Total War: WARHAMMER

Total War: WARHAMMER

A Simply Better Campaign
235 Comments
Nightmare799 7 Jul, 2019 @ 4:10pm 
Bleh no replenishment?

Come on dude, this isn't medieval 2, nobody likes to micromanage every stack ffs.
Osvald 2 Jan, 2019 @ 5:50pm 
there´s goes a guy who lived the present like 3012. Thanks for all dude
Player  [author] 21 Aug, 2017 @ 1:24pm 
Also I posted my startpos file here, and you can tear the mod open in pfm (super extra easy and I labeled the sections too) so feel free to use anything you want from it! It's still not perfect, but someday... someday it will be. (and integrated with my favorites like crynsos unlocker +)
Player  [author] 21 Aug, 2017 @ 1:21pm 
Ok I know that a lot of people like this mod, and that it sucks that it's not getting updated, but I have some big things planned! Thing is, it's looking like keeping it updated constantly is a massive waste of time for now since new patches, games, etc KEEP COMING OUT UGH (blessing and curse huh?). So look to the future, when the games are more solid, I will release an entire re-envisioning of the warhammer world to be as lore accurate, have a ton of new features (even that I haven't listed here yet), fix any stupid design decisions I see, and really just to be extremely immersive into this crazy and awesome world.

Also, if you would reeealllyyy like to have this mod updated, I would be more than happy to consult anyone on the design decisions and methodology I used! It's literally just copy-paste secretary work and I can provide screenshots/help (it's actually really easy, this was literally my first mod), but I just can't keep doing it over and over and over and over again.....
Xanderman 19 Aug, 2017 @ 12:11pm 
Are you going to update the mod for the norsca?
Sol Invictus 10 Aug, 2017 @ 9:43am 
stfu
Mumion der Unsterbliche 10 Aug, 2017 @ 3:56am 
No Update ok .
Mumion der Unsterbliche 5 Aug, 2017 @ 12:30am 
Mod Dead ?
kw2 29 Jul, 2017 @ 12:52pm 
Your mod add a truly unique feeling to the game, the no replenishment flips the game on it`s head in a way that I can only describe as a "hardcore" mode for total war, while the unique buildings present at the start are a great way to counterbalance what would be a pretty boring early game of spamming low tier infantry. If only the AI was coded around this mode to preserve lords.

Really sad this will never be a official gamemode, you invented a new way to play total war and nobody will ever notice it.
Karko 21 Jul, 2017 @ 12:05am 
Hey! Just wanted to let you know that some of us are still missing your mod. I realize it's probably dead and buried at this point, but it was fantastic while it lasted. Thank you!
SirMadam 9 Jul, 2017 @ 1:37pm 
stfu please
Mumion der Unsterbliche 9 Jul, 2017 @ 10:38am 
Update pls.
Mumion der Unsterbliche 28 Jun, 2017 @ 9:19am 
Keine lust mehr ?
Mumion der Unsterbliche 24 Jun, 2017 @ 6:28am 
Update pls ?
Mumion der Unsterbliche 21 May, 2017 @ 11:38pm 
Update pls ?
Antigern 28 Apr, 2017 @ 4:53pm 
James, we REALLY enjoy your work.

Please make one big push to add any finishing touches and get this thing playable again before laying it to rest.
Alveus 19 Apr, 2017 @ 2:50pm 
Can confirm mod is unplayable at the moment. Crashes just as I start the campaign, running main mod ONLY. Shame, was really looking forward to trying it.
Antigern 8 Apr, 2017 @ 2:59pm 
Same ol' crashing issues are back. Only running this mod, tried running the others you've made but no combination works. Please fix.
Player  [author] 24 Mar, 2017 @ 4:29pm 
Updated mostly. a few minor startpos features are missing, until I find the time to redo all the 800-some lines of it.
Rustic Clover 6 Mar, 2017 @ 11:22pm 
Update plz?
Gdsm. B. Ivanuš [6th GA] 6 Mar, 2017 @ 2:49am 
please update it for the new patch, game quality really decreases without this
Rustic Clover 5 Mar, 2017 @ 12:26am 
@Raven
You don't have to go back to your city though. You can recruit in the field, after all.
Malekith 31 Jan, 2017 @ 7:39am 
@James Bong

I've sent you a friend request. I like the look of your mod and would love to incorporate some elements into Total Lorehammer.
Raven 29 Jan, 2017 @ 8:10pm 
I'm interested in this mod, but could you explain how replenishment is supposed to work?

