Total War: WARHAMMER II

Total War: WARHAMMER II

RETURN TO GLORY: APOCALYPSE
77 Comments
SID 4 Nov, 2023 @ 3:02pm 
Lion Chariots of Chrace
SID 30 Oct, 2023 @ 9:47pm 
Freebooters of Port Royal
SID 26 Oct, 2023 @ 10:44pm 
Some units you missed: Flappas (all types), Ogres. Will update if I find more!
A Totally Normal Human 14 Sep, 2023 @ 11:01pm 
Nouce
oliver.kold 9 Apr, 2023 @ 6:23am 
please make this for WH3, i cant play without it! :)
Night Writer  [author] 18 Mar, 2023 @ 5:32pm 
IMPORTANT UPDATE:

JUST RELEASED> Return to Glory: FEAR THE NIGHT APOCALYPSE 3X SUBMOD

Which is 100% designed to work with my Return to Glory: Apocalypse Mod!

Check it out here>

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2948910200
Night Writer  [author] 18 Jan, 2023 @ 8:36pm 
@Dance thanks, glad you are enjoying it. Got something coming out soon, keep your eyes on my workshop. Its gonna be a bit of a game changer.
Dance 18 Jan, 2023 @ 6:41pm 
All good! It's really a minor thing - and the mod is absolutely awesome!
Night Writer  [author] 17 Jan, 2023 @ 8:23pm 
@Dance This Mod only works with Vanilla Unit Sizes, so if you are using custom units/Mods, they will not be changed,. To do what this mod does every unit, has to be edited from the data pack files, and if the units are not included in the land_unit_tables, and main_unit tables of the vanilla data pack, they were not altered. Unfortunately I can't make a new submod for every mod that every user is playing with.
Dance 17 Jan, 2023 @ 6:21pm 
Unfortunately this mod doesn't seem to work with mods that add standard bearers and/or officers
Dance 14 Jan, 2023 @ 9:00pm 
Thanks for the reply - your mod is great. The Long Line mod is outdated but I found another one called Spaghetti Line that does the same thing, and it really helps with the bigger unit sizes. I think if there were a mod to make default campaign map sizes and deployment zones bigger then Return To Glory would be absolutely perfect.
Night Writer  [author] 12 Jan, 2023 @ 5:11pm 
Dance 12 Jan, 2023 @ 10:02am 
Does this also increase the horizontal width a unit can be stretched?
ItsDaKoolaidDude 6 Jan, 2023 @ 10:34pm 
Yes thats what I had referred to
CaptainKampfkeks 6 Jan, 2023 @ 10:12pm 
I know that game 3 currently has a hard cap for mods, as it's still heavily under development. But game 2 didn't, afaik, as I'm running way over 100 mods without much issues. Yet it seems that mileage may vary depending on hardware and mod setup. Maybe that's what the commenter below me referred to?
ItsDaKoolaidDude 6 Jan, 2023 @ 9:26pm 
@Captain, are you meaning mods as a whole? then no, I'm not certain what the absolute limit is, but usually its as far as your game manages to load, mine happens to be around 60
CaptainKampfkeks 6 Jan, 2023 @ 7:37pm 
There isn't a mod limit for 2 tho, is there?
sigmars_disciple 6 Jan, 2023 @ 3:29pm 
YinYang's mod (It's for WH3): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2814612747

Man, if someone made a mod where modders could just "register" units or characters that their custom mod adds, and then mods like yours or YinYang's or SFO or Radious can access it, that would be revolutionary and save people tons of mod slots....
sigmars_disciple 6 Jan, 2023 @ 3:23pm 
@ Night Rider
Well, I'd say there are about a hundred titles or so to consider, so that's a month of work, haha! (See YingYang's Resize mod for an impeccable list of top WH3 mod titles.)

I understand what you're saying in terms of low downloads, but I think it can at some point "tip" towards the other extreme - if your main mod stays as popular as it is AND if it becomes a thing for users to adjust other mods for yours (like with SFO or Radious submods).

If there's a whole list of supported top titles, I think some users will get the submods for their favorites right away. Then each new user can mean 2-15 new subscriptions on your (sub)mods instead of 1.

