Total War: WARHAMMER II

Total War: WARHAMMER II

Technology Expansion - Wood Elves
71 Comments
OpenBook 26 Jan, 2024 @ 4:10am 
Is it normal for me to need to click and drag rather than scrolling with wheel since a single notch of rolling my wheel jumps past most of the techs? I changed my windows settings to 1 line per click and it didn't help. Wondering if I have a mod conflict here?
TheLostArchangel 22 Aug, 2022 @ 6:35am 
Will this mod be added to TWW3 too, once Immortal Empires drops? I'd absolutely love it if so...
Inerael 3 Aug, 2022 @ 12:18pm 
@Majora sadly the same issu than you :(
Majora 9 Jul, 2022 @ 1:18pm 
When i start with this mod game crashes, even if its this mod alone. Hast nothing to do with the others. Anyone same issues and knows how to solve?
Blue_DR 21 Apr, 2022 @ 3:11am 
update?
Kimplin 31 Jan, 2022 @ 2:03pm 
Are you going to include Calm&NormalTimes new Naids mod?
jshshadowknight 14 Jan, 2022 @ 11:05pm 
Hello sir, how can we get more ancestor tears? Only 100 to use?
✠♠Kn1gHtFuRy♠✠ 21 Dec, 2021 @ 9:40am 
I use KMM but enabling this mod crashes the game.
TheLostArchangel 18 Dec, 2021 @ 8:09am 
Absolutely loving this mod. Are there any plans for even more tech trees at some point? And could perhaps the vampire tree be made to also impact the vampire pirates?
[Rho] 448 30 Nov, 2021 @ 5:50pm 
Thank you very much for this mod, man. It has some really great and fitting ideas included, expanding the ingame narrative with refreshing ideas. Really looking forward towards playing your future plans for the mod too, I hope you will develop them!
Lybaras 18 Sep, 2021 @ 11:47am 
This mod is causing a CTD for some reaosn, no other mods touch the wood elves tech tree.
Dektarey  [author] 21 Aug, 2021 @ 2:41pm 
With respect, but i wouldnt have included them under the requirements category unless you'd actively require them.
neilios9999 21 Aug, 2021 @ 10:42am 
Do I have to activate all the subscribed mods for this to work or just this and Mixu's ?
Dektarey  [author] 20 Aug, 2021 @ 9:39am 
This information is included in the mod description.

"A new Unit: Ancestor Legion

This Unit with a completely unique appearance is something to behold. High stats all around, you'll find that the Asrai did not fully abandon its Ancestors tactics. A magical Lothern Sea Guard geared towards endgame with an upkeep to match.

This Unit is affected by non- "Our Duty" Wildwood Ranger effects."
Dektarey  [author] 20 Aug, 2021 @ 9:37am 
Oh, my mistake. Yes they do. The Ancestor Legion is part of the Wildwood Ranger Unit-Set. They benefit from every technology, skill and effect which affects explicitly Wildwood Ranger units.
Karl Yaeger 20 Aug, 2021 @ 8:44am 
@Dektarey Thx for all your answers! You did however answer @SlothProtector I think, and not me :D he asked about custom battles, and I asked if any red skill tree-skills applies to the legionaries!

Great work!
Dektarey  [author] 20 Aug, 2021 @ 5:12am 
Sorry everyone, moved across country so i didnt have any opportunity to keep track with this file.

@Vantal: My mod is incapable of causing a crash, and all required mods work just fine with my 200 file loadorder. Its a compatibility issue with one of your mods.

@Karl Yaeger: The Unit is already available in custom battle. Its found within the missile category.

@Blood: Its mentionen in the description. Some effects simply arent visible but all of them work in the background. I actually meant to make them visible a few days ago, but i simply forgot.

@Jun Gling: My intention was for these technologies to be used after researching through the original tree. I always felt like the original tree is worked through too quickly for my taste. I'll look into reducing a few research timers.

