Total War: WARHAMMER II

Total War: WARHAMMER II

Van-Hammer Ultimate: WH2 Total Overhaul [UPDATED 12/30]
Luigi  [developer] 20 Dec, 2021 @ 12:43am
Updates and Changes
Single-Player

[12/19] Ai all started declaring war on me around turn 16. I was Wood Elves only really at war with the Beastmen / Skaven, when all of a sudden Empire and Dwarves started declaring war. I got a few more Diplomacy/AI Behavior mods to address this.

[12/20] added 4 mods for Ai diplomacy and player bias changes. Now, on turn 16 with wood elves, only 1 faction declared war (one of the dwarves).

[12/20] - changed lvl 70 4x skill points to lvl 60 2x skill points. Was not balanced and was running out of skills for certain lords/heroes by lvl 10.

Coop

[12/19] H2H Chaos and Lizardmen
At the End of Turn 1, we experienced a lot of desync but eventually after resyncing over and over, and got through it back to our turn. The starting turn has a lot of scripts so Now that we have turn 1 out of the way it should be fine. We'll see what other obstacles we will face later on in the campaign.

[12/20] H2H High Elves and Dark Elves
Had same exact desync/resync issues on the end of turn 1, but eventually got through to turn 2. Will be playing this campaign today.
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Showing 1-6 of 6 comments
Luigi  [developer] 20 Dec, 2021 @ 1:23am 
Removed Attack Speed Boost and Stats - combat was too fast, and ranged units we're imbalanced
Luigi  [developer] 20 Dec, 2021 @ 6:14pm 
19 turns in Coop with High Elves vs Dark Elves and it is going fine
Luigi  [developer] 25 Dec, 2021 @ 6:00am 
Removed Gates of Chaos - reported as broken.
I am very pleased with Ai behavior and difficulty at Very Hard.
Luigi  [developer] 25 Dec, 2021 @ 10:41am 
Added 4 mods (new units for High Elves, Dark Elves, and Southern Princes). Blackoutsider units pack adds units to many factions (dwarves, tomb kings, lizardmen, high elves) All tested and working well in custom, we will see in campaign
Luigi  [developer] 28 Dec, 2021 @ 12:50pm 
Added more unit mods and 2 large monster mods that are pretty op but beatable, one for Lizardmen and one for Vampire Coast. Added an unit upgrade mod for Vampire Coast. Tested and working, in a 35 turn Lizardmen campaign rn with these new mods
Last edited by Luigi; 28 Dec, 2021 @ 12:50pm
Luigi  [developer] 30 Oct, 2023 @ 7:06pm 
---removed due to bugs or outdated---
5x Chaos invasion
Chaos Camps
Ratskrieg
Ultimate Elven Variety Pack II (outdated)
Wood Elves Reborn Faction Reskin (replaced with Eternal Woodelves)
Ultimate Lighting & Random Weather (replaced with Alternative Lighting)
Higher Tier Staring Capitals (too op start)
Ai Limited Expansions - dont limit computer players
Armoured Empire State Troops
Cost Based Army Caps - too annoying.
High King Setra's Tomb Guard
Holy Knightly Orders - Lords - wasn't fitting the lore friendly-ish theme i want
Holy Knightly Orders - Units - wasn't fitting the lore friendly-ish theme i want

--Pax Imperium is the focus, so all of these aren't necessary--
Imperial banner
Imperium
Sigmar's Heirs - hooveric
Sigmar's Heirs - textures
Sigmar's Heirs - empire overhaul
Skaven units lore friendly
Sons of Sigmar
Submod for cost based army caps
Swords of the emperor
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Showing 1-6 of 6 comments
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