Total War: WARHAMMER II

Total War: WARHAMMER II

Hertz Province Patrols for SFO
61 Comments
honpamang 8 Jan @ 8:12pm 
Don't need the original mod?
Jon 28 Aug, 2022 @ 6:22pm 
All good, and thank you.
=[NK]= Col. Jack O'Neil  [author] 28 Aug, 2022 @ 6:06pm 
Maybe at a later date. I'm leaning towards no though, sorry.
Jon 28 Aug, 2022 @ 5:33pm 
Can you please look into these two sfo submods Count Eldred: Elector Count of Solland(Revamped)- SFO Submod(update ) and Petr von Stolpe: Count of Leicheburg (Revamped). They work fine but just need minor tweaking. Their height needs adjustment since they are too tall and Eldred is missing a greatswords unit at the start of the campaign. No rush man and I hope you take care of it! :D
Jon 28 Aug, 2022 @ 8:21am 
Thank you, i just replaced it. :D
=[NK]= Col. Jack O'Neil  [author] 28 Aug, 2022 @ 6:14am 
OK I updated that link for the larger partrol size.
Jon 27 Aug, 2022 @ 3:57pm 
It's all good, ill use that one instead for the elven lords, thx! :D
=[NK]= Col. Jack O'Neil  [author] 27 Aug, 2022 @ 3:51pm 
I've no ideas about either of them. Sorry I never had time to update the other one last night.
Jon 27 Aug, 2022 @ 10:08am 
Sorry to bother bro but one last thing. Do you know if this mod is up to date with The Last Kiss. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2632508834 it's a sfo submod for Shawmuscles Elven Lords.
Jon 27 Aug, 2022 @ 9:55am 
I forgot to mention can i run Kislev Reborn: Province Patrols submod along this? In case I decide to do a campaign with Kislev sometime.
Jon 26 Aug, 2022 @ 5:55pm 
Perfect, thank you! 👊🏼
=[NK]= Col. Jack O'Neil  [author] 26 Aug, 2022 @ 5:43pm 
Only if you want to keep using the larger sized patrols. I'd suggest trying the balance in just the mod that you sub to, and if you still prefer the larger size, then download it.

I actually realise how I need to adjust it, there was a comma missing causing an error with the script that I pushed in the update the other day that I fixed, but forgot to do the larger payrolls link. I'll fix it after work tonight
Jon 26 Aug, 2022 @ 5:11pm 
I drop the new units file into the data folder and replace it, correct?
=[NK]= Col. Jack O'Neil  [author] 21 Aug, 2022 @ 10:11am 
Hertz is the mastermind for the mod. All I've done is tweak some numbers and units :)
=[NK]= Col. Jack O'Neil  [author] 21 Aug, 2022 @ 10:10am 
Nah it's not any too op or rare units. Hertz's mod didn't actually have much variety at all.

It will likely need a little balanced, it was a lot of stuff to go through
Sacred 21 Aug, 2022 @ 9:45am 
ok sounds good i will try both versions but from pure (lore) not gameplay standpoint patrols i think should be not some op units, but more variety sounds good looking foward and im supprised you are still working on this giving immortal empires will be here in like 3 days and i hope you can make this submod for immortal empires aswell bcs its quite sensical that nation would have patrols and not just main armies everywhere
=[NK]= Col. Jack O'Neil  [author] 21 Aug, 2022 @ 9:40am 
I've provided links to prior to the update, and the updated units with the original sized patrols (There are stronger units in the patrols now)
=[NK]= Col. Jack O'Neil  [author] 21 Aug, 2022 @ 7:54am 
Thanks for the feedback.. I'm currently adding more units to the patrols just to add more variety, but also some stronger units that should only be 1 or 2 of them. So I may make it a touch smaller, as the quality of units should be a bit better now.. I'll see what happens when I'm done. Either way, I may make a second file for those who want the extra 1 unit in the patrols
Sacred 21 Aug, 2022 @ 7:19am 
i think its fine as it is right now depends on witch mods you are using with this a suppose im using a mod that makes every faction behave like it is a major faction (it can confederate expands etc.) the patrols only slows them down but not i huge bit yes sometimes you can defeat a whole stack with the province patrol but if the ai sends 2 stacks wich it usually does it doesnt help so i think its fine like it is now for me at least
=[NK]= Col. Jack O'Neil  [author] 21 Aug, 2022 @ 7:13am 
Does anyone have any feedback about balance with this?? I've been contemplating reducing it down by another unit. I don't feel the AI is as much of a threat once you have patrols
=[NK]= Col. Jack O'Neil  [author] 7 Aug, 2022 @ 5:29am 
You probably have mod conflicts with broken scripts and your need to find the problem mods and removed them.

