Total War: WARHAMMER II

Total War: WARHAMMER II

Famous Battle Sites Unlimited!
77 Comments
[NC] Will Francesco  [author] 23 Aug, 2022 @ 3:22pm 
@Volcanic_J thanks for doing more testing. I never had this issue.

On a side note, for obvious reasons I'm not porting this mod to WH3 at this time. The Raise Dead mechanic has been changed significantly and I am still confused by it. I don't think it's tied to battle casualties anymore... which is unfortunate because that was a cool mechanic. If anyone has insights let me know.
Volcanic_J 23 Aug, 2022 @ 10:03am 
so I did more testing, turn 3 mannfred taking waldenhof that has 12 units 3k casualties this creates a marker, so no turn requirement and the mod seems to be working, don't know why I the previous issue is occurring though
Volcanic_J 23 Aug, 2022 @ 9:00am 
not sure if there is a hidden turn requirement, but on turn 3 as isabella taking drakenhof there were 3k casualties in the battle but no marker appeared, I tested on a new game with just this mod and got the same result, but when there are 14 units in the garrison on turn 4-5 the battle site is made.

if someone else would kindly test this themselves it would be helpful to know if the issue is on my end or if the mod has stopped working.
[NC] Will Francesco  [author] 30 Apr, 2022 @ 12:25pm 
Sure I will, probably not until Vampires are playable though!
Varsocona 25 Apr, 2022 @ 5:01pm 
Any plans for a port to Warhammer 3? :D
溥天之下小灵通 30 Oct, 2021 @ 8:43pm 
很好
[NC] Will Francesco  [author] 29 Sep, 2021 @ 7:25pm 
I know it appears as "not updated," but it still works perfectly and doesn't conflict with anything. I use it everyday along with like 40 other mods
NJAA 9 Aug, 2021 @ 8:52pm 
update please:zagpls:
sirmicou85 8 Aug, 2021 @ 6:45am 
Hi ! Thank you for your work, but could we get an update please ? :)
Thundergoat 1 Jun, 2021 @ 4:30pm 
you sir just saved my world domination vampire campaign
[NC] Will Francesco  [author] 17 May, 2021 @ 12:23pm 
@THE RIDE NEVER ENDS -- yes, it will be safe. All the mod does is change the conditions for new battle sites forming. All existing battle sites will persist, whenever you add or remove the mod. Also, big up for playing 400 turns - I've never played past 280
THE RIDE NEVER ENDS 30 Apr, 2021 @ 12:42pm 
Is it safe to remove this mod mid campaign? I just want to be on the safe side since i plan on making it last about 400 turns...
fireball900 19 Apr, 2021 @ 10:15pm 
@Soletrain
That doesn't sound like cheese, that sounds like actual Necromancer tactics!
Soletrain 14 Apr, 2021 @ 7:33pm 
I personally like using another mod to cheese this. IE: Raising a levy of Sylvanian Peasants and sending them in human wave attacks. Produces a satisfying "recruitment bomb" for a bunch of followup master necromancers to move in and attack.
[NC] Will Francesco  [author] 3 Feb, 2021 @ 6:01pm 
@Mr.Soul I know right!! that's exactly what I intended. All those valiant deaths MUST BE remembered. Lol it's probably no coincidence I majored in military history in college..
Thanks for your comment, I'm so happy you had the experience and the vibe I was hoping to create with this mod
MrSoul 3 Feb, 2021 @ 3:17pm 
turn 150 DE campaign with my chaos invasion mod(link in my profile if curious) adds extra hordes/locations of invasions...my gods...ulthuan like this central battle ground where high elves held out for turns, then i invaded, and now ive been holding out for turns, just this chain of battles where they've gradually pushed me back and where I've turned the tide in places...spent an hour the other day just tracing my campaign by looking at battle sites, this mod is awesome, love the base feature but now I truly can get a "historical" sense of my campaigns based on famous battles.
[NC] Will Francesco  [author] 2 Feb, 2021 @ 1:52pm 
Thank you my friend
Drago ุ 2 Feb, 2021 @ 1:32pm 
best mod I've ever seen, thank you

Also, might want to add "battle site" and "grave site" to your keywords
kinngrimm 31 Jan, 2021 @ 1:34pm 
Thanks for taking the time and looking into it.
[NC] Will Francesco  [author] 31 Jan, 2021 @ 9:26am 
@kinngrimm While I'm no expert, I've looked through the data tables and I believe it impossible to remove old battle sites as the game progresses. Again, I thank you all for your comments and expressing your concerns
[NC] Will Francesco  [author] 31 Jan, 2021 @ 9:24am 
Here's my feeling. Even with the cap removed I do not experience what I would call 'clutter.' I usually play up to ~150 turns. You could argue that the cap is there for balancing reasons, however I argue that there should be NO CAP for *Lore* reasons.
Also, Playing in Vanilla I have seen outrageous clutter, eg 4 sites in the same region, based off the random algorithmic struggles of early game AI. Other times I do not see clutter, with or without the Mod. Aside from the player purposefully sending chaff armies to die and create battle sites, which I address in my Mod description, I believe the mod is basically balanced and non-offensive to traditional aesthetic and gameplay sensibilities, which is always my priority in creating mods.
Dragon32 30 Jan, 2021 @ 9:13am 
@✠ Apollyon ✠
How do you know? I thought the number was capped to reduce burden on the player's graphics card on the campaign map.
✠ Apollyon ✠ 30 Jan, 2021 @ 7:45am 
there was a cap for balancing reasons so this mod itself is basicly just a cheat mod
kinngrimm 21 Jan, 2021 @ 5:28pm 
Could old battle sides be removed?
If so it maybe beneficial to remove those battle sites with the least used units offered.
Those battle sites which just use up space and give no benefit would vanish over time and new once can still occure.
Perhaps have a minimum number that should be maintained so cycling through can be a thing and therefor it then may make sense to lower the maximum of 999 which in the worst case in huge campaing may perhaps even clutter so many battle sites all around you can't find the intended one anymore anyways.
Konkey Dong 20 Jan, 2021 @ 10:51am 
thanks for fix great mod
Tunasteak 17 Jan, 2021 @ 9:56pm 
H. Donna Gust, Ph.D.
I can also confirm its fixed for KMM, thanks m8,
Dragon32 17 Jan, 2021 @ 4:50pm 
@H. Donna Gust, Ph.D.
Yep, can confirm that it's visible in KMM now. Thanks.
[NC] Will Francesco  [author] 17 Jan, 2021 @ 3:36pm 
Ok I made a small fix.. it works in-game and opens in PFM no problem. But I don't use KMM so let me know about that.
Dragon32 17 Jan, 2021 @ 6:17am 
Interesting. Getting the same as Tunasteak and Achalis_1447.

