Total War: WARHAMMER II

Total War: WARHAMMER II

Crynsos' Faction Unlocker+
Starting Tier Capitols
It has always bothered me that in Warhammer the starting locations for all major factions don't start with at least a Tier 3/4 Capitol. For example Altdorf is definitely a massive city, as is Karaz a Karak and even Couronne. Plenty more to name but I think this gets the point across.

Is there anyway you could add this to the mod? I feel it would help greatly for the AI mostly giving them more slots and building choices will help them build better armies earlier in the campaign, but also for the player it would definitely be less tedious and more thematic.

If to much work I understand. Just a suggestion.
Last edited by NeverBackDown; 8 Mar, 2018 @ 2:28pm
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Showing 1-9 of 9 comments
Crynsos  [developer] 8 Mar, 2018 @ 8:12pm 
And specifically because they are large cities and already get extra bonuses over other major settlements right away (like built-in wall-grade garrisons, extra bonuses and more total slots) I don't see there being anything wrong with leaving them at tier 1 from the start to provide equal progression between these special settlements and the average province capital.

Even as they grow at approximately the same rate, the unique major capital settlements will always be better at the same building tier and most of the time even if it is below the tier of a nearby province capital.

The lore aspect is not relevant enough here as the gameplay aspect always takes priority to keep the game in balance. You can't just have these major settlements start out with a high tier right away and keep all "normal" settlements at tier 1 by default, that would be both against the lore as you would do only very selective improvements and thus also completely break the game balance as those factions would have access to high tier units nearly instantly, completely breaking their already powerful start.

There is no sense to do that as the major factions controlling these settlements already get a lot of advantages over minor factions which differentiate them sufficiently.

If you really want that change, there are already other mods out there that do this, but I consider this sloppy balancing that will have very immidiate negative effects on the campaign balance that I don't want to risk having to deal with.
NeverBackDown 10 Mar, 2018 @ 11:50am 
There are plenty of options to choose from all over the map. You would really do it for most race capitals. They can all grow at the same rate, but it doesn't mean that itself is balanced and or helps the AI. This is not just a lore reason, it's a lore reason that has benefifical gameplay elements for the AI, which is amongst the best reason any change could exist because our current AI is lackluster at best.

If you have played with the mod that does increase starting tiers you would know it really helps the AI. The extra slots helps them build better armies earlier in the campaign so at turn 200 you don't have an Empire army with 19 free company miltia. Instead you'd have more cav and a greater array of troops in the army. Empire won't get demolished by VC every campaign, it improves the Dwarf vs GS battle to where it's less one sided, etc.
You can call it sloppy balancing but that's because you haven't tried it. You wouldn't need to balance anything honestly.

It's your mod you don't want it, that's okay. It was a honest suggestion that didn't need a slightly passive aggressive reply.

Crynsos  [developer] 12 Mar, 2018 @ 7:14am 
Well if it seemed to you as anything resembling a personal attack, it certainly wasn't intended as such.


The AI of the official factions that control these capitals hardly ever need any additional help to become powerful or at least survive so I don't really see that as a real reason to do this. They already get tons of cheats as is.

Of course it does help these faction if it is done, but that does not mean that it is necessary or required in any way to make them successful. Adding more slots is just a bandaid anyways, with the real fix being a proper AI mod that gives the AI a better idea of what buildings and what units to build.

There are plenty of Empire factions around to hold back Vampires and it's fine if the Vampires conquer the Empire now and then, it's supposed to be a sandbox after all, which means that each campaign should be able to run in quite a different way than a previous one.
The same goes for the Dwarfs and Greenskins. Greenskins have been very much buffed with Tomb Kings so they dominate more often now (as they are supposed to do in lore), but Dwarfs should still be able to survive pretty fine due to their very powerful base units and of course their luck can also go either way, varying between campaigns.

I'm not a friend of fixed campaign development outcomes as you can see, a sandbox game like this should always have a decent chance of developing in a very different way between campaigns.

