Total War: WARHAMMER II

Total War: WARHAMMER II

Lore Series: Hertz Province Patrols - Update 2.33
 This topic has been pinned, so it's probably important
8 Hertz WAN IP  [developer] 8 Dec, 2020 @ 2:24pm
Feedback, Criticism, and feature discussion
This thread is a place for people to voice their opinions on the mod. Is there something you like, something you didn't like, or you have any cool idea's. Don't be afraid to post in this thread.
Last edited by 8 Hertz WAN IP; 9 Dec, 2020 @ 3:51am
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Showing 1-15 of 48 comments
I suggest a specific rule for DE and HE factions, to implement sea patrols in the provinces that have ports. DE faction should have black ark patrol, that can only move on the sea area that is only under your control. Same for the HE. Give the AI sea patrols for HE, same mechanic as the DE black arcs (that they cannot go on the surface) or the mechanic just like the pirate armies that can move only in the specific sea areas. I know that this is very hard to implement, but still that would be pretty loreful and amazing.
8 Hertz WAN IP  [developer] 9 Dec, 2020 @ 9:55am 
Originally posted by ♥♥♥ SOCKET:
I suggest a specific rule for DE and HE factions, to implement sea patrols in the provinces that have ports. DE faction should have black ark patrol, that can only move on the sea area that is only under your control. Same for the HE. Give the AI sea patrols for HE, same mechanic as the DE black arcs (that they cannot go on the surface) or the mechanic just like the pirate armies that can move only in the specific sea areas. I know that this is very hard to implement, but still that would be pretty loreful and amazing.
I like that idea. Don't know if its possible but I'll see what I can do
Rusty Shackleford 9 Dec, 2020 @ 12:11pm 
Are there any plans to implement the Tomb Kings and Savage Orcs?

Makes total sense for the territorial Tomb Kings, and it's what the Seprecal Stalker's entire job is! Don't see why the savage orcs wouldn't either, and it would be nice for the sake of completion.

Also maybe you could add wood elf forest patrols once they complete their forest ritual or control the heartlands? as the WE I very rarely control an entire region so I wouldn't get much use out of their patrols
8 Hertz WAN IP  [developer] 9 Dec, 2020 @ 12:16pm 
Originally posted by Rusty Shackleford:
Are there any plans to implement the Tomb Kings and Savage Orcs?

Makes total sense for the territorial Tomb Kings, and it's what the Seprecal Stalker's entire job is! Don't see why the savage orcs wouldn't either, and it would be nice for the sake of completion.

Also maybe you could add wood elf forest patrols once they complete their forest ritual or control the heartlands? as the WE I very rarely control an entire region so I wouldn't get much use out of their patrols
I'll take another swing at the savage orks and see if I can make them work. I had some issues getting them to work earlier in development so I had to scrap them out.

The Tomb Kings are a different problem. Due to their unique unit caps I couldn't include their faction unfortunately. Making it work with unit caps is long and tedious work and could strain performance.
If I find an easy and affordable way to do this I definitely would like to add the tomb kings in the future
Jaghatai Khan 9 Dec, 2020 @ 1:57pm 
Awesome mod. Can't wait to try my hands on it. This will save me from a lot of trouble in the early games I suppose.

There wasn't a FAQ or anything, since this mod is brand new I suppose. But I have some questions if you do not mind.

FYI I haven't tried the mod yet so some of my questions may look silly. Sorry for that in advance.

Can we buy units to these patrols ourselves? Outfitting them as we see fit?

Will these patrols' commanders increase in rank and therefore have skills? If so is it us who chose their set of skills or will the AI pick them for itself?

Will these patrols reinforce allies? "Allies". I mean other faction allies.

Lastly will these patrols autobattle? It kinda wasn't obvious enough sorry.

Feedbacks (without trying the mod first)

About Norsca : Since they are not your usual "guard" type, how about them raiding nearby provinces? Same for Dark Elves too since both types look out for slaves and loot in the lore.
Just maybe they could go in a raiding camp stance in near provinces? I have no idea how you can keep them from attacking enemy settlements and how it would affect the game play if they keep sassing enemy into attacking them though. Just a wild idea.