Jun Gling 19 Aug, 2021 @ 5:47am 
Great mod, i did a full playthrough, but i felt like research time on some technologies could've been easily cut in half. For instance, at the start of the game i wanted to research dwarf-alliance tech, but here is the thing. Why would i spend 60 turns on research that is mainly aimed to improve my relations with dawi when i could just stomp some skaven cities for same result? And not be crippled for the first 20 turns at that. I get that all upgrades net you some sweet buffs to public order and battle power, but do they really worth all that time? I mean, you can probably research Khaine in that time. I understand what you were aiming for and i have no idea how to make it right, but i feel like in a current state its just not worth it to go for this at all.
Ming Da Merciless 18 Aug, 2021 @ 5:55pm 
great work!
Blood 17 Aug, 2021 @ 5:43pm 
As well as some other units.
Blood 17 Aug, 2021 @ 5:35pm 
Not sure if its a bug or not but the Undead Trait isnt seeming to apply to the Elf units in my campaign
Echo 16 Aug, 2021 @ 9:10am 
Since you integrated all the required mods, is it still necessary to subscribe to them?
Karl Yaeger 16 Aug, 2021 @ 7:14am 
Testing it out now. Turn 20 legendary, so far seems very nice - looking forward to trying out the legionaries. Speaking of; The Ancestor Legionaries, do they benefit from the red skill tree, or any other lord skills?
SlothProtector 15 Aug, 2021 @ 7:48pm 
Hi again, can you please try to make the new unit available in custom battles as well, or release a version that does this, would be much appreciated as I love the design of this unit so so much.
Vantal 15 Aug, 2021 @ 4:55pm 
It was all working fine until I installed your mod and the others needed for it so of course it could be one of them but I'm just not sure. Other than that though the mod is great.
Dektarey  [author] 15 Aug, 2021 @ 1:45pm 
@cuntosaurus (Great name btw)

My mod does not touch anything which could possible conflict with mixus startpos mods. I swear unto all the gods there are. I am using it myself and everything is fine.

@Vantal I can look into it but i cant think of anything which causes my mod to conflict with vauls anvil. Are you sure you're not using any other mod which might conflict with it? Though i didnt play as the sisters for long, i could comfortably craft 2-3 items without issues.

@StormRat As i told Calamity, overhaul mods which add technologies will overcrowd the technology screen and mess with links and all that. If you have RPFM you can always increase the indent in technology_nodes by around 30. That moves all technologies to the very right side of the screen and fixes these issues. But SFO already adds a tremendously good tech tree anyway, so i personally wouldnt bother.
Vantal 15 Aug, 2021 @ 1:31pm 
I've been trying this mod out and had to install this plus all the extra mods needed. At least one of them is stopping Vauls Anvil from working whilst playing as the sisters. I had taken over about 4 provinces and won around 30 battles in the starting area but hadn't gained a single anvil point.
♥♥♥♥♥♥♥♥♥♥♥ 15 Aug, 2021 @ 11:35am 
@Dektarey can you confirm that this mod is compatible with unlockers like Mixu's unlocker? Or with mods that alter the number of slots available for building in major settlements?

I ask because, there was a great mod called Dark Phoenix or something that expanded techs for the Dark Elves, but because some of the techs required you to control specific settlements, it broke if you used either a faction unlocker or a slot expansion mod. So it'd be great if you can make sure your mod is compatible, and if it isn't, perhaps you could either make a submod for Mixu's unlocker, or remove the settlement-dependencies in your tech tree (if there are any)
Horny Jail 15 Aug, 2021 @ 7:51am 
Will this mod be SFO compatible?
CALAMITY'S WRATH 15 Aug, 2021 @ 6:54am 
@Dektarey it still works with Radius mod the units are also pretty good, it's just that the new tech tree can't fit properly inside the Research UI, i'll try to play wood elves some other time and check if it has any conflicts with the campaign. Btw, thanks for replying much appreciated! :)
SlothProtector 15 Aug, 2021 @ 6:39am 
Can you please try to make the new unit available in custom battles as well, would be much appreciated as I love the design.
Dektarey  [author] 15 Aug, 2021 @ 4:14am 
@benettonkkb I'll be looking into this today. Thanks for bringing it to my attention. I appreciate it.