!Donna_famous_battle_sites.pack exists in data directory but is not visible in KMM. Opening in RPFM crashes that utility. I don't recall seeing a missing mods error message on loading a save though.
Achalis_1447 17 Jan, 2021 @ 5:49am 
@ H. Donna Gust, Ph.D.

Looks like something is busted in the pack file. Won't even open in PFM.
Tunasteak 17 Jan, 2021 @ 5:28am 
@ H. Donna Gust, Ph.D.

Hello, I seem to be unable to have Kaedrin's mod manager see your mod(it used to be visibe until the last warhammer 2 update.). Do you know how I could fix this?
Dragon32 16 Jan, 2021 @ 3:36pm 
@H. Donna Gust, Ph.D.
OK, cool. Thanks for letting me know.
[NC] Will Francesco  [author] 16 Jan, 2021 @ 12:41pm 
I just updated for appearances. Double checked on compatibility. CA never touches this in their updates so it tends to work even when the launcher says it's out of date.
Dragon32 16 Jan, 2021 @ 3:07am 
@H. Donna Gust, Ph.D.
Thanks for the update. Was there anything significant changed? I haven't noticed any problems running this in my current Vortex campaign.
[NC] Will Francesco  [author] 15 Jan, 2021 @ 9:36pm 
Freshly updated. Who here has been following the Armie Hammer situation? What do yall think? What are yalls kinks
[NC] Will Francesco  [author] 21 Dec, 2020 @ 1:42pm 
That is very considerate advice, thank you.
the-town-drunk 15 Dec, 2020 @ 2:42pm 
Nice mod, cheers!

Regarding the update, it only uploads to the workshop if anything was changed in the files.
For this type of mod that usually doesn't need changes after each update, what I do is create a txt file in the pack and increment a version there so I can force the workshop to update.
[NC] Will Francesco  [author] 10 Dec, 2020 @ 12:36am 
Yes it is savegame compatible!
Pug 9 Dec, 2020 @ 6:20pm 
Savegame Compatible??? :rer_love:
[NC] Will Francesco  [author] 9 Dec, 2020 @ 2:31am 
I don't know how to get that to change. Seems like a workshop error
Snizz 9 Dec, 2020 @ 12:25am 
I know you said you updated, but it still says last update was on Nov 2. Just wondering if that will be fixed soon.
[NC] Will Francesco  [author] 6 Dec, 2020 @ 7:22pm 
it doesn't really but I did anyway
Rhosalth 4 Dec, 2020 @ 2:33am 
I guess this doesnt need an update for the curent dlc.
Old Dogg 23 Nov, 2020 @ 5:04am 
THE LIVING WILL JOIN US......
[NC] Will Francesco  [author] 22 Nov, 2020 @ 10:21pm 
@Stud where is Krell??
Old Dogg 21 Nov, 2020 @ 9:35pm 
You forgot to put Heinrich Kemmler in your keywords :)
[NC] Will Francesco  [author] 10 Nov, 2020 @ 10:20pm 
bloated corpses sound a bit like Dark conduit which has been saving my life as Morathi on legendary
Xeonzs 10 Nov, 2020 @ 8:08am 
Oh and bloated corpses are very underappreciated, even Legend of Total War himself at first didn't like them at all and then as he did more and more vampire coast saving disaster battles he started to slowly appreciate them, because 1 single corpse can totally destroy 2 blobbed up units of late game infantry.
Xeonzs 10 Nov, 2020 @ 8:06am 
They're basically a better empire though, better lategame line infantry (depth guard) that heal in melee, you only need like 4 halberd ones to keep shit off your gunline, while your cannons, mortars, queen bess and necrofexxes destroy the entire army.

I'd go as far as to say that they're probably the best artillery faction if it wasn't for stegadon doomstacks and hellstorm batteries and Hell blaster volley guns.
Xeonzs 10 Nov, 2020 @ 8:02am 
Yea don't worry, I wasn't talking about Krenick.
There's a lot of people that don't put the time required into factions before forming an opinion, you might have 1500 hours playing 3 factions, but if you haven't put 10 hours into the others you're not exactly an expert, for all we know people like him could've played nothing but High Elves for 1500 hours on easy difficulty.

There's only really 2 downsides to playing vampire coast; pirate cove costs go up way too fast as you get more and it's hard to keep finances up to pay for multiple late-game armies.