Total War: WARHAMMER II

Total War: WARHAMMER II

The Woodelves (ME) OUTDATED
285 kommenttia
rwlyraa 30.8.2021 klo 2.24 
seconding the question about AI (or did CA fix it with the patch?)
cybvep 17.1.2021 klo 23.44 
Hi there. I know that most of the mod is now obsolete, BUT can you release the changes to the AI as a standalone? The passive/aggressive behaviour switch is half of what the WE are about, but in Vanilla they just camp in Athel Loren and do nothing. They should be periodically razing stuff left and right. Where is the Wild Hunt?
Captain Freakout 9.12.2020 klo 15.41 
Thanks a ton for this mod, Zarkis, it was always basic to any WE campaign!
Diogenes of Sinope 7.12.2020 klo 23.27 
Thank you for creating this mod. It's great. Really well done!
SinsinaT 6.12.2020 klo 7.42 
waiting for an update, thanks.
Niromir 4.12.2020 klo 23.56 
Thanks for this Mod, man.
Sotek28 2.12.2020 klo 17.08 
Thanks for making this mod! Shame that it's kinda run it's course but was happy to have it!
thaygiaomap2000 31.10.2020 klo 4.39 
hope this mod work after new wood elves dlc
multiplesanta34 27.10.2020 klo 7.11 
Is there a way to make Orion lead the wild hunt as it is in the lore? It always bothered me that CA had him delegate this to another lord.
FallenShaw 24.10.2020 klo 18.28 
I'd play this mod if orion didn't die sadly this is a really bad campain mechanic for the game put into this mod. To have to lose your main lord every year and replace him just plainly sucks.
libērtaŞ 24.10.2020 klo 14.09 
Fe Sights same issue as him, missions aren't giving the amber they claim they will grant
thaygiaomap2000 8.9.2020 klo 3.54 
just hope this mod work with Wood Elves update dlc
hi3r0ph4nt 25.7.2020 klo 11.07 
Would this be compatible with mods that edit WE units? Specifically the mutiple ammo typers for unit mod
FallenShaw 5.7.2020 klo 12.52 
would try the mod but I'm not sacing my faction leader idc if he rebirths or not
CaptainSnafu 29.6.2020 klo 4.15 
Jarmam 23.6.2020 klo 11.47 
I just noticed that only Orion and Wild Riders from my starting army have 'Woodsman' as a trait, whereas when I launched the game with vanilla welfs (by mistake) it seemed to be on all units except hawkriders. Is this intentional?
Zarkis  [tekijä] 21.6.2020 klo 1.20 
@Razzak
I don't see why this should not work. Try to delete the whole if end statement.

@LordPeverell
You probably have a outdated mod that breaks the scripting system.
LordPeverell 19.6.2020 klo 12.03 
the season doesnt show up for me and also doesnt seem to work in the backround either
Green Rabbit 19.6.2020 klo 9.47 
having the same problem with fe sight with the midsummber event
Razzak 12.6.2020 klo 6.35 
Trying to disable the feature of Orion dying breaks the script and the Season's dialogue no longer appears (it's blank).

cm:trigger_incident(faction_name, "zar_wef_incident_orion_dies", true);
Commenting out, deleting this line and changing true to false all break the script.