@CALAMITY'S WRATH I never used Radius overhaul mod and i dont know what it does.

As a general rule of thumb: If something adds technologies to the wood elf factions, you'll most likely find overlapping tech trees which arent fun to navigate. All my effects are either completely new or ripped from the base game. There cant be any issues on that front in regards to compatibility. All my unit sets are created by me too, so there shouldnt be any issues with the wrong units receiving the wrong buffs.

I can guarantee you that none of Calm&NormalTime's units will be compatible with radious through my mod alone either. You'll need a different patch.
CALAMITY'S WRATH 14 Aug, 2021 @ 8:09pm 
if i may ask, does this mod conflicts with the Radius overhaul mod?
benettonkkb 14 Aug, 2021 @ 10:50am 
Interesting. Im wrong again. It seems the madness of khaine appears in battle, but not on the campaign map. Okay thats cool!
benettonkkb 14 Aug, 2021 @ 4:07am 
@Dektarey Ah thanks. I'm going through some of the technologies, and it looks like the Skavenblight level 2 tech(infusing elven weapons with warpstone) and the Madness of Khaine to Wardancers, Bladesingers, and Shadowdancers from Naggarond level 2 isn't changing anything. Going to test further.
Bardathe111 13 Aug, 2021 @ 3:13pm 
Banana Bread is delicious.
Dioltas 13 Aug, 2021 @ 3:02pm 
The mod seems great, many thanks for your work.
Dektarey  [author] 13 Aug, 2021 @ 12:21pm 
I dont believe the AI would handle this too well, since many of these technologies have a negative impact on the economy and the risk of the AI simply researching one negative technology and then simply ignoring the one meant to counteract it for 100 turns is too great.

I might make it a possibility for the AI to slowly research through this tree once it completely finished the vanilla one. It'll require some testing though which will take some time.
FullAutoAttack 13 Aug, 2021 @ 12:17pm 
Nice Mod!
Any chance of getting the AI to recognize the new techs?
Dektarey  [author] 13 Aug, 2021 @ 9:45am 
@Daemons Bane But take care to not delete anything within "variantmeshes". You'll experience massive graphical bugs the like you've never seen before.
Dektarey  [author] 13 Aug, 2021 @ 9:44am 
@Daemons Bane If you have RPFM installed you may delete every table within this file which isnt called "000_WEF_AL_Dektarey". Just make sure to get everything and it'll work just fine.

@Vladislav I'll look into it. Probably forgot to activate the UI. Expect a fix soon.

@new0day The AI does not recognize these technologies. So no, this mod is effectively player only.

@benettonkkb The Mod description makes it clear that "The Pact" cant be earned, and that "Ancestor Tears" used for "Our Duty"-techs are earned through battle.
hi3r0ph4nt 13 Aug, 2021 @ 8:18am 
does the AI use it/cripple itself by using it
V_VonCarstein 13 Aug, 2021 @ 5:57am 
Should murderous prowess tab shows as white in battle screen?
benettonkkb 13 Aug, 2021 @ 5:39am 
It's not clear how to earn the two new currencies.
Oyster Blade 13 Aug, 2021 @ 12:44am 
@Daemons Bane I upvote this comment:steamthumbsup:
The Guiding Light 12 Aug, 2021 @ 8:51pm 
can you make a standalone mod just for the Unit ?? Because that's all I care about
Pyrodysseus 12 Aug, 2021 @ 6:44pm 
mmmmmm I love more technology, it's actually hard to find mods that do that
SirFalger 12 Aug, 2021 @ 6:23pm 
holy hell thats alot of tech
Canadian Leaves 12 Aug, 2021 @ 11:06am 
Great mod, it's become interesting to conq other settlements playin minor wood brudas :steammocking:
Blood 12 Aug, 2021 @ 9:56am 
No problem, just figured to ask since I found it odd being if it was intended would make vamp one abit less favorable. XD