Wood Elves always struck me as the type that do their business swiftly. Makes sense if they take ambush stances? I didn't see in explanations anything regarding that so I'm just throwing it out there if it wasn't already implemented.

Again thanks for the effort you put into this.
Last edited by Jaghatai Khan; 9 Dec, 2020 @ 2:00pm
8 Hertz WAN IP  [developer] 9 Dec, 2020 @ 2:08pm 
hey Abathur, thanks for showing interest. I'll be going through your questions from top to bottom.

- You cannot buy units with the patrols, they are generated randomly out of tier 1 to tier 3 troops.

- Your patrols can increase in rank and you can apply skill points to them yourself. They are not influenced by global lord recruitment rank.

- These patrols do not reinforce allies.

- Patrols will automatically engage any found enemy in the same region, similar as a right click / attack order on the enemy force.

- On Norsca, I don't think I can make them raid other territories, each patrol is bound to their province and they are not allowed outside of their assigned province.

- The wood elves idea is a good one, they could benefit from patrolling in ambush stance like the skaven.

Hope that answered your questions ^^
Pug 10 Dec, 2020 @ 12:11am 
Yo are these supposed to last one turn before vanishing? My buddy in coop campaign has these spawning every other turn or so and they only last a single turn.
8 Hertz WAN IP  [developer] 10 Dec, 2020 @ 1:27am 
Originally posted by Lawka:
Yo are these supposed to last one turn before vanishing? My buddy in coop campaign has these spawning every other turn or so and they only last a single turn.
No they should not. This mod was not tested with Multiplayer so I'm not that surprised funky stuff is happening. Is the "patrol replenishing" effect bundle applied to the province? And if so, for how many turns?
Suggestion, can you extend patrol vanishing on atleast 1 more turn after someone will destroy one of the settlements in your province? I'm in the middle of the dwarf campaign and almost always, when some large army attacking my settlement, the patrol is far away from it and it always disappearing instanly not being able to give any impact. As i said before, i think this problem can be solved by giving it 1 more turn before vanishing. Dunno if it's possible or if there's any unchangeable scripts for it, but i think that would helped.
Last edited by Grzegorz Brzęczyszczykiewicz; 10 Dec, 2020 @ 2:06am
FranzKarlGeorg 10 Dec, 2020 @ 8:54am 
suggestion 1: reduce size, a patrol cannot be an entire army with many hundred of soldiers.

suggestion 2: add a condition for patrol spawn, that the province is bordering at least one non-allied, non-vassal, non-owned province. this should reduce patrol spawn.
Jaghatai Khan 10 Dec, 2020 @ 12:25pm 
Originally posted by 8 Hertz WAN IP:
hey Abathur, thanks for showing interest. I'll be going through your questions from top to bottom.

- You cannot buy units with the patrols, they are generated randomly out of tier 1 to tier 3 troops.

- Your patrols can increase in rank and you can apply skill points to them yourself. They are not influenced by global lord recruitment rank.

- These patrols do not reinforce allies.

- Patrols will automatically engage any found enemy in the same region, similar as a right click / attack order on the enemy force.

- On Norsca, I don't think I can make them raid other territories, each patrol is bound to their province and they are not allowed outside of their assigned province.

- The wood elves idea is a good one, they could benefit from patrolling in ambush stance like the skaven.

Hope that answered your questions ^^


Thanks!

One feedback though, can you make it so that the patrol do not disappear soon as control over the province is lost? This kinda defeats it's purpose.

I mean I go and attack the Norscans, and since their provinces are too big I do not even see where their patrols are. I go and attack the Wintertooth settlement. And poof, patrol is gone.

Maybe you can :

- If the province is lost, the patrol will not disband, but instead comes and tries to retake the lost settlement.

Or continue their patrols but :

- Unless the province is secured, the patrols do not replenish their numbers or replace the units that are completely lost and stick to the remaining province grounds without going further.

Also, would it not make sense that instead of just one capital settlement to determine the strength of the patrol, maybe make it so that the size and the unit tiers of the patrols are determined by the whole province settlements?

I mean there are provinces with only 2 settlements and are relatively small. While there are other settlements that are larger with 4 settlements and cover more land.