Anyways, it sounds like too much work plus mod addicted people like me are always too close to the mod limit to have 20 slots for this. :)

But you use other mods that add units when you play, right? Do you ever recruit any when they only have half of the models compared to (otherwise inferior) vanilla units? Thanks <3
Night Writer  [author] 29 Dec, 2022 @ 10:19pm 
For instance here are my stats on a 2 hour Mod investment: The Nagash Apocalypse Submod

1,073 Unique Visitors
89 Current Subscribers

For math purposes that's about 8% of all people who visit the mod page actually subscribe to it, and about 25% of those people actually take the time to rate the mod, so its not even picking up any momentum, because no one knows about it, because no one rates it.:steambored:
Night Writer  [author] 29 Dec, 2022 @ 10:12pm 
@soulmindproductions,

Its possible of course but I have to make a submod for each custom unit mod. You have to edit the custom units land_units and main_units tables, and the ammo and health etc to align with the Apocalypse Mods numbers. This process takes about an hour for each submod I make (the way I do it, including play testing etc) so its not a quick fix. I did my Nagash Submod and that took 2 hours because I didn't know what units were what and how they played, so I had to test them for balance before just multiplying everything. The other issue is that hardly anyone is downloading or rating the custom unit submods, so its hours of investment of my time for little to no return on investment. :steamfacepalm:
sigmars_disciple 29 Dec, 2022 @ 1:59pm 
Now this may be a stupid question as I'm new to the whole doubling units idea, but is there a way to similarly double unit sizes JUST of NON-VANILLA units added by other mods, such as Guns of the Empire, Sons of Asuryan (High Elves), Sons of Grimnir (Dawi) or Ten Kingdoms (Wood Elves), to name a few highlights?

How about factions added via Mixu's mixer, like OVN's Albion or Cataph's Southern Realms?
Jackstar 27 Dec, 2022 @ 2:11am 
Sebidee & Ado's All Factions Officers and Battle Standard Bearers cause Cavalry to spawn as a singular unit.
Works with Brutal Battles 2 and SFO if you're using both. :steamthumbsup:
tweedleayne 26 Dec, 2022 @ 4:57pm 
@Night Rider

Wasn't using either of the two you mentioned, so i went a head and checked through my mod list one at a time. After a good bit of trial and error I think I found my culprit.

Battle Standard Bearer.

I honestly wasn't expecting this one, cause it worked perfectly fine for all the other units in my army. Don't know why it only effected Empire melee cavalry.

Oh well, I liked that mod but at least it wasn't something gamebreaking to disable.
Night Writer  [author] 24 Dec, 2022 @ 6:47pm 
@tweedleayne

Just to be sure I just went and tested every Empire/Chariot/Wagon Unit even tested the Ogre Cav Unit (Mournfangs) that they can hire. Every Unit works flawlessly, so it is definitely something in your load order overwriting my numbers. If you are playing with my mod and SFO/Radious, my mod must be loaded higher in the load order or their numbers will overwrite mine. Sorry that's just the way it is.:steamthumbsup:
Night Writer  [author] 24 Dec, 2022 @ 6:03pm 
@tweedleayne,

This means you have another mod which edits empire land_units, and main_units over mine in your load order. I use this mod daily in all my play testing and in my load order, and it is 100% working as it should be. You are likely using a Radious/SFO mod which alters every land_unit, main_unit line in the game.
tweedleayne 23 Dec, 2022 @ 3:18am 
I've been playing an Empire Campaign, and every cavalry unit is listed as having 60 troops but when you enter battle only a single model spawns, and after the battle the cavalry unit is always destroyed. Any Ideas?
Oxenfrei 21 Dec, 2022 @ 6:04am 
@Night Rider I'm afraid it's a pretty big one. SFO Grimhammer to be exact. Getting functionality with that one would probably be pretty tough, but SFO is a pretty popular mod so maybe it will bring more attention? Thanks for reaching out, though.
Night Writer  [author] 20 Dec, 2022 @ 4:10pm 
@Feanor for non-vanilla unit mods I have to make a submod for the units, I already made one for the Nagash Mod, and Armored High Elves as mentioned previously. What it the custom Unit mod you are using? if its a popular one that there is interest in, I may be able to make a submod for it. Let me know.
CaptainKampfkeks 19 Dec, 2022 @ 8:00pm 
No, they need a patch.
Oxenfrei 19 Dec, 2022 @ 7:49pm 
Does this mod work with modded units?
ItsDaKoolaidDude 8 Dec, 2022 @ 8:19pm 
@xoxoaddiee Can confirm mod works, though likely you have to uninstall then reinstall all the mods, if thats not it, then a full clean install and reinstall mods would likely work. Those two should be last options since that takes time. So try OP's suggestion first
Night Writer  [author] 8 Dec, 2022 @ 3:28pm 
@xoxoaddiee

The mod is working on my end, check load order and make sure you have no other mod that over writes unit sizes above this mod in your load order, also uninstall the mod completely, unsubscribe, then try resubscribing and installing fresh.

