Total War: WARHAMMER II

Total War: WARHAMMER II

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Bretonnia: Errantry War
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Tags: mod, Campaign
File Size
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1.644 MB
Jun 30, 2021 @ 5:33pm
Oct 19, 2021 @ 12:20am
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Bretonnia: Errantry War

Description
Update
We are back! I had to rip the foreign building mechanic from the mod due to it breaking with the patch, but I was able to retain the vast majority of the functionality. Check the blurb below or change-log for more details. I think that I patched up the damage that this trauma created, but let me know if you have any issues.

BIG CHANGES: The patch broke Vandy's foreign slot UI resource, which had allowed me to add pilgrim path slots to foreign regions. Because of this, I had to remove foreign buildings from the mod. When camping in foreign territory an icon appears over the local settlement similar to the previous mod version. Unlike before, this icon is not just a marker, but an effect bundle the buffs the region replacing the old foreign building.

You no longer can pay to upgrade errantry support buildings in a region. Now they will upgrade automatically each turn for free from tier 0-3. Due to the removal of the building costs, the top tier building no longer provides the small income it did before. Also you are no longer able to spawn the horde from these regions.

The update should fix the crash that would happen when clicking on settlements with foreign buildings after the patch

I hope to re-implement the foreign buildings once they are fixed, but in the meantime everthing is working well enough without them.



Summary
The Bretonnians have an interesting campaign goal in that they don’t need to conquer and paint the map to win. Rather they need to take chivalrous action and vanquish the enemies of order. At the same time there is this concept of the “errantry war”, comparable to a crusade in our own history, where the knights of Bretonnia travel to distant lands to fight their enemies. Total War’s mechanics do not fit with this fantasy very well. Factions are punished for extending far from their territories and are better suited to conquer territory, expand and continue pressing outward.

This mod is designed to allow a Bretonnian player to fulfill the fantasy of a crusading army wandering the map in search of enemies to vanquish. They can still paint the map, or they can limit themselves to a few or no provinces, relying on the support they gather and allies they maintain as they wander the map.

Mod Mechanics
This mod includes a suite of new mechanics for Bretonnian players. They integrate with each other as well as with existing faction mechanics. I have a longer breakdown of the mechanics in the Discussion section of the mod page, but here is a quick breakdown of some of the major mechanics:
  • Mod Start
    Nothing really happens with the mod until you research a decree technology against an enemy of Bretonnia, then a dilemma will fire and your journey begins.

  • Errantry Army (Unique Horde Mechanic)
    Your faction leader is given the opportunity to start an errantry army, a unique horde with special buffs that enable the rest of the mechanics below.

  • Errantry Support Structures (Undercity/Pirate Cove Mechanic)
    Setting camp with the errantry army in regions that you don’t own causes peasants to make pilgrimages to the region. Investing in these support structures benefits your errantry and supporting armies.

  • Errantry Followers (Modified Waaagh! Mechanic)
    While in regions that you don’t own, your errantry army will gain peasant followers in a Waaagh!-like army which will grow and decline based on the level of local erantry support structures

  • Errantry Recruitment, Foreign Knights and Mercenaries (Modified Raise Dead/Wild Spirits Mechanic)
    Higher level support buildings will allow you to recruit pilgrims and errant knights that are in the region. Depending on several factors(i.e., technologies researched, region ownership, location, alliances, errantry targets,foreign building level, horde building unlocks, chivalry level, etc.) non-bretonnian units may be available to recruit as well. These are limited and not spammable. When fighting enemies in the region, these foreign units may join your follower army in battle.

Balance

The Bretonnian campaigns are pretty easy and this mod will only make them easier. It gives the player more while taking nothing away. The free crap stack of peasant units is a lot of help early in the campaign, but becomes less so later. (Don’t forget that you can give them to the AI in battle.) The easy availability of some units is a bonus as well. The biggest benefit is the lack of territory to defend that comes if the player doesn’t conquer territory. It is possible to create a doom ball of all your armies and have a boring time autoresolving one-sided fights, but you can do that with any horde.