Anything else I can do to disable it?
Fe Sights 3.6.2020 klo 12.58 
Having an issue with amber from events not counting. First event worked and ave 2 then none of the following missions or events counted towards the amount i should have.
HitBalls 16.5.2020 klo 21.07 
Not compatible with SFO mod. Or this is already included in the SFO mod by reading the description?
Yabster 26.4.2020 klo 4.33 
Is anyone having trouble triggering the defense of the oak quest with this mod enabled?
oneethan 2.4.2020 klo 2.17 
i know its been a month but i completely forgot about this comment but wouldnt removing the framework break lots of other mods
Zarkis  [tekijä] 9.3.2020 klo 14.08 
Make shure to remove the old community modding framework.
oneethan 8.3.2020 klo 16.49 
seasons dont seem to work for me as the pop up on turn 2 happens but there is no season on the UI and ive just gone to turn 12 and still nothing
Etharil 27.1.2020 klo 10.27 
Hey there! How compatible is this with Wood Elves Enhanced - Updated by DarudeSandKing and Ana?
Baker 17.1.2020 klo 5.22 
Okay. I pinpointed the problem. The mod that was causing the problem was "Community Modding Framework"
Baker 17.1.2020 klo 4.51 
Sorry Zarkis, you're right. I just tested it without any other mod and worked fine at turn 2. It must be some problem with another mod.
Zarkis  [tekijä] 16.1.2020 klo 23.35 
I can't replicate any problem with the seasons. The icon pops up at turn 2 as it should.
Umie 16.1.2020 klo 23.23 
pretty pumped for the WE rework in the next SFO update!
Baker 16.1.2020 klo 7.45 
Yep, seasons don't seem to be working
totalwarwarhammer2 12.1.2020 klo 12.26 
Yeah me too.
rosebonbon 9.1.2020 klo 2.44 
Same problem for me. The seasons aren't working! No season icon!
Brando-7 7.1.2020 klo 20.22 
Love the idea of the mod - only thing is the seasons aren't working! I get the popup but no icon telling me what season it is, etc. All of my other mods are up to date - are there any specific incompatibilities I should be looking out for?
Shatilov 2.1.2020 klo 4.43 
@Zarkis & @ Chapien actually i see them working, but i think after the turn 12 or so I start to see them, and their icon on the interface. i did multiple campaigns with this and they always appear atleast after 10 turns i think.
Zarkis  [tekijä] 2.1.2020 klo 4.17 
That means the script is not working. Usually that is caused by an outdated mod that crashes the script system.
Chapien 1.1.2020 klo 15.54 
The seasons don't seem to be working for me. The mod, on first turn, tells me about the mechanics of the seasons, but they never show up.
Forky 27.12.2019 klo 15.02 
Can you by any chance make a little mod where amber is always retained forever, whether you hold the settlement or lose it?

Seems much more logical to me.
Wood elves shouldn't be conquering the world, it's retarded. Even if it's 'amber caches'.
Just transport it back home where the tree absorbs it.
Shatilov 27.12.2019 klo 8.29 
for some reason changing the wound time for a negative doesnt effect anything, i disabled his wound option by removing this
cm:trigger_incident(faction_name, "zar_wef_incident_orion_dies", true);
Zarkis  [tekijä] 27.12.2019 klo 0.23 
Look under trait_level_effects. I added a trait for him to adjust the wound time for vanilla. A negative value (less wound time) should also work.
Shatilov 27.12.2019 klo 0.09 
is there a way to set the wound limit on him for this mod to till a new season starts ??
Shatilov 26.12.2019 klo 23.58 
yeah i saw that, thank you.
Zarkis  [tekijä] 26.12.2019 klo 23.52 
Comment out (by adding -- right in front of it) or remove the following line in my script:
cm:trigger_incident(faction_name, "zar_wef_incident_orion_dies", true);
Shatilov 26.12.2019 klo 13.53 
@Zarkis, after playing multiple turns with this mod, and the 20 turn wound mod. Orion is wounded for 20 turns.
Is there an option to remove the wound option from Orion when the seasons change ? can you tell me what lines to edit/remove I already have some knowledge in using PFM, i can manage.
Zarkis  [tekijä] 26.12.2019 klo 1.26 
I think changing the vanilla number will affect it.
Shatilov 25.12.2019 klo 16.22 
I am using 20 turn for wound of legendary lords, will this effect Orion's Wound State when the seasons change, as it now shows he have 20 turn left to return.
Carnage753 16.12.2019 klo 13.47 
Ah, that's a shame, I'm assuming that's the same case with your Beastmen mod as well? (Wrong page to ask I know)
Zarkis  [tekijä] 16.12.2019 klo 10.41 
No, the mod doesn't support factions thta are not playable in vanilla.
Carnage753 16.12.2019 klo 8.11 
Do these changes affect Lauvelorn (Laufeloren?) Forest and Bowmen of Oreon minor factions as well? If playing either of these factions with Crynsos will the player-oriented changes affect my campaign as well? Been a fan of your Auto-Resolve mod Zarkis, cheers for your fine work!