Total War: WARHAMMER II

Total War: WARHAMMER II

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Reporting For Duty Classic
   
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Tags: mod, Campaign
File Size
Posted
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1.214 MB
22 Aug, 2021 @ 6:53pm
18 Oct, 2021 @ 4:05pm
4 Change Notes ( view )

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Reporting For Duty Classic

In 1 collection by piercebuster
Reporting For Duty collection
14 items
Description
REPORTING FOR DUTY CLASSIC


This is a fork of my main Reporting For Duty mod. It is the same mod without the Summoner Heroes update. All Reporting For Duty submods will work with either Classic or the main mod.

Why would you want the Classic version?

- You don't want to play with the new Summoner Heroes abilities for some reason
- You play with an overhaul (CTT, SFO*, Radious, End Times)
- You... fear change? Hey, I don't know!

*compatibility submod required for SFO

Intro

Originally posted by Spearman:
First figure out which end is sharp, then point it towards the enemy.

Ever look at a military building and think "But who's training the recruits?"

Have you wished defending spellcasters actually knew more than one spell?

Do you want more variety in enemy defenses?

Wait no more!

What this mod does

1. Reporting For Duty is a garrison upgrade mod that awards garrison units for military buildings, landmarks, and other thematic buildings.

2. Thanks to John Austin's mod skills, heroes and spellcasters will also level up with the settlement and gain abilities and spells. Yeah, he's awesome.

3. Reporting For Duty also entirely reworks the garrison priorities rules. In the base game, these would come up if a garrison had more than 20 units assigned (20 is the max) - then it would remove the excess units from the garrison according to priority. In practice? Oh my !@#$ those priorities rules were bad. We're talking "Blood Knights ranked worse than Zombies" bad. I mean bad. So I created new rules; for every unit and every variant, each analyzed for their stats and actual usefulness in a defensive siege battle.

Elector Count State Troops for Empire landmarks
Bolded line.

Yes Mr. Garrison
If it can recruit a unit, it will add to the garrison. Even the non-playable races with their own building chains like the Savage Orcs, Kislev, and Southern Realms.

Most landmark buildings will also contribute to the garrison.

No DLC is required. DLC units were carefully placed in DLC faction-only building chains or alongside normal units.

Keep pushing
This mod is a companion mod for my BETTER SIEGES mod. Go get it for more awesomeness. We're all about the awesomeness here.

This is also specifically designed to be compatible with Austin's TAILORED FACTION GARRISONS mod. It's legit.

Future plans
We're not satisfied yet! What about the horde factions? What about custom factions and custom units?

Yeah fam. I got you. Strap into your seatbelts. Updates and submods are on their way. Do your whole "like subscribe and follow" dance because this mod ain't stopping yet. Check it out:

Supported Custom Units (optional)
All are optional. If you don't have them you won't notice.

Supported Custom Factions (optional)
Some have built-in support, some require submods.

-----> Click here to get the their Reporting For Duty submods <-----


Compatibility
This mod is save game compatible. It can be added and removed without damaging your save. However, whenever new garrison units are created by anything (such as by this mod) they spawn at the start of the turn and at 50% life.

Due to how garrisons are programmed, most garrison mods are incompatible with each other unless they are written to be in *both* mods. This is why Reporting For Duty works with Austin's mods but not most other garrison mods.

This mod contains Austin's You're A Wizard Garri-son and Oh Captain My Captain inside it. You can have those mods running as well but they won't do anything extra. Or if you think the upgraded heroes is cool but don't want the extra garrison units, go grab those instead. It's cool. You're only dead to me.

COMPATIBLE OVERHAULS

COMPATIBLE GARRISON MODS

NOT COMPATIBLE GARRISON MODS
  • Dynamic Garrisons 2
  • Military Buildings add to Garrisons
  • Optimal garrisons
  • Trebor's Garrison Overhaul

This mod will be incompatible with the majority of other garrison rework mods out there. Ask if you want to know.

Thanks
A huge thanks to HARBiNG3R and his garrison mod which gave me the inspiration to create this and do things differently. It also jumpstarted me with a framework and easily saved dozens of hours from the hundreds I spent on this.

Thanks to http://twwstats.com/unitscards for their really well-designed website to find and compare unit stats.

Thanks to totalwar.honga.net for their lists of faction buildings ID keys so I didn't miss any or go bald from pulling out my hair while making this.

Thanks to you for reading this far, playing it, and not making your own garrisons mod. Seriously. Don't do it. It's miserable.

Have fun! 😃

Link to Better Sieges (HIGHLY RECOMMENDED)


Link to Pierce's workshop


Link to John Austin's workshop
18 Comments
piercebuster  [author] 12 Jul, 2023 @ 2:31pm 
Ah. It's been a while for me. I wouldn't know whether that's a possible mod to make or not. You might try asking around at the Modding Den https://discord.gg/vFufmzNq
V 12 Jul, 2023 @ 8:10am 
no they dont
piercebuster  [author] 11 Jul, 2023 @ 1:07pm 
Don't they return to the control group after they're finished rampaging?
V 11 Jul, 2023 @ 12:41pm 
What about the fact that units on rampage gets moved out of the control group?

I don't mind the fact they rampage, but is there any way to have them stay in the control group?
piercebuster  [author] 11 Jul, 2023 @ 12:44am 
@Valour

Yeah, I understand. You're right, there's nothing I can do about that.
V 10 Jul, 2023 @ 9:24pm 
I see, thanks.

You know I feel like one the biggest problem with sieges in WH2 is that on the walls, units cannot turn properly. They are either facing the attacker or have their backs completely to the attacker. So when attackers land on the walls, half the defenders have their backs to them and aren't doing jack, and when they finally respond, it causes the AI to sometimes just run their troops on the walls wildly to and fro.

They really should have allowed unit formation on the walls to be the same as on the ground (ie. can free rotate the direction, or at least the face north-south-east-west instead of only north-south.

I'm not sure if this is something you can fix, but I wonder if this is fixed in WH3.
piercebuster  [author] 10 Jul, 2023 @ 8:52pm 
@Valour

1st image: That's not a bug. That will resolve properly after game bootup if you have the Cold Ones [HN] mod, and do nothing if you don't.

2nd image: Also not a bug, but a design choice. Spear units cost more, but they have a more narrow use: they're anti-large units. Spear cavalry are basically only good against other cavalry. (Regular spear infantry would be superior vs large entities.) Plus with AI tactics programming it is more likely to send cavalry against infantry, rather than other cav. Meaning that the non-spear variant is a more generally useful unit for the AI on defense, despite it having a higher price tag.
V 10 Jul, 2023 @ 7:46pm 
When I open with RPFM there is an error https://i.imgur.com/xV2m89X.png

I also observed that for lizardmen province capital, there is a downgrade of the cavalry when upgrading the walls from tier 2 to tier 3 https://i.imgur.com/XZoN409.png Cold-one Spear Riders cost more (recruitment and upkeep) than Cold-One Riders.

I'm not sure if the two issues are related.
sleepyHase 24 Jan, 2022 @ 9:52am 
ah ok, thanks!!
piercebuster  [author] 24 Jan, 2022 @ 9:50am 
@Ero-sennin
Good question. Kislev will have the summoner heroes but the others won't.