In short, would you consider making;

1- Patrol size and strength is determined by all the settlements instead of just the capital
2- Stronger and better unit decked patrols for larger provinces.

Both these first implementations would work good with or against it.

After all the patrols would be good at defending the far away provinces on the other side of the map. And you do not need to march a damn army from the other corner of the map just to take back a settlement. All the while you leave your front lines open and look like a total idiot trying to figure out where his arse is and make a mess with the AI figuring that it's the time now and comes about and razes every single settlement you've captured or recapture the settlements you've razed.

That's one of the things that pisses me of the most in the game...

And if you are AGAINST the AI, it means you don't just put a flag on the city and tell it's locals "Yo I'ma be your new ruler. Be good boys now. Off I go!" because that wouldn't go over well.

*I still would LOVE outfitting the patrols as I see fit because the vanilla as it is now, most the time the patrols are made of tissue paper that are easily dispatched with little to no effort.

*Skaven patrols, so far in my experience, hides because of their nature. Settlements are also hid and what not. So I do not encounter them. Nor did any attacked me when I enter a hostile skaven province. And when I destroy or capture a province settlement, we go back to square one.

*1 settlement provinces like the Moot or the wood elf forests or the garrisons do not spawn any patrols.

-Ye the idea was that the elves themselves did not have patrols in their own forest but does that mean other factions also do not get patrols when they capture those settlements?

-I can sort of buy why the garrisons wouldn't have their patrols okay but Skaven Blight / Hellpit also does not have patrols around. I mean aftar all, even if you are not a skaven lord you'd still have the good sense of placing some watch on those lands to make sure those ratman do not return if you were a lord or a king in that world.

Also I think it'd make more an interesting mechanics if the Wood Elves DID infact had their patrols in the woods. Attacking their settlements is already a pain and it would make it even more of a pain but isn't that just kinda the point? If it was easy to march some army in to their realm and kick them out you'd figure the beastmen or the Bretonnians would've done that already. Plus, it'd make the life easier for the AI who has to play Drycha and whatevs, those who are not in the comfort of the Athel Loren. Most the time it ticks me that I couldn't even see those factions before they got destroyed.

You can consider giving Tomb Kings some undead-vampire lords province patrols, if you are not sure how to make them tomb king units? It'd still work with the lore since they'd just be mindless skeletons or foolish adventurers, treasure hunters or whatever idiot would try to steal from the Tomb Kings. They get lost, get killed, and put into work. Why have slaves if you ain't gon' make them do the boring, dirty work?

Lastly, I have noticed that some of my patrols are lost for no good reason. I play dwarfs at the moment. One province was completely surrounded by the empire, Balthazar more specifically. The Karak Hirn province. And the other was Karak Zifrin province, surrounded by brets and the empire. No battles. And there weren't even any hostiles to the other factions. They just disappeared and I got report "Killed in duty" in the events list. They are not replaced since.

Oof. Hell of a feed back. Didn't think it'd take this much sorry.

But your mod is totaly rad. Hands down to your efforts! I hope it continues! Thanks again!
Last edited by Jaghatai Khan; 10 Dec, 2020 @ 12:30pm
يرحمك الله 11 Dec, 2020 @ 11:23pm 
You should make a Second Version or Submod without the Faction Restrictions
cold14022000 13 Dec, 2020 @ 5:35am 
Suggestion: make patrols immune to local climate attrition. My HE patrols in the mountain keep on taking damage just by walking around because of frozen climate. They die a few turns after spawn.
8 Hertz WAN IP  [developer] 13 Dec, 2020 @ 5:41am 
Originally posted by cold14022000:
Suggestion: make patrols immune to local climate attrition. My HE patrols in the mountain keep on taking damage just by walking around because of frozen climate. They die a few turns after spawn.
Yea this one is on my to do list. Will be included soon
Dire Raven 13 Dec, 2020 @ 5:23pm 
Every time the main settlement lvls up, the original patrol dies and a new, higher tier patrol is spawn. But the lvl of the original patrol is not carried over. I have a tier 4 settlement patrol fought many rebels and got to lvl 12 but all the progress was wiped out because the settlement reachs tier 5. It might be better if there is way to keep the progress.
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