I have had this mod installed and working since I made it, and there have been no changes to my mod or the version of the game that could cause it to stop working, so it is likely another mod is overwriting Land Unit and Main Unit line entries in you mod list.
PB-[28Va] Pvt Dabs 8 Dec, 2022 @ 9:17am 
HELP
for some reason the MOD randomly stopped working
ive re subcribed anyother suggestions
Night Writer  [author] 3 Dec, 2022 @ 7:06pm 
@chrisslol1

I have seen this same thing happen in vanilla, so not sure this is limited to a mod. But what I do when I see that start happening, is select them again and drag the direction facing and position I want them to be and then they auto correct, works every time. I notice this happens more with units that have over really high unit counts, like Goblins and Zombies.
chrisslol1 3 Dec, 2022 @ 12:56am 
Units really hav trouble turning 180 degrees, all of them gather in the middle of the square formation and start running in a circle blocking each other . Turning them 90degrees still works but it's just super inconnvienient
FlyingKillerMonkey 2 Dec, 2022 @ 7:11am 
Blightscab's Plaguepack (Plague Monk Censer Bearers)
Death Dealers (Ratling Gun Weapons Team)
Teeth-Breakers (Ratling Gun Weapons Team)
Natty Buboe's Sharpshooters (Warplock Jezzails)
Eye-Takers (Warplock Jezzails)

These were the units i recruited however the screen showed that all of them were reduced to level 0 and i dont have any mods that should affect them
Night Writer  [author] 2 Dec, 2022 @ 1:14am 
@Smokythebandt

Already addressed lower performing systems with this version: 200% Unit sizes instead of 300%>

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883921938

Give it a try and see if it helps.:steamthumbsup:
Night Writer  [author] 2 Dec, 2022 @ 1:09am 
@FlyingKillerMonkey,

This mod does not change any level requirements or Max level limits for any unit in the game.

It only changes Unit Size of all Units in the game, to 3x the vanilla counts. (unless its a monster or Artillery)
It removes Unit Caps (meaning ROR can now have more than one active unit per campaign)
It changes Ammunition to 4 times the vanilla numbers.
It increases all single Monster Health by 200%
It increases all Lords, Heroes, and their respective mounts health by 200%
It Doubles the amount of Artillery Cannons/Engines and their respective crew counts.

Other than these changes the line entries for each unit is identical.
Provide me the Unit Names you are referring to and I will make sure they are not altered incorrectly.
CaptainKampfkeks 2 Dec, 2022 @ 12:18am 
@Smoky decreasing unit size in the settings I guess. The 300% increase is most likely based on their base value from the various settings. That's at least what I would guess.
FlyingKillerMonkey 1 Dec, 2022 @ 8:11pm 
before installing this mod regiments of renown and forbidden workshop units for Ikit Claw had max level now they dont
Smokythebandt 1 Dec, 2022 @ 7:15pm 
any way to slightly decrease unit size? my pc hates me
Night Writer  [author] 28 Nov, 2022 @ 1:12pm 
@Swagg I can assure you this mod works, I play with it enabled everyday. You may need to raise it higher in your load order and make sure you are using a good mod manager. Also just to be clear this mod is for TW WARHAMMER 2, not 3.
Swagg Police 27 Nov, 2022 @ 12:58pm 
damn i cant seem to get it working
CaptainKampfkeks 24 Nov, 2022 @ 5:56pm 
This is a 2 mod, so it's Mortal Empires. So yes, it works with Vortex and Mortal Empires, whichever of those you consider "normal".
ItsDaKoolaidDude 24 Nov, 2022 @ 5:14pm 
@swagg works on all difficulties, but most mods tend or are meant to work more for Immortal Empires than the "story mode"
Swagg Police 24 Nov, 2022 @ 5:04pm 
havent read the long ass chat but does this work with the normal campaign?
CaptainKampfkeks 21 Nov, 2022 @ 5:47am 
Yeah, that certainly is a valid point. Many aspects of the game are still subject to change, so waiting with porting is a wise strategy. I'll look forward to the day you will, because by the holy grail, Bretonnia is useless without proper mass.
Night Writer  [author] 21 Nov, 2022 @ 4:22am 
@CaptainKampfkeks

I played a High Elves campaign with only a few mods that are must haves for me and I crashed every 3-4 turns in Immortal Empires. They then released a statement stating they knew of the crashes and recommended rolling back the update. I rolled it back and was stable for 10-12 turns without crashes at that point. So your mileage may vary. Point is for me bringing my mods over, I have no urgency because its pointless with an update coming out ruining my mods compatibility every 2-4 weeks. I will bring them over surely, once the game is more stable and less updates are rolling out. The one I am working on now, (for the last 3 weeks straight) will be a game changer for a faction, and it will need to be ported to make the faction competitive against the new Daemon Factions.
ItsDaKoolaidDude 20 Nov, 2022 @ 10:34am 
@CaptainKampfkeks
Not really on my end, as I've done everything one could do. And as it is I've been hearing and reading ppl having the same or similar issues.