I was playing last night, turn 80 Repanse and had patrols everywhere, so this is working.
Sacred 7 Aug, 2022 @ 4:36am 
i have it activated it even says the upkeep thing in the recruit lord screen but no patrols are spawning i have 2 whole provinces since turn 5 level 2 settlement and is turn 30 and no patrols to be seen i even tried subcribing to the original mod with this and still no patrols
=[NK]= Col. Jack O'Neil  [author] 30 Mar, 2022 @ 10:02pm 
Im not sure sorry
lwhのsama 30 Mar, 2022 @ 10:00pm 
available for OVN lost factions?
Jon 21 Feb, 2022 @ 6:56pm 
k thank you for quick reply
=[NK]= Col. Jack O'Neil  [author] 21 Feb, 2022 @ 6:53pm 
I couldn't over write the script part of the mod, so I had to make it standalone
Jon 21 Feb, 2022 @ 5:48pm 
is this a standalone or do i need the main mod?
=[NK]= Col. Jack O'Neil  [author] 13 Feb, 2022 @ 7:19am 
Had to re-add in Ero-sennin's Skaven Upkeep Fix into the mod!
=[NK]= Col. Jack O'Neil  [author] 10 Feb, 2022 @ 2:48am 
No worries :)
Skyn0s 10 Feb, 2022 @ 2:32am 
Thank you mate :)
=[NK]= Col. Jack O'Neil  [author] 10 Feb, 2022 @ 12:56am 
Sorry about that guys. I must have picked up an old pack file or something to work from while I was trying to sort out this update (I had made a few copies). I haven't tested Hertz mod by itself, but he said he fixed the issue with his own code, where as I just deleted the lines of code.

Long story sort, those lines of code were back in this mod, I've deleted them and tested it so you can swap units between armies again!
Skyn0s 9 Feb, 2022 @ 4:16pm 
No prob, take your time and thank you for your hard work already :empirecross:
=[NK]= Col. Jack O'Neil  [author] 9 Feb, 2022 @ 4:10pm 
OK, sorry guys I'll have a look tonight after work
Skyn0s 9 Feb, 2022 @ 8:59am 
Hi, @=[NK]= Col. Jack O'Neil, like EzUNreal I can't transfer units between non patrol units when hertz_province_patrol_SFO is activated. I tested without and it was with no problem. Maybe a prob with the radius of the patrol and the impossibility of transferring units even with non patrol into that radius of "proximity"...just an idea.
Thank you in advance for your solution ;)
=[NK]= Col. Jack O'Neil  [author] 9 Feb, 2022 @ 7:25am 
That bug was from the base mod I fixed last week. Make sure no launcher (either vanilla or KMM) is open, Unsub, delete hertz_province_patrol_SFO.pack from your warhammer 2/data folder then resub, to make sure you have the up to date version.
EzUNreal 9 Feb, 2022 @ 6:46am 
Thanks for updating! I still can't transfer units playing von carstein
=[NK]= Col. Jack O'Neil  [author] 9 Feb, 2022 @ 4:35am 
Thanks heaps Refog. Update is done and will work with ongoing campiagns. No more huge recruitment cost for units!!! + heaps of other stats you didn't know were getting effected!
=[NK]= Col. Jack O'Neil  [author] 8 Feb, 2022 @ 8:38pm 
OK, so a big change in this coming update. It's too complicated to make skills for the generic lords the mod spawns, so I've had to reduce the mechanic that SFO implements for each lord that's created. I'll post the values in the description.
=[NK]= Col. Jack O'Neil  [author] 4 Feb, 2022 @ 5:17am 
It's actually seeming much more difficult that I initially thought to fix the upkeep and recruitment problem. I've been asking for help on the discord to see if there's an easier way, but there doesn't really seem to be. I'll try spend some more time on it in the next few days, but I wouldn't get your hopes up.