Errantry support buildings are very powerful but only offer replenishment in regions around the errantry army. They serve as a decent money sink, which doesn’t pay for itself for a long time (about 50-60 turns); however, they shouldn’t be destroyed except by the player, either by taking the territory or manual removal.

Foreign units are by default limited to 1-4 units per unit variety. Some are very limited in what enemies they will join an errantry war against. The intent is that foreign units don’t fill the gaps in the Bretonnia roster. Only light infantry, cavalry and monstrous cavalry are added. They are there only for flavor to help the player tell their story. Errantry only units will stop replenishing when more than one region away from the errantry army.

Many of the design variables need feedback for balance, so please share this kind of feedback in the discussion thread.

Compatibility

This mod was written with compatibility in mind, but compatibility testing was limited before release. Mods that make big mechanics changes to Bretonnia are going to be likely incompatible. Anything that adds hordes or foreign slots or removes certain vanilla assets will likely be incompatible. Unit mods should be fine. The base mod does not add or modify units directly. Mods that change unit balance should be fine. Added units will need a submod if they are to be added into the mod systems. Some units can’t be added to this mod without cloning or other modifications. I have created a submod that adds a few units that are clones of vanilla units with new main_units table entries. This submod should serve as a decent example for how someone might create their own submod for this mod. I will plan to make a guide for adding units if people show enough interest.

I welcome everyone to give me feedback and confirmation on compatibility with other mods that they play with and relay those finding in this section in the future.

Questions and Answers
Check the discussion section for the Q&A. I had already gone over the character cap for the mod description section. I’ll try to add more commonly asked questions in the comments to that post.

Thanks and Considerations
Thanks to the folks at the C&C Modding Den the wealth of knowledge and resources. Special thanks to Vandy for the foreign slot ui files and documentation hosting.
Popular Discussions View All (5)
8
Jul 8, 2021 @ 11:57am
Feedback and Suggestions
Brosh
3
Sep 4, 2021 @ 8:44am
Bug Reporting
Brosh
1
Nov 23, 2021 @ 6:27am
PINNED: Questions and Answers
Brosh
52 Comments
Salix Apr 8 @ 2:03pm 
Anyone know if there is a similar mod to this for Warhammer 3?
Sir Filthy Aug 19, 2022 @ 3:24pm 
Really Cool mod, playing a Hybrid Horde is interesting, however is there any way to have a normal lord lead the Horde?, I like to have my LL Lead my main army's and it feels weird to have them wander the map.
Wrath_of_Janos Jan 29, 2022 @ 2:04am 
SFO compatible?
armbarchris Jan 21, 2022 @ 9:22pm 
@Sevczenko You think dwarves are going to pass up an opportunity to strike against their mortal enemies with a meatshield of Bretonnian knights to help out?
Radwan Dec 27, 2021 @ 8:14am 
Okay cool it looks like crusades in the first Medieval Total War, but why can you recruit units from other races like dwarves etc. Wouldn't it be better done than to recruit Bretonians and people from the empire?
:richard::shcflag::shflag:
Brosh  [author] Oct 20, 2021 @ 11:18am 
@prop joe, yep, I got that working, but I need to test it more. Ripping out the functionality and then putting it back in created some complexity. I added a few things from the lizardmen undercities.

I also have had my compatibility mod nearly done for a long time no, but I have been pretty distracted with other things so I haven't finished
prop joe Oct 20, 2021 @ 8:19am 
Modded undercities work fine now without Vandy's component, btw.
ZhangJao Oct 19, 2021 @ 10:22am 
Thank you, it's normal now
Brosh  [author] Oct 19, 2021 @ 12:21am 
@ZhangJao, bug should be fixed now
Brosh  [author] Oct 18, 2021 @ 8:40pm 
@ZhangJao, you are on to something, I'll look into it