beautiful.
Also better for keeping the mods nice and clean.
Bastilean  [author] 14 Jun, 2021 @ 5:47pm 
This is a compilation of all the building mods. It's stand alone. You don't need both. I haven't made the submods for Expanded Roster part of the compilation yet though. I only just started those.
Lord Sleepy [C9] 14 Jun, 2021 @ 3:59am 
Sorry, maybe I overred it. But I see all these "Buildings Mods" It this a compliation of all of these or is this just a standalone Mod ???
Bastilean  [author] 12 Jun, 2021 @ 6:49pm 
:steamthumbsup:
alimacdell2209 12 Jun, 2021 @ 3:49pm 
Thank you very much for putting the time and effort on these!
Bastilean  [author] 12 Jun, 2021 @ 2:11pm 
@Naptime Drinking Hall, Farmers Market, Buildings for Factions, Major Building Active Slots. Yup.

@voiceofreason467 You mean they disappear in SFO? That's odd. I didn't remove any buildings from the lizardmen. That must be an SFO thing. SFO already has good building mods imbedded... you probably should talk to someone from SFO for compatibility not me.

I am going to be doing submod's for Deco Expanded Roster. Maybe one a week or something. I don't think a lot of submodding is needed but getting full parity is nice.
voiceofreason467 12 Jun, 2021 @ 9:09am 
You should an SFO compatible version, right now there are certain units that don't show up in the roster because they're supposed to latter down the and such. For example, Saurus Warriors with Shields and their Spear variant just flat-out disappear.
Bastilean  [author] 11 Jun, 2021 @ 10:45pm 
:steamthumbsup:
Dreamwave_Arcades 11 Jun, 2021 @ 4:35pm 
Nice