Total War: WARHAMMER II

Total War: WARHAMMER II

Regiments of Renown No Cap in Campaign
100 Comments
PropofolPapi 8 Jul, 2024 @ 2:25pm 
This mod will crash your campaign if you try and play out a battle manually. The patch does not help
Gabe 21 May, 2021 @ 3:24am 
Perhaps you could help me, how would I go about to increase the cap of the craftable units for Tomb Kings?
gaydadexplosion 24 Apr, 2019 @ 10:57pm 
since this mod is dead friends, please use this person's mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1640337976

it will do everything you want this one did
Flipse 24 Apr, 2019 @ 12:37am 
Any Plans to update this anytime in the future? :)

~Thanks for reading.
Skull 21 Apr, 2019 @ 6:09am 
update please!
acekard 28 Jan, 2019 @ 8:36am 
update pls
白首太玄经 17 Dec, 2018 @ 2:31am 
update pls
gorden13 11 Dec, 2018 @ 10:16pm 
update pls
天 然 呆 丶 28 Nov, 2018 @ 4:19am 
can you update this amazing mod please ? thanks you
El LuNA 19 Nov, 2018 @ 12:14am 
update pls
piddyx 17 Nov, 2018 @ 1:58am 
This is not updated for vampres, right?
Kaëzuka 12 Nov, 2018 @ 6:55am 
can you update this amazing mod please ? thanks you
Teuchiland 53970 12 Nov, 2018 @ 6:23am 
Hi an update please thank you bro
RevaulRen 9 Nov, 2018 @ 4:14pm 
now we need an update.
孕妇·米娅·SAMA 8 Nov, 2018 @ 3:37pm 
请问,什么时候更新支持吸血鬼海岸?
. 30 Oct, 2018 @ 10:27pm 
fuck mod.....
PowerofTwo 23 Oct, 2018 @ 1:38pm 
Hey was wondering if you could make a compatibility mod with SFO for or simply decouple it from the unit xp mod? It does ... terrible things to unit stats atm :P Cheers
Teletubbies_Warrior 19 Sep, 2018 @ 1:45pm 
still cap in custom battle.
TheHippie 1 Sep, 2018 @ 1:31am 
How would I go about editing this mod to affect the replenishment rate of RoR's? The only mod I've found that does the trick also has weird startpos edits, so I'd prefer not to use that.
Lycia Pintella 15 Aug, 2018 @ 3:59am 
Would much prefer they keep xp gain otherwise it would conflict with another mod I like. Just my thought on the matter.
ConsiderableFlux 5 Aug, 2018 @ 1:00pm 
There's a slight problem with this mod. And the other as well it seems. Units are recuited at rank 0, but with rank 9 stats. As they then rank up to lvl 9, their stats become completely OP. Could you change it so that they only reach their rank 9 stats at rank 9? :)
ConsiderableFlux 5 Aug, 2018 @ 10:06am 
And should I load both this submod and the mainmod as well, or just one of them? :)
ConsiderableFlux 5 Aug, 2018 @ 9:52am 
In what order should these mods load? :)
mustachewarfare 30 Jul, 2018 @ 5:17pm 
@Whysofurious Does this mod remove cap for Norsca's hell cannon as well?
Evold_Nepsy 27 Jul, 2018 @ 4:37am 
Seems like some units with SFO on get an insane health boost
Dovahkiin 26 Jul, 2018 @ 12:25pm 
does it work with the tomb kings units that you need to craft?
also most ror units only can be recruited once a lord reach certain lvl, does this mod remove that?
The_forgotten_spartan 2 Jul, 2018 @ 7:41am 
im trying to use this mod for the warriors of chaos and its not working. i turned off all my mods and even subscribed to the campaign version of your mod to see if i needed them both. Unfortunatly nothing is working. Any ideas?
That One Guy_M 28 Jun, 2018 @ 8:29pm 
I can confirn some issues with SFO. It makes Dragonback Slayers the most powerfull unit in the game. SFO makes them allot stronger per unit and reduces the unit size but this mod seems to bring it back to the original unit size but with the same stats per unit. It gives them like 90k health.

The Royal Altdorf rifs are reduced to one unit in a game even though their unit card says 12 before hand.

