Total War: WARHAMMER II

Total War: WARHAMMER II

Population Mechanic - Auxiliary Submod
42 Comments
sarumanthecursed 22 Aug, 2024 @ 11:12am 
Hey man, what happened to wegh?
UltraRanger 15 Apr, 2022 @ 7:21pm 
Hi could you please add more and better (low tier) units? Like at least let us have spearmen with shields? I really wanna role play an experience where as High Elf you just don't have that many soldiers thus have to use your financial powers to hire mercenaries & auxiliaries.
Wikist 4 Apr, 2022 @ 2:21pm 
Elven colonies have auxilaries units in garrisons and gives the ability to recruit them by deafult (some). Specific to cities with "Elven colony" mark.
lwhのsama 31 Mar, 2022 @ 4:20am 
besides OVN lost factions ?
j.francisco 28 Jan, 2022 @ 5:20pm 
@Lorghul Thanks
Lorghul  [author] 28 Jan, 2022 @ 4:23pm 
@j.francisco I just checked and apparently not. I don't know if everything else will work fine if you enable it mid campaign though.
j.francisco 28 Jan, 2022 @ 3:40pm 
Do i need a new save game to unlock the building chain?
Starfoth The Burgundy Silk Rug 24 Dec, 2021 @ 12:35pm 
I gotta say population mechanic has to be one of the greatest mods available for the game and it really does feel more like world domination when you can SEE the populations still existing instead of just bretonnian castles where they look out of place and wacky.

The choices you make for purging or expelling, the urbanization programs, all of it!
NemViNeitor 3 Dec, 2021 @ 6:36am 
This is hands down the best mod for Warhammer. I never played a campaign till turn 300. Thanks a lot.

I would like to ask if it`s possible to create immigration units to make easier move populations around. Like (playing as the Empire) something you can recruit directly from a dwarfing population and disband in Reikland, each unit having like 1000 dwarfs. what do you think ?
mariusz.sabadasz 17 Nov, 2021 @ 10:47am 
Love this mod
but it slows down game significantly
any chance of greater replenishment rates and max troops capacity in the settlements ?
Maal 14 Sep, 2021 @ 3:09pm 
@Lorghul
Your dedication at making your stuff as overhaul friendly as possible is appreciated.
Lorghul  [author] 14 Sep, 2021 @ 3:02pm 
I'm sure I checked that the units I was adding via this submod didn't require secondary buildings in SFO or CTT. If they got changed recently you could just change them back by overwriting their main units tables, I don't think it will upset balance to any appreciable degree.

I already added an invisible +4 to all relevant unit caps on the auxiliary buildings, for compatibility with any mods that added unit caps to those units.
Maal 14 Sep, 2021 @ 2:30pm 
I'll take a look at how system work so I can attempt to fix it on the submod's end.

Either create a second unit with no secondary buildings in the submod, or more simply just add the main_unit of those units to the submod and remove the building. The first might require script fiddling tho.

I'll prob also need to add an +cap effect to those auxi building, because some units might be capped at 0 if they chose that option.
SerKing5 12 Sep, 2021 @ 10:56am 
yes i am using SFO, but i am also using the population SFO compatability mod. so the trouble should be on thad end I guess.
Lorghul  [author] 12 Sep, 2021 @ 4:36am 
@pimvanerven Elven Forges aren't a secondary requirement for recruiting Silver Helms, or any unit for that matter. You're using another mod that does that, SFO I'm guessing?

