Total War: WARHAMMER II

Total War: WARHAMMER II

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SWO-RD core: Southern Realms update
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Tags: mod, Overhaul
File Size
Posted
Updated
89.202 MB
28 Jul, 2018 @ 1:03am
9 Feb, 2022 @ 9:34pm
113 Change Notes ( view )

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SWO-RD core: Southern Realms update

In 1 collection by stephane.f.david
SWO-RD
19 items
Description
DOCUMENTATION
The documentation of the mod as a PDF document is available here[drive.google.com].

SWO-RD (Steph's Warhammer Overhaul - Recruitment diversity) is described in details in the documenttion (link above). The key features are:

Recruitement reworked:
- The best core units are recruitable only in your home regions, and they have heraldic shields or colours.
- Unique units (such as Swordmasters of Hoeth) can only be recruited in a specific region.
- In the rest of the world, generic weaker units are still available (both for core or unique units).
- All units are capped: you'll need more buildings to recruit more units!
- Units can have officer, some with bodybuards, and Banners. The officers/banners depend on the race, and the unit.

Maps:
- Most landmarks have more levels (1 to 5 usually). Meaning you can build them much sooner... but they still need to be upgrade to level 5 to get the full benefits (and for a larger global cost!

Gameplay
- Visibility overhaul
- New Dynamic Manpower System: every unit has a global cap, which can be increased by capturing new settlements, or building/improving buildings.
- Climate overhaul


I tried to stay close to the lore, but I have also added some units which are not fully lore.


Warning:
- Mod is compatible with Mortal Empire and Vortex.

Credits:
- Crynsos for his advice
- Cataph, Vandy, Crynsos and all the others for their help and answer to all my stupid questions.
- Woodtur for sharing some of his texture.
- Daruwind for his work on the UI.
- DrunkFlamingo for the recruitment mechanism
- Vandy for help with some scripts.
- Spartan who kindly agreed to let me use his icons as a base for the building.
- h3ro for AssetEditor
- Marthenil and Cataph for the Morion helmets

Most recent changes (10 September 2021)
- Southern Realms added
- Banners added for Warrior of Chaos
- Several fixes

Warning: the per army capacity based in TTC is back, as a submod.

I mod for free and will always keep it this way. But an extensive mod means hundreds of hours spent modding! If you want to show your appreciation, a small donation is always welcome.

[www.paypal.me]



Popular Discussions View All (5)
113
14 Nov, 2021 @ 6:59am
Bug report
stephane.f.david
4
31 Aug, 2021 @ 2:47am
General feedback and suggestions
stephane.f.david
4
18 Dec, 2020 @ 10:24pm
Future evolutions
stephane.f.david
269 Comments
stephane.f.david  [author] 28 Jan, 2022 @ 11:10pm 
All the unit cateogory icons have been reworked. Now for a race, every unit should have its own icon (the regional variants and the generic variant of course share the same). It means that it is now possible, from the tactical map, to differentiate a knight errant from a knight of the realm or a grail knight just from the icon, contrary to vanilla.

There are different colours for icon:
- blueish (metal) for the chaff units (like goblin spearmen, skinks,, peasant bowmen, knight errant)
- white (silver) for the core units (like orc boyzs, sauraus warrior, knight of the realm)
- Beige (bronze) for the good units (like questing knights)
- Yellow (gold) for the best units (like grail knights)
- Orange with outline for heroes.

As before, there is an outline to show special attack (poison, fire, magical), and different icon for shielded/unshielded variants.
Neone8786 21 Jan, 2022 @ 9:07am 
Thank you very much! This mod is fantastic and your helpfulness is as well.
stephane.f.david  [author] 20 Jan, 2022 @ 9:29pm 
It's a bit complicated. You need all the "campaign_group" tables, "cmapign_map_settlements', "settlement_climate_type", "effect_bundle_climate", "effect_bundle_to_effect_junction" (for these two only use the "climate" table), "subculture_settlement_occupation_effect_bundle_suitabilities".
Plus "@Steph_effect_bundles_climates__.loc" and "@Steph_climate_settlement_climate_types__.loc" in text folder.
You also need all the images in "ui/campaign ui/climate types", and "ui/campaign_ui/city_info_bar", the last one is to get bigger icon.
I think that's it
Neone8786 20 Jan, 2022 @ 1:05pm 
It is seriously fantastic!
Neone8786 20 Jan, 2022 @ 1:04pm 
Aww :(. If possible, could you tell me the tables that the climate and it's effects are found in? I tried once, but it caused the game to crash.
stephane.f.david  [author] 20 Jan, 2022 @ 2:15am 
It could be separate, but I don't think I will change anything for Game 2 now, except fixing bugs. For Game 3, I'll try to do something more modular.
Neone8786 19 Jan, 2022 @ 10:31pm 
This mod is so cool! Is it possible to make the climate overhaul separate?
stephane.f.david  [author] 10 Dec, 2021 @ 11:05pm 
For Warhammer 3, I'll try to make the mod a bit more modular. So it's possibler to pick some parts and not others. For exemple, have the cliamte overhaul separated from the rest, or have the "immersive" language in a separate pack. Now that the mod is "finished" for Warhammer 2 (I only plan to support it for balance or bug correction, but not add something), I have a clearer vision of the whole, and so will be able to organize it differently when porting it to Warhammer 3.
Manwhale 10 Dec, 2021 @ 4:36pm 
Very well then. I look forward to the Warhammer 3 version of this mod. I really love it. If Medieval 3 ever comes out, I'm sure that a mod just like this would be a requirement for that game.
stephane.f.david  [author] 9 Dec, 2021 @ 1:56am 
Maybe for Warhammer III. But I like the immersion this gives.