Total War: WARHAMMER II

Total War: WARHAMMER II

Roguier Rogues (Revived + Expanded)
54 Comments
Holy Order of PIZZASALAD 30 Jan, 2024 @ 11:40am 
need this on WH3!
ThrobbingforMorbius 7 Apr, 2023 @ 8:41am 
if a rogue army is destroyed does it respawn?
Autumnchain 4 Jan, 2023 @ 10:27pm 
Will this mod get a TWW3 port?
=[NK]= Col. Jack O'Neil 13 Sep, 2022 @ 7:10pm 
Yes it works with sfo
piercebuster  [author] 13 Sep, 2022 @ 5:57pm 
OvN? Yes
SFO? I don't know.
HughJanus69 13 Sep, 2022 @ 11:37am 
works with sfo OvN?
piercebuster  [author] 4 Jul, 2022 @ 9:28pm 
@Judge Dredd

Because they're two changes that didn't feel big enough to make mods on their own. Though they're about the regular AI factions rather than rebels or rogues, this mod changes a bunch of odds-and-ends and it felt right to include them in this.
Flying Red Rooster 4 Jul, 2022 @ 10:26am 
Does the " light aggression-over-time scaling mechanic." aplpy only to rebels or all factions?

Also, why did you add "Changed success chance penalty on AI-to-AI confederations."?

It's such shame that you added such random changes, the changes to rogue armies sounded great on their own
Wry Cynic 29 Jan, 2022 @ 12:38pm 
Hey there - I really enjoy the changes to Rogues and Rebels (which I can tell are functioning as advertised) - but no matter what happens, Pirates don't appear to be attacking any other AI faction, either in ME or Vortex.

In a Vortex campaign, I noticed that Military Allies occasionally attack them after they declare war on the player, but this isn't quite the piratical behaviour I was expecting...

Is this function linked to difficulty at all (I usually play on N/N)?
Zeta-0 25 Dec, 2021 @ 10:12am 
A fantastic mod with change the behaviour of rouge army! Honesty, I really hate when I am arriving to a new continent but only found rouge settlement.
Not sure I would like the content after "And to those that remain...", hope those won't have clash with other mod I have.
m_ig_uelon 16 Nov, 2021 @ 6:39am 
piercebuster  [author] 9 Nov, 2021 @ 9:48am 
No, it means AI confederations will be more if you're doing well. Difficulty modifiers are unchanged.
egbert504 9 Nov, 2021 @ 5:50am 
(Changed success chance penalty on AI-to-AI confederations. The penalty used to discourage the combined faction from being over 100% of player strength. Now it is 125%.) Does this mean Ai confederations will be less and how does difficulty level effect it.
Jason Wolf 21 Oct, 2021 @ 6:37pm 
okay thanks
piercebuster  [author] 21 Oct, 2021 @ 5:47pm 
Yes.
Jason Wolf 21 Oct, 2021 @ 5:41pm 
Does this work with pirates of the world?
piercebuster  [author] 4 Sep, 2021 @ 3:01pm 
I prefer it this way. You can always take up modding though if you want that to be reality. This would be a great task for a new modder.
cybvep 4 Sep, 2021 @ 8:09am 
Wouldn't it be better to give the rogue armies the ability to raze settlements as well? Sacking is all well and good, but blowing stuff up from time to time would make the rogues more impactful.
piercebuster  [author] 2 Sep, 2021 @ 3:39am 
@Boldor
This mod doesn't make AI-to-AI confederations harder; you misread. And no, it doesn't have any impact on your own confederations.

@teo-lost2
It wouldn't be for a while.

@Tekdrake
Thank you! :D
Boldor 2 Sep, 2021 @ 1:40am 
Hey, your description says it makes it harder for AI-to-AI confederations, this has no consequence for Player-to-AI confederating? Other confederation mods cannot seem to separate the two.
teo-lost2 27 Aug, 2021 @ 10:37am 
@piercebuster: Perhaps you can revive this mod called Faith, Steel, and Gunpowder?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1198529069
Big Sneeze 22 Aug, 2021 @ 10:33am 
You're one of my favorite modders right now.
cybvep 17 Aug, 2021 @ 5:28am 
I will do it the next time sth similar happens.
piercebuster  [author] 17 Aug, 2021 @ 5:02am 
@cybvep Have you confirmed that this mod is producing that behavior by reproducing it, then turning it off and reloading?
This should always be done before submitting bug reports.
cybvep 17 Aug, 2021 @ 4:10am 
The mod description says that it affects rebels, so I will report strange behavior of Yvresse rebels in Hellebron's campaign. They spawned, besieged Tor Yvresse, got beaten during my sally out and are now has been standing still in an encamped stance for sth like 3 turns. They are not recruiting. They are not replenishing. They are not raiding.

I will note that I'm using Cataph's Rebels mod as well.
titanbass1 11 Aug, 2021 @ 8:03am 
I do admit if you could find a way to make pirates sack ports that would be phenomenal. But if you are busy and the balance is too tricky totally understand.
piercebuster  [author] 10 Aug, 2021 @ 7:31pm 
No.

That's about as easy as a first mod gets to make though if you want to overwrite that stat. Here's the guide I used to get started. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2180764161
Spicy_Pickle 10 Aug, 2021 @ 7:27pm 
Hi @piercebuster your mod sounds great, but is there a way we can get a version without the increased spawn rate of rebels? Love everything else.
piercebuster  [author] 9 Aug, 2021 @ 6:33am 
@Sunset

There isn't much point to Rogue Empires if we force them to sack instead of capture settlements. But if you prefer that mod, you can probably still use it. I won't be touching or inspecting it.
Murderah's Rogue Armies x2 and x4 also probably still work. This mod sets the spawn to x1.4, however.
Sunset Sarsaparilla 9 Aug, 2021 @ 2:57am 
Hey Pierce and Omlette, its always a joy to see one of Anyndel's mods recieving second life.