The last alternative I'm considering, which I can't find the code for, is simply reducing the recruitment cost from 10% down to something like 2 or 4, so that it still adds with the armies you recruit to something reasonable.

The other thing is as well, there are a tonne of modifiers that are hidden in the maintenance skill, so I'm not 100% the effects in the background! https://postimg.cc/9Rd1x3gK
=[NK]= Col. Jack O'Neil  [author] 3 Feb, 2022 @ 6:26am 
Hertz pushed an update to fix teh merging bug. Redfog is right about the upkeep, and I've asked hertz and am posting on the SFO discord, so I'll get back to you guys soon about what can be done.
=[NK]= Col. Jack O'Neil  [author] 2 Feb, 2022 @ 2:47pm 
OK, maybe I just didn't give it long enough. I'll ask hertz.
Redfog 2 Feb, 2022 @ 9:42am 
so with nothing active except this, sfo and change starting settlement+mod config tool to quickly take provinces, on campaign start zombies cost 280 to recruit as vlad, if you take 1 province then end turn twice (once to spawn the patrol and once again for the upkeep to update at the start of the turn) zombies now cost 320, then 360 with 2 provinces etc. Your correct that it doesn't show in the faction effect at the top, but it does apply the effects
=[NK]= Col. Jack O'Neil  [author] 1 Feb, 2022 @ 8:43pm 
Hey all,

So I think there is a bug from Hertz's last update he pushed, where the screen for trading units between armies isn't working. I've sent him a report and I've managed to delete the offending code. So I've just pushed an update and waiting to her back from the man himself :)
=[NK]= Col. Jack O'Neil  [author] 1 Feb, 2022 @ 7:58pm 
@redfrog

I just created a new campaign, checked the recruit cost, took a province and the next turn when a patrol spawned, checked the cost again, and there was no increase to the recruit cost, nor a notification banner up in the top.

Can you please double check and let me know? Or if anyone else has noticed this can you let me know please?
=[NK]= Col. Jack O'Neil  [author] 1 Jan, 2022 @ 6:12pm 
Thanks heaps for the feedback, I'll look into it. Unfortunately, unless it's an easy fix with script, I'll need someone who knows more about scripts than myself.
Redfog 1 Jan, 2022 @ 5:39pm 
so province patrols doesn't take into account sfos changes to supply line, which means every patrol you have makes your recruitment 10% more expensive, this becomes a problem fast as you gain territories, It also doesn't take into account the 1% upkeep from supply lines and 1% from maintenance so all your patrols slowly start costing money, it'll start only being like 30 bucks per patrol but it'll add up as your supply lines and character count increases (which because patrols count increases much quicker then normal), could you possibly change how its handling the upkeep in this mod so it works as you'd expect with SFO? PS. I tested this with just sfo and this mod so nothing else should have caused this to happen, but if this isnt a standard problem i apologise
=[NK]= Col. Jack O'Neil  [author] 27 Dec, 2021 @ 4:00pm 
Yeah your patrol will get killed when you upgrade your province capital building, as they get spawned with a higher level force. They will only ever patrol in your province, and you can't control where they walk.

You're best asking 8hertz on his page, as I'm just making small size and unit edits, so the behaviour should be the same
Postcaptain 27 Dec, 2021 @ 3:44pm 
playing as Karl Franz and patrols are hardly ever able to move away from the cities. Next turn after getting spawned, they are walking back to the city and i'm getting patrol killed message. rarely any of them venture outside of that loop. is this normal behavior when there is nothing going on in the province ?