Total War: WARHAMMER II

Total War: WARHAMMER II

Fire's Empire Rorke's Drift Riflemen Regiment - Classic Version
21 Comments
Fire Destroyer  [author] 1 Mar, 2022 @ 6:33am 
@Alien_Jockey no, there's no such function to units; the only workaround is the one I mentioned before.
Alien_Jockey 25 Feb, 2022 @ 3:53pm 
Would there be a way to make it player only?
Fire Destroyer  [author] 7 Jan, 2022 @ 5:37pm 
Thanks for the comment, I would surely do the building (I was planning to copy the Karak-Eight-Peaks' structure, excluding the "location exclusive" attribute, because I tested and AI never builds this during my campaigns), but unfortunally I found myself out of time to work on my mods in the next months. I hope to see this, and develop my other mods, if I receive any time opportunity.
Daz 7 Jan, 2022 @ 4:58am 
Was just browsing the comments and I love the idea of having these guys recruit-able from a special building, like the church-hospital they defended in real life, smart to give the building no faction buffs so AI won't ever build it and will probably put a money+ or food+ building in its place, so no OP empire doomstacks even if you lowered the recruitment cost (although training veteran hybrid infantry from scratch would require a lot of money anyways so it works how it is)

The author of the "Gunkata Wardancers" mod did this and their mod works great
Fire Destroyer  [author] 18 Jul, 2021 @ 5:54pm 
:Dominated: :cozybethesda:
Revelation 18 Jul, 2021 @ 12:07pm 
oh so possibly an untainted buff for the building? That would be neat!
Fire Destroyer  [author] 18 Jul, 2021 @ 12:05pm 
Thanks for the ideas! Indeed, now that you mentioned buildings, I remember that hardly AI dwarves build that special building in Karak Eight Peaks, I may be wrong, but this shows that AI avoids building those special and delayed structures... I'll think on doing something similar, and obviously adding other bonuses for a possible Rorke's Drift building (like the church-hospital they defended on real-life).
Really it's extremely cool when someone thinks on one of my mods, many thanks again ; )
Revelation 18 Jul, 2021 @ 11:05am 
(basically table top caps + everyone plays like tomb kings) varies the armies and makes things difficult just to brutally steamroll - AND STILL there is too much money. There are a lot of player only X mods on the workshop for cheats, could you look at one and maybe re-purpose it to enable the player to build them? Just an idea....

people will always complain, about everything. Hell I wouldn't say I'm, currently complaining but I suppose people could argue I am haha, I look forward to any solution you do find! maybe you could consider locking it to unique buildings chains, or something along those lines.
Revelation 18 Jul, 2021 @ 11:04am 
lol I find it weird, maybe reduce them to like 70 dudes but adjust the power to be the same values as currently with the 200, then up the money. I find it weird people have money problems, they are getting the best unit in the game for ranged combat (more or less) and by turn 35 what campaign isn't rolling in cash. lol

Made weirder by the fact I have region locking on for races to own certain lands, anti snowball so it costs me more and more the more land I take / armies etc, I have unit caps and also table top caps.

Fire Destroyer  [author] 18 Jul, 2021 @ 8:46am 
Yeah, AI loves units because of their auto resolve advantage (Rorke's Drift kills something around 200 soldiers), but reducing these values could make them very weak and suscetible for being destroyed in player's hands. The price was already high like this, but people commented that it was too high.
Revelation 17 Jul, 2021 @ 5:53pm 
That's pretty weird, the AI cheats quite a bit... you could give them extremely low auto resolve chance to discourage the AI from using them all together, or make them insanely costly to buy like 5k gold or something I'm assuming both would work.
Fire Destroyer  [author] 17 Jul, 2021 @ 5:48pm 
I mean, as ROR from the other mod, so you see that AI sometimes passes limits...
Fire Destroyer  [author] 17 Jul, 2021 @ 5:48pm 
It's always good when someone gives any idea :steamhappy:. But I think (not sure) that to edit traits I would need to edit the faction itself from its base files. Anyway, I'll check if there's anything else that just AI can't use.
Just as a curiosity, in my actual campaign I saw AI recruiting this regiment only one turn after their army was destroyed º-º
Revelation 17 Jul, 2021 @ 5:42pm 
hum way of making htem recruit from faction trait and nothing else? That would do it right? Tho... I'm not sure XD thanks for the reply to my random idea lol
Fire Destroyer  [author] 17 Jul, 2021 @ 5:40pm 
@Prince of Crows, Indeed, It would be very nice! but it's actually impossible without scripting, which i'm still learning to do on the game.
Revelation 17 Jul, 2021 @ 5:35pm 
Would you consider somehow making it player only, Locking or possibly like with huntsmartial (please o god that would be good) or franz etc ? that way you don't end up with OP everything and can limit it yourself!
Fire Destroyer  [author] 11 Jul, 2021 @ 8:37am 
I saw the files and there was one thing that placed a 1 limit for the campaign. Please check if the update fixed it, thanks for reporting!
Fire Destroyer  [author] 11 Jul, 2021 @ 8:23am 
@jtenna12 where? campaign, custom battles or both?
jtenna12 11 Jul, 2021 @ 6:45am 
still gives me a unit cap of 1
Fire Destroyer  [author] 10 Jul, 2021 @ 8:39am 
thanks! :steamhappy:
|/|/573|)|/|006™ 10 Jul, 2021 @ 8:26am 
welcome back bro