Total War: WARHAMMER II

Total War: WARHAMMER II

Dynamic AI Restrictions
52 opmerkingen
Ydok4  [auteur] 16 jul 2021 om 5:12 
@Lovecraft's Death I had to do some testing. Updated for the latest patch.
Lovecraft's Death 16 jul 2021 om 4:53 
Relevant for the new DLC?
Ydok4  [auteur] 11 jun 2021 om 5:32 
@modmodmod Thanks! Let me now how it goes.
modmodmod 11 jun 2021 om 5:16 
This is the mod I've been looking for!
The Empire is Reikland, The Badlands are Karaz-A-Karak or Grimgore. Bretonnia is Couironne, Ulthuan is Eataine.
These confederations are always the same. So campaign is boring and uninteresting.
I'm going to start a new campaign by applying this mod right now.
Ydok4  [auteur] 7 jun 2021 om 20:56 
@pinkhyori I just gave the description a quick read and they seem like they should work fine together. I suspect that my mod will unrestrict confederations when the player gets strong enough though. If you try them together let me know how they work.
pinkhyori 7 jun 2021 om 18:25 
hi Ydok4, is there compatibility with mod 'Revenge of the Wicked', both mods seem to do very similar things.
Ydok4  [auteur] 11 apr 2021 om 2:26 
I've disabled the confederation which happens when Greenskin AI defeat other Greenskin faction leaders.
This restriction is removed when the player has enough imperium.
The player has the normal mechanic.

This helps Greenskins a lot as the minor factions help keep the dwarfs in check.
Beaver 27 mrt 2021 om 20:20 
thank you! I'll try yours solo first.
Ydok4  [auteur] 27 mrt 2021 om 14:16 
@Beaver It doesn't matter, in general don't touch load order for non-cosmetic mods in this game. Modders can change load order outside of the file name. Changing it manually mostly just leads to issues.
That said, I would advise playing with either this mod or other AI nerf mods. Since this mod does kick the AI in the shins a fair bit,
Beaver 27 mrt 2021 om 7:01 
if I use a no cheating for ai mod should it go above or below this if I want yours to take priority? Thanks for a great mod!
Ydok4  [auteur] 27 mrt 2021 om 3:19 
Thanks!
I hope you continue to enjoy it.
Swansonhart 27 mrt 2021 om 2:14 
Just wanted to let you know, I've already started a new campaign and enjoying your mod a lot!
Ydok4  [auteur] 26 mrt 2021 om 21:39 
New version uploaded with a new feature:
High elf factions won't be able to declare war on dark elf factions unless the faction is Tyrion, Teclis or Alith Anar or:
-A dark elf faction controls territory on Ulthuan (Every high elf faction can declare war on this one faction).
-The player is not an Order Aligned faction and they have a high enough imperium level (same requirement as unrestricting confederations).
Ydok4  [auteur] 15 mrt 2021 om 19:41 
I've uploaded a new version with some changes to High Elves. Most High Elf factions have a -2 penalty.
There are also some more targeted changes to help out Malekith and Morathi.

See change notes for more details.
Swansonhart 1 mrt 2021 om 4:13 
Ahh, I see. Well, I'm sure to use your mod in my next campaign then. Thanks for reply. And the mod! :)
Ydok4  [auteur] 28 feb 2021 om 19:16 
@ᎶᑌᗪⲘᑌƝↁᖇ Confederation restrictions won't be. Army restrictions will be in place but won't remove any existing armies. So you may see factions with armies above the cap until they are wiped out.

A new game is recommended.
Swansonhart 28 feb 2021 om 18:56 
Is it save game compatible? I don't think the description mentioned this, but judging from what the mod does it seems I need to start a new campaign.
Shasta15 4 feb 2021 om 8:05 
@Ydok4 No problem! Glad I could help, thanks again for the awesome mod!
Ydok4  [auteur] 4 feb 2021 om 0:19 
@Shasta15 Thanks for the report. Looks like this was functioning incorrectly for order, chaos and unaligned factions.
Shasta15 3 feb 2021 om 21:07 
Hi, I was playing as Hexoatl when I noticed that I no longer had the option to confederate any faction no matter what faction I chose. I tested each mod I have individually and I can confirm your mod is the cause. Just thought i should inform you of the issue, otherwise a great mod.
Vanghoul 20 jan 2021 om 5:18 
hey hey, figured out it is a conflict with another mod Im using, if I find out I'll post here to let everyone know!
Vanghoul 19 jan 2021 om 21:05 
Booted an Empire campaign for two turns to test, and Grom and Grimgor factions really don't seem to be triggering the listener, as they dont appear in the log =s hope u can find the issue, bc this mod really rocks
Vanghoul 19 jan 2021 om 20:35 
While playing as Empire, I noticed that some Orc factions had only 1 army, despite having lots of settlements, and not appearing in the log file at all, is that normal?
The factions are Grom with only 1 army but 4 regions, and Grimgor with 1 army and plenty of regions in the Badlands...
Ydok4  [auteur] 2 jan 2021 om 17:25 
@edwinfuor Thats extra weird. I've just updated the mod with some tweaked logic which should (hopefully) make it more multi compatible. From the sounds of it though you may have other issues.
edwinfuor 2 jan 2021 om 17:18 
in fact it work very well in 3 others camapgn but it was the first time that happen when we play bretonia and empire, it's kinda weird ^^ . Anyway, good luck
Last time we play dark elf, wood elf and skaven, wood elf and sartosa, arabia ( mod faction and one of tomb king and we have no issue. strange things
Ydok4  [auteur] 2 jan 2021 om 17:15 
@edwinfuor This currently isn't multiplayer compatible. I'm looking at making a few tweaks to assist with this but this isn't a priority for me. That said I wouldn't have expected the army caps to break but instead would have thought there would be desync issues. Could indicate you also have a script break.
edwinfuor 2 jan 2021 om 14:59 
it's normal that when we play bretonnia and empire in coop, we are limit to 1 army for the player
stembeater 24 dec 2020 om 3:07 
I also meant love this mod not his mod. The Army limits and confederation make it a completely different experience. Also your Public order mod really causes you to build up garrisons which in turn limits how hard you can go on income. The campaign changes you made really make the experience better for me.:steamhappy:
Ydok4  [auteur] 22 dec 2020 om 12:48 
@Madi I wouldn't use this with any other no confed mod. There aren't any plans to separate the mechanics at this point.

@stembeater Glad to hear it. CTT is great. It has a good amount of support and updates almost immediately after a patch.
Madi92 22 dec 2020 om 4:56 
It i use no confed mod. Wich one would be applyed?
Can you make the army limit separate maybe? I just hate the confed mechanic as it takes out the diversity.
stembeater 22