As far as I can tell, you're supposed to recruit fresh units and combine them with existing, damaged units to replenish your soldiers. Is this the case, or have I missed something?

If that's the case, I've got to say I'm really hesitant to use your mod further because it feels like we've 'regressed' back to Rome 1/Medieval 2 systems of having to go back to your city and 'retrain'. And since the current game and engine isn't made for that sort of reinforcement system, that makes it all the more cumbersome for at least three good reasons I could go into.
kw2 29 Jan, 2017 @ 5:16am 
Truly a hidden gem, this mod changes your play style in a way I`ve not seen any other do so, every combat is tense since you can`t just trade units with the AI because of almost no replenishment, expendable units are the new meta and every elite troops feel precious.
The already built lore buildings makes me wonder why it wasn`t like this on the original game, It breathes life into the world and branches your army composition early on, making it interesting instead of you just spaming low tier infantry.
Established alliance can make it a little bit too easy since you can abuse it to out grown your natural enemies, I will try mods that enchance how much units the AI can do to balance this.

My only problem is how it is incompatible with the Uncivilised North mod, making the Norscan tribes are boring as hell just like the vanilla game, and how a few Regiment of Renown mods simply don`t work. Great mod overall.
GONZO 21 Jan, 2017 @ 9:08pm 
like glory units mods and other units mods
GONZO 21 Jan, 2017 @ 8:57pm 
is this balanced for random unit mods
SirMadam 11 Jan, 2017 @ 2:58pm 
James couldn't have said it better, just edit the pfm yourself if you don't like parts of his mod. James already cut his mod into submods for people too. Really tired of seeing users act like bosses.
Player  [author] 11 Jan, 2017 @ 10:37am 
Hey guys, if you hate the replenishment module so much, you can just go into the pfm for the mod and delete the clearly named 'replenishment' table, or go into the tables and delete those that set replenishment to zero to not accidentally break something, but I'm going to keep this as an all inclusive package that I want to play for myself (with the suggested mods as addons to that). Because in the end, I made this mod for myself, like mostly all of what I do in my life, if a ton of people enjoy it that's great! But in the end it's just to enhance my own experience, with my own mindset and design philosophies, and I still take the time to bring it to you all and help me improve it.
Raksha 7 Jan, 2017 @ 3:21pm 
Well, if u like it, good for u. Those imaginary supply lines u talk about dont work for me tough. The replenishment stuff just breaks the game in a way that feels super anticlimatic for me
Wojna 7 Jan, 2017 @ 6:42am 
Supply lines as of merging my troops and then sending additional recruits with other lord or recruting if in my lands. That costs of course but makers sanse that I don't get additional troops for free as long I have one alive unit. Much easier with elves of course which still get insane amount of passive replanishment.
Raksha 6 Jan, 2017 @ 11:42am 
@wojna, i wonder which supply lines u are talking about, do ur troops replensiment differ between staying in norsca and being 3 meters next to ur province border? i dont think so
Wojna 6 Jan, 2017 @ 9:32am 
@Stop exploding u cowards non taken :) Depends from the way you like it I think. For me game at unmoded state was way to arcady so to speak. Without replanishment I feel like I have to worry about supply lines from your provinces.
Raksha 5 Jan, 2017 @ 12:42pm 
@Wojna, no offense but this is a total war game, not total planing and preparation. I love Paradox games for this aspect (Hoi3 does it best IMO) but it just doesnt work that way on this Medium (which is total war). its not fun to play every minor battle cause it ends ur campaign if u autoresolve once. Its not fun when ur Legendary Lord of ultimate Death needs to stay home cause he fought a unit of spearmen. Its not fun to have 0 replenisments, and it doesnt even makes sense. No soldiers healed/ressurected/summoned between battles? Why? It just breaks a system that works perfectly fine to make it more complicated. Chaos invasion? broken. Invading norsca? impossible. entire buiding chains? useless. Im all for toning down replenishments to make it feel more real and grim, but this? No thanks
Wojna 5 Jan, 2017 @ 12:17pm 
People tend to forget that war is all about planing and preparation. There is no food factor or a way to make reinforcements any kind of realistic do at least lets think about possible attricion within our armies. Attrition which can't be countered with just a turn or two. Or can if you plan for loses. Immersive and thoughtfull.
On the other hand what I miss is larger garrisons and walled settlements. That would slow down campaign and make it even more immersive. Years and years of war if you catch my drift.