The bulk of this particular mod sounds very nice, but will it be hard for you to make alternative version, centered around Anyndel's other mod, namely "Rogue empires" ?

Also, what do you think about Murderah's "Rogue armies x2 and 4"
Tiranno Matto 6 Aug, 2021 @ 1:56pm 
Thanks bud, I'll give it a try! :steamhappy:

Also, I'll let you know if there will be issues with overhauls and rogue armies tables/changes
piercebuster  [author] 6 Aug, 2021 @ 1:54pm 
@Tyrant
SFO, Radious, CTT, and End Times are overhauls that change a lot of things.
Some mods I make I know in advance will be fine with them due to what it is I'm touching.
And some mods I don't know (like this one).
And then some mods I know won't be compatible.

This mod won't crash your overhaul game. But I can't promise that everything is working as it's supposed to under the hood.

By the way, if you're in the market for an overhaul, I recommend The End Times. It's much better balanced than SFO.
I'd probably use it myself if I didn't enjoy custom factions so much. But Duke even made two whole custom factions inside it, so I'll probably get around to a full campaign with it sooner or later.
Tiranno Matto 6 Aug, 2021 @ 1:17pm 
Great mod! Why shouldnt be SFO compatible?
Shatilov 5 Aug, 2021 @ 4:40pm 
nice !
Mars 5 Aug, 2021 @ 1:13am 
@piercebuster Thanks, I'll give them a try
piercebuster  [author] 5 Aug, 2021 @ 12:52am 
@Mars
I'm not sure I understand enough of your question to answer it, but I do know a friendly place you can go to ask for help!
If you have discord come to the Modding Den. https://discord.gg/3cf4ehFt
If you're already editing tables you're further along than I was when I started! I would've been completely lost at where to get started if it wasn't for them.
The modding_tech channels are used to ask questions. Try to use a channel that doesn't have an unanswered question.
Good luck!
Mars 5 Aug, 2021 @ 12:15am 
@piercebuster I have a question that is unrelated to this mod but since you mentioned db edits... I have been trying to apply color edits to some units in unit_variants_colours_tables and have only been able to apply one successfully to empire greatswords so far by copying a row in that table from the uniforms and heraldry mod. His mod listed a value under the key column and I think that's my problem with the other units that I want to edit, I don't know what their key value would be. Do you have any advice?
RexJayden 4 Aug, 2021 @ 6:26pm 
piercebuster, you make this game better and better! :Raider:
piercebuster  [author] 4 Aug, 2021 @ 5:46pm 
Correct. Database edits don't care about load order. They care about the alphanumeric name of the table that we create to edit the db (which is something you won't see, but us modders do). Naturally, my tables start with "p" and jadawin's start with "j". Unless I change my table to something like "!p" then Jadawin's table will overwrite any db keys that both our mods touch.
cybvep 4 Aug, 2021 @ 5:34pm 
So Jadawin's mod will take priority no matter what the load order is?
piercebuster  [author] 4 Aug, 2021 @ 5:30pm 
@cybvep
Correct. Jadawin set that number to 50%. His mod will overwrite that entry if you use them both. (It will be 50% not 125%).

In my experience, only by confederating will the AI manage to rival your size, so I wanted to encourage confederation. Additionally if you play with several custom factions then there are less powers to confederate with in the first place.
cybvep 4 Aug, 2021 @ 4:36pm 
This mod seems interesting, except this part: "Changed success chance penalty on AI-to-AI confederations. The penalty used to discourage the combined faction from being over 100% of player strength. Now it is 125%.". Seems like a direct conflict with Fewer Confederations mod.
piercebuster  [author] 4 Aug, 2021 @ 2:13pm 
@Mr.Soul
Thank you so much for your support.

@titanbass1
Just finding armies at sea.
I also had the idea of making them attack port cities, but I just couldn't get the balance right with that part.
titanbass1 4 Aug, 2021 @ 2:06pm 
This is amazing, thanks!
For the pirates, do they actually sack ports like pirates are known for doing, or is it just finding armies at sea?
MrSoul 4 Aug, 2021 @ 1:47pm 
@piercebuster will do, just tested loading it up with my current thorek campaign, all copacetic with my load list :D

Also to another topic in the discussions, did a lot of reading one day online, and subsequent research to best of my journalistic education's ability, yeah....never had chance before to say to you, but for what it is worth, and as a modder myself; Thank you for what you did.
Dr Charko 4 Aug, 2021 @ 12:35pm 
Great stuff. If it's a pierce mod I like it already but this one is extra cool.
piercebuster  [author] 4 Aug, 2021 @ 11:40am 
@StormRat
I don't know and don't care. I strongly dislike SFO.
Horny Jail 4 Aug, 2021 @ 11:17am 
Cool mod. Would like to know if it will work with SFO when it gets updated
piercebuster  [author] 4 Aug, 2021 @ 11:13am 
Thank you puppchow413. It means a lot to read that. <3

@Mr.Soul
Please do! Variables like that aren't set in stone yet. This isn't a mod I could just spin up in Custom Battle to test, since it really takes effect over a long campaign. So really you guys are all my balance playtesters for this one. :D
Puppychow 4 Aug, 2021 @ 10:41am 
You make really good mods. Like good mods with really good ideas that no one else considered. Thanks for making this one. Going to try it out and add it to the others you made. Thank you.