Total War: WARHAMMER II

Total War: WARHAMMER II

Eater's Roster Expansion
27 Comments
Kepa 18 Apr, 2022 @ 9:05am 
are this mod going to move to wh3?
The Eater  [author] 17 Jun, 2021 @ 4:49pm 
That's okay, you can do with this whatever you want. I'm happy that you're going to make it compatible with Lily's mod.
Ciaphas Cain 17 Jun, 2021 @ 3:14pm 
I thought as much, except the location bit haha
I'm going to make a compatible submod to Lily's Bretonnia Overhaul so your units work with his buildings if that's ok?
Of course I'll link your mod & credit you
The Eater  [author] 17 Jun, 2021 @ 7:49am 
It's a building which can only be built in Talabheim
Ciaphas Cain 16 Jun, 2021 @ 7:48pm 
" Bastion of Taal" - I'm not too familiar with the whole old / new world so is this just a building or is it a building in a particular settlement?
Lou Tibus 11 Apr, 2021 @ 3:38pm 
I had an issue. The Tribal Skirmishers couldn't all climb the ladder during a siege where I was being attacked.
I don't know if that could happen with others units.
Thx for reading ^^
The Eater  [author] 3 Feb, 2021 @ 3:34am 
It was a bug which affected some units and has been caused by a mistake I made. I fixed it and the skills and technologies should work now for all units. I want this mod to fit into the game and therefore this is very important for me aswell. So if you still encounter anything you'd like to see changed, please report back to me.
♥♥♥♥♥♥♥♥♥♥♥ 2 Feb, 2021 @ 11:54pm 
Really cool idea, I'll give your mod a try and I hope it proves to be all it could be!

That said, I am really concerned about these comments regarding the lack of attachment of your units to any of the skill/tech trees. Scaling units and upgrades are part of what makes the game special so I hope this has either been fixed or is being worked on, and I'll make sure to update with a comment based on what I find
The Eater  [author] 22 Dec, 2020 @ 12:56pm 
It should be fixed now. Please tell me if you still encounter this or other problems :)
The Eater  [author] 22 Dec, 2020 @ 12:36pm 
I'm sorry, this is a mistake. There are a few units which aren't affected by enough skills or events. I don't know what happened as I did this^^
Thanks for telling me. I wouldn't have noticed it otherwise. I will try to fix it as soon as possible
Geardirector 20 Dec, 2020 @ 3:43pm 
So, I've noticed something I think is a bit odd. These units don't seem to be affected by the red skill tree of your lords in any way. For example the Empire Sergeants don't get any boosts to their MA and MD, or to any other stats that the red skill tree boosts for infantry units. Is this intentional?
Geardirector 6 Dec, 2020 @ 7:26am 
Fair enough. I guess I'll see how it works out in-game. Either way, looking forward to it. Thanks for responding.
The Eater  [author] 6 Dec, 2020 @ 6:54am 
I worked with a unit cap of two units so that Bretonnia still can't rely entirely on heavy infantry. They are meant as a little addition which can be increased up to ten units by constructing a specific building in the four starting regions of the bretonnian main factions.
Geardirector 6 Dec, 2020 @ 3:54am 
A cool idea. Not to my personal liking, but that's no problem. I know enough about editing mods now to leave bits and pieces out of my personal playthroughs, so go nuts.
The Eater  [author] 6 Dec, 2020 @ 3:48am 
It will definitely be updated (soon if I don't run into many problems) and the update will include bretonnian foot knights as proposed by dafrandle and Black Spiral.
Geardirector 6 Dec, 2020 @ 2:00am 
Hope to see an update for the new patch, really like this one :D
dafrandle 19 Sep, 2020 @ 9:53pm 
Just noticed the Yeoman Archers have stalk
if this is intended they should have the green triangle for that in their window

but i dont think they should since their wearing heavy armor

you might also include "decent melee combatant" as they have a better melee defense than nearly all the other bretonnian infantry and a competitive melee attack
dafrandle 16 Sep, 2020 @ 2:43pm 
look at Guv's Grail Warden
dafrandle 16 Sep, 2020 @ 2:42pm 
its should be a low count as well
dafrandle 16 Sep, 2020 @ 2:41pm 
tie the pop cap to a building
The Eater  [author] 13 Sep, 2020 @ 11:10am 
I'll think about it. Though I like Bretonnia and the idea of foot knights roaming the battlefields of the old world, I am not sure in terms of balancing. I want to keep the diversity of the game in this mod which means that Bretonnia shouldn't be able to field as strong infantry to the same extent as for example the Empire.
Maybe this could be solved with high upkeep, unit caps or by just not making them too strong. I'll think about it. I'm also open for your suggestions.
Black Spiral 12 Sep, 2020 @ 2:17pm 
We NEED a bretonnian dismounted knight option, like dismounted questing knights, or even a unique infantry knight unit.
The Eater  [author] 7 Sep, 2020 @ 12:44pm 
Comprehensible reasoning, I gotta admit. Done.
dafrandle 6 Sep, 2020 @ 11:49pm 
You should include "armored and shielded" for the Imperial Sergeants as they are armored and shielded
The Eater  [author] 23 Aug, 2020 @ 10:13am 
I plan to update this mod with more units for a long time. But I can't make any promises when the next unit will be released at the moment
CaptainSnafu 23 Aug, 2020 @ 1:39am 
look great, thanks
Regent 22 Aug, 2020 @ 10:24pm 
Great roster I hope you add more new units :D