Keep up the great work though. Would love to see a compatability patch with SFO.
Cyberfall 28 Jun, 2018 @ 8:22am 
I also realised that the unit cost goes down to 1800 from 2600.
Cyberfall 28 Jun, 2018 @ 8:15am 
problem with royal altdorf gryphites crashing the game in custom battles, havent tested them out in campaign yet. Im using SFO for clarification
Nomad 24 Jun, 2018 @ 8:33am 
Damn Tomb Kings RoR system had to mess everything up 🤣
Whysofurious  [author] 24 Jun, 2018 @ 1:35am 
Yes the cooldown was one of the issues in the previous discussion, unfortunately no matter what i do, the cooldown doesn't move from 10 turns:(
Nomad 23 Jun, 2018 @ 4:05pm 
Aye, cooldown is a bit of a prob.
古木不木古 23 Jun, 2018 @ 12:52am 
can you make the ROR recruitmment cooldown time decreased from 10 turns to 0 turn
Nomad 19 Jun, 2018 @ 11:00am 
@jojobe check your other mods for compatibility. This works fine for me.
jojobe 8 Jun, 2018 @ 11:02am 
this does not work for me playing the high elves. still saying ive reached the max level of troops. does not work on player made units.
Dangerman1337 4 Jun, 2018 @ 5:28am 
Just wonder this mod does it by recruitable buildings, could this ben an ispiration to help you for a a workaround? Havent tried it yet
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1338240838
DragonSamurai360 2 Jun, 2018 @ 5:04pm 
@Whysofurious In inspiration of your mod I have been attempting to incorporate something similar, but much more overpowered, into my "Ultimate Dragon Samurai Cheat Mod(UDSCM)" mod for a new update, but I am encountering the same exact issues as you guys, the game absolutely refuses to accept any changes I make to any of the mercenary tables and I am unable to figure out why, haven't encountered an issue like this before. I was wondering if you had any luck in solving this issue yet?
Whysofurious  [author] 2 Jun, 2018 @ 1:46pm 
Yep exactly, thanks for the support nonetheless :)
DosDeosos 2 Jun, 2018 @ 12:18pm 
I really appreciate your hard work. I already tried PFM and edit your mod but no luck on replenishment rate. It's like the game refuse to do it.
Whysofurious  [author] 2 Jun, 2018 @ 12:15pm 
Yeah i took inspiration from the same mod, at first i copied the exact tables and values, but it seems like something has changed, i'll try more, maybe i'm missing something ;)
DosDeosos 2 Jun, 2018 @ 12:09pm 
@Whysofurious It's fine. Your mod already done a great job for us. Since I played the first game, there's mod call "RoR - No Cap" that did similar thing but it also change replenishment rate of RoR units so I thought the mod capability can do the same. It just a suggestion, thanks anyways.
Whysofurious  [author] 2 Jun, 2018 @ 11:55am 
It seems that no matter how much i change the replenishment rate, the intial unit count and the pool size, every time i can only recruit one RoR per turn, and then have to wait 10 turns for recruiting it again. I'll keep trying guys, sorry
pruneface 2 Jun, 2018 @ 11:47am 
it is really cool having a bunch of regiments of renown. I too would like a lower replenishment rate if that would be alright.
DaylightTaipei 2 Jun, 2018 @ 7:25am 
yea can u change the replenishment rate :steamhappy:
DosDeosos 2 Jun, 2018 @ 5:04am 
Yes, that's seem to be the case. Can't recruit more than 1 unit per turns. since I'm the person who grow attach to RoR units. Would you mind tell me how to modified RoR cooldown or replenishment rate? Of couse, for Personal use.
Whysofurious  [author] 1 Jun, 2018 @ 4:04pm 
I'm encountering some launcher issues -.- i should have solved the problem btw, when i updated the mod i accidentally forgot to update the stuff that regulate the replenishment and total unit count in the ror pool, i hope i can upload the fix soon, apologies ^^
Dangerman1337 1 Jun, 2018 @ 3:55pm 
Yeah it's that, can't recurit more than one turn but can't use more than one RoR in custom battle either
Whysofurious  [author] 1 Jun, 2018 @ 2:20pm 
What's the issue you encounter guys? is that you can't recruit more than one RoR of the same type in one turn?
Whysofurious  [author] 1 Jun, 2018 @ 1:43pm 
I'm looking at it right now :)