I thought SFO didn't lock regular Silver Helms behind a forge, but I must've been wrong or SFO changed it. Unfortunately there's not much I can do about it, there's no "this faction ignores secondary building requirements for this unit" table.
SerKing5 12 Sep, 2021 @ 4:17am 
i am playing a gor-rok campain and i cant recruit silver helms via the auxiliary building. the unit card says i need a elven forge but obviusly thads not possible as a lizardmen. is this a bug or are there realy special requierment needed for recuiting silver helms?
Caius Cosades 6 Sep, 2021 @ 4:51am 
Yes it works now, thank you for this mod it really does transform the game.
Human72 3 Sep, 2021 @ 2:10pm 
That’s fair
Lorghul  [author] 3 Sep, 2021 @ 11:30am 
Sorry I was away for work for a couple days, yeah I checked and I hadn't set up several auxiliary buildings correctly. I've fixed them now so it should work (it's the main mod that needs to update, not this one). Ty for the bug reports!
Caius Cosades 2 Sep, 2021 @ 9:06am 
I don't receive Auxiliary pops even though I have ghetto/mercenary district built and various human populations. Playing as Dwarfs with Sartosa and the Border Princes settlements captured. How is auxiliary population acquired?
TBoneSteakly 31 Aug, 2021 @ 5:57pm 
Playing as Settra, I've conquered some of the badlands and have built the Aux buildings in settlements with Sylvanian pops. Auxilliary soldier population still reads 0, and any Sylvanian handgunners I recruit start with the base 10% health. Is there a minimum population required? I have just about 3000 in the province.
Human72 10 Aug, 2021 @ 1:22pm 
alright then manpower mods are a green light then @Lorghul sweet. :D though i did check with your main mod that mods that add building slots to the provisional captials though they work well with your mod it makes it a bit to cluttered to be able to read and see all of the options. and that's your main mod here though.
Lorghul  [author] 10 Aug, 2021 @ 5:30am 
@Human72 The units you recruit are copy-paste vanilla units. They will change according to any mods you have which alter those units.
Human72 9 Aug, 2021 @ 10:23am 
can we see this in action with in game pictures? and will this be compadable with mods that add more men to each unit? aka is the auxiliaries copy paste vinillia units?
Vollhov 7 Aug, 2021 @ 4:47pm 
The old version was more interesting. You could recruit mercenaries quickly to try to defend the city, but at the same time they did not receive bonuses from lords and technologies.
MathiAwesomE 15 Jul, 2021 @ 1:00pm 
Yeah, you said it worked for you, so I tried taking them out of the steam workshop folder and putting them directly into the data folder, and that seems to do the job
Lorghul  [author] 15 Jul, 2021 @ 12:53pm 
Sorry I was getting groceries delivered so I didn't see your message - it's working now? Well... good! I wish I knew what caused that. This isn't the first and probably not last time this has happened.
MathiAwesomE 15 Jul, 2021 @ 12:47pm 
Wait nvm it works now for some reason, maybe steam workshop is having issues or something.

anyway keep op the good work :)
MathiAwesomE 15 Jul, 2021 @ 12:43pm 
Lorghul can i add you? so we dont spam this chat in trying to debug

I have found something quite strange
MathiAwesomE 15 Jul, 2021 @ 12:34pm 
Strange, now it doesn't crash anymore, it seems to just load forever, not sure how to even achieve that, I have tried verifying my game to see if is was broken somehow, but everything seems fine

can anyone else verify that it works?

Well anyway, it seems like a good idea, I hope you get it to work
Lorghul  [author] 15 Jul, 2021 @ 12:24pm 
Ok, I have one last guess at an update to fix it, then I'm officially stumped. Let's see if that worked!

Now that I'm thinking about it, I saw someone post a screenshot from this submod yesterday, so it was working for someone else then.
MathiAwesomE 15 Jul, 2021 @ 12:16pm 
It still crashes for me with both enabled, I'm guessing there is something wrong on your end
since i have nothing else enabled, and i can run the game fine with everything else
Lorghul  [author] 15 Jul, 2021 @ 12:10pm 
@Naustghoul I've had stuff happen like this before, where I load both mods on my end and it works fine, but then it crashes for everyone else. The wonders of however CA programmed their mod support.

I've updated it again with some redundant dependencies included, has that fixed things on your end?
Naustghoul 15 Jul, 2021 @ 11:46am 
@Lorghul:

Unsubbed all mods except yer two tried = CTD.
Unsubbed all mods and reloaded main mod = worked fine.
Unsubbed all mods, reloaded main mod, and reloaded aux mod = CTD.
Unsubbed all mods, switched load order, reloaded main mod, and reloaded aux mod = CTD.
Unsubbed all mods, switched back original load order, and reloaded main mod = worked fine.
Unsubbed all mods, reloaded main mod, and reloaded aux mod = CTD.

Seems like something might have gone wacko-jacko in the upload unless someone here can confirm they have this working.
Lorghul  [author] 15 Jul, 2021 @ 11:10am 
Ok that can happen with mod updates sometimes, I've pushed through an update, can you try that and see if it stops the crashng?
Naustghoul 15 Jul, 2021 @ 11:02am 
Sorry, also forgot to mention when those two mods are the ONLY ones loaded as well in the last comment.
Naustghoul 15 Jul, 2021 @ 11:00am 
Seems to be causing a CTD whenever this and your main population mod are loaded, in either ascending and descending order, in the vanilla mod loader.
Lorghul  [author] 15 Jul, 2021 @ 10:38am 
@MathiAwesomE If you pick High Elves and check the military recruitment buildings section, there is no auxiliary building?
MathiAwesomE 15 Jul, 2021 @ 10:23am 
It is not working for me, and I am trying with only your two mods with this mad last in the load order, am I doing something wrong?
Lorghul  [author] 15 Jul, 2021 @ 2:58am 
@Hyme No, the AI wouldn't know when it's appropriate to recruit these units, and they have global replenishment available anyway.
Starfoth The Burgundy Silk Rug 14 Jul, 2021 @ 11:09pm 
Oh GOD yes
Hyme 14 Jul, 2021 @ 7:09pm 
Does the AI use this too? Also do they know which one to build?