Raksha 5 Jan, 2017 @ 11:45am 
yeah i feel the same way, especially being stationed in a city should recover troops IMO; what i read so far quite a few people feel this way. Pls James, reconsider the replenishment stuff. I know, u explained multiple times how u think it makes sense, i disagree with most of it but its ur mod ofcourse. Only u said this:
"I want this mod to be made for YOU! Let me know about any changes/suggestions you would like!"
Nick 5 Jan, 2017 @ 10:47am 
so resting in a camp doesnt heal wounded units and lords? since when did rest and food not help people recover? im totaly lost on this one m8.
Wojna 5 Jan, 2017 @ 1:18am 
Thanks for a really great mod. Most fun since I launched Lorehammer mod for the first time. Thanks again.
Player  [author] 3 Jan, 2017 @ 8:19pm 
In short, melee lords especially like gringor can still find great successes on the field, but they need to do it in an intelligent way. Sure he's a fucking tank but even he'll get worn down, and faster by some units. Also I'd be reluctant to give real replenishment back to lords because they have allll those juicy life and defense skills that are pointless in vanilla because it never matters (so what's the difference between losing 1hp or 1000 if it gets replenished next turn before combat anyway. Now load em up to make them real tanks if you want a high endurance front line general or agent
Player  [author] 3 Jan, 2017 @ 8:12pm 
In general I see most gameplay concerns stem from a solidified mindset into this video-gamey already established total war strategies and tactics which is the whole point of this mod to remove all of that and force real decisions instead of 'what will this mechanic allow me to do' or 'how can I use that mechanic fully', should be 'what's my strategy and how do I use my resources fully because if I don't it'll cost time and victories later down the road'
Player  [author] 3 Jan, 2017 @ 8:10pm 
The key is even with melee lords you still need to manage them because they are your 'king' in what is essentially an elaborate chess board. Just now it matters what they do more than just sitting them and replenishing. 1v1 duels of similar power-level-lords are much more meaningful now, so back them up!
Player  [author] 3 Jan, 2017 @ 8:07pm 
On very hard
Player  [author] 3 Jan, 2017 @ 8:07pm 
Haven't had a problem with Wurzzag at the front crushed all dwarfs up through world's edge during a war with the empire and only sent him home like once even though he was in/in front of the front lines the whole time, but I'll look into it
Raksha 3 Jan, 2017 @ 9:30am 
its rly the only thing that holds me back of playing this mod only
Raksha 3 Jan, 2017 @ 9:29am 
sounds all legit, i just experienced that it takes ages in the early game to get lords back to combat strength, which makes it quite hard to level them, and grimgor or basically any melee lord staying outa combat feels so out of place
Player  [author] 3 Jan, 2017 @ 3:40am 
province integrity will come with the occupation modification update as well! I have plans for the empire and other places, notably this affects reikland as I would love to start off with a larger secessionist civil war but can't until I can make sure other provinces won't conquer over their neighbors
Player  [author] 3 Jan, 2017 @ 3:38am 
Honestly lord and hero replenishments are the biggest things I don't want to re-implement, because except for maybe vampires and orcs (might do it for them) these individuals will not heal by themselves, so they must be sent home (never saw any of this thinking implemented in any game, would love to see more of permanent bodily damages). If you want them around you have to make sure they don't get too damaged, if you want them to fight, they'll need to see one of the best healers the nation has to offer (which is at home for a while). Also out of everything they're the easiest to heal in this implementation! You just send them off and bring em back in 3 or 4 turns without much hassle. Units are far more of a hassle than them (which is how it should be with standing armies in the thousands)
Player  [author] 3 Jan, 2017 @ 3:36am 
@Smaug, I'm going for a philosphy somewhat simiter to medieval II where you can build cities with no limits (because the population limits are what really limits it, not some arbitrary building number), and it'll be balanced in several ways in the coming update, most notably construction time (let's assume one turn is one month)
Smaug 1 Jan, 2017 @ 4:10am 
Pretty impressive changes, I do like the renaming and confederating stuff but 10/6 slot settlements? That sounds rather crazy.
Raksha 31 Dec, 2016 @ 12:19pm 
also, would it be possile to keep the integrity of provinces somehow? for example if a wissenland city gets destroyed, averland cant capture it, only hostiles can (like the vampires)