As for not trying it, I don't need to try it because I know that there are other mods which already do exactly this thing, so there is no need to force it upon my subscribers as if they want to get this modification then they can just get those other mods to get that experience.
Last edited by Crynsos; 12 Mar, 2018 @ 7:21am
NeverBackDown 12 Mar, 2018 @ 4:33pm 
Yes there are mods that do this, but seeing as only one Startpos mod can be used at a time they cannot use your faction unlocker which would ruin it for many people. Being able to start as a different faction won't be possible if they have a different Startpos mod. Which is why I brought it up

As for it being a bandaid, every mod out there is a bandaid for this franchise. I don't see that as an excuse but rather not wanting to do it. There are so many issues with TW mods are basically required.

Again you don't want to do it that's fine, I'm only giving suggestions in the hopes of improving the mod and therefore people's experience
Crynsos  [developer] 12 Mar, 2018 @ 5:25pm 
I assume you are talking about mods like this one by FrostyDemise.

I told him a long time ago how to make that one into a simple script mod that requires no startpos and does the exact same as it does now while being perfectly compatible with all other mods, but it seems didn't do that yet. You should probably poke him to change that.

If you are talking about any other mods, this is a very simple change and anyone who wants to know how to do it only need to come on my modding Discord and ask around, so just point any modders that you want to learn of this to there.
Last edited by Crynsos; 12 Mar, 2018 @ 5:36pm
Frosty 12 Mar, 2018 @ 7:45pm 
@NeverBackDown
While I'm happy to hear that you are a fan of my mod and I understand you meant well here, this was a very misguided debate to have:

1) You've caused me a great deal of offense by actively requesting that another modder outright copies my mod's concept.

2) You are requesting that a 40k strong faction unlocker changes its vision and scope to include something only a minority of them would want.

3) Crynsos took the time to give you a detailed and polite answer about why he disapproves of the format from a balance perspective. There nothing passive aggressive about his reply. He simply has a different perspective from you and me on what constitutes good and fair game balance.

4) While the startpos issue is unfortunate, it doesn't mandate Crynsos to cater to your needs.

The good news is, as Crynsos stated above, there is now a new method that very, very likely means that I won't need to rely on startpos changes anymore. While I was overjoyed when he told me about it, I've been a slowpoke about remaking the mod due to IRL stuff. So yes, this thread is unnecessary as you will in the near future be able to have the cake and eat it too.
NeverBackDown 12 Mar, 2018 @ 8:48pm 
It was a suggestion, relax. Feedback is how things improve. I never requested nor forced him to do anything.

Lastly, how was I supposed to know what your plans were? I wasn't aware you could script these things. You yourself told me that a while ago.

Wasn't unncessary, feedback and improvements are the way of life. And I don't like cake or sweets in general, but I appreciate the effort all modders make. I myslef have made mods, very small and personal ones but I know it's frustrating even on that scale.

I have accepted more than once he wasn't going to do it, which is fine, but that doesn't mean we can't have talks about it? Conversation doesn't hurt anybody.
Last edited by NeverBackDown; 12 Mar, 2018 @ 8:58pm
Frosty 17 Mar, 2018 @ 11:43am 
@NeverBackDown
"It was just a suggestion bro", "lol u mad, relax bro", "conversations don't hurt nobody bro"
Are you really this childish?

I said it wasn't possible at the time, fortunately we have a great modding community that finds solutions all the time.

Feedback and conversation is indeed important, which is why I gave you the feedback that starting this thread was misguided. Take it or leave it but the matter is now closed.
NeverBackDown 17 Mar, 2018 @ 11:39pm 
The only childish thing is how you alter my words and completely change what I said.

You did say that. However again I had know way of knowing at that time. So you can take that or leave it. I came here to offer a suggestion. He said no and told me of a new way it was possible and then proceeded to tell me to poke you about it. I acknowledged that. I would have messaged you however, you responded before letting me do so. Then proceed to act childish and altering words isn't beneficial to anybody.

You may leave it. It was already ended a while ago but you insist on destroying the topic for some reason.
Last edited by NeverBackDown; 17 Mar, 2018 @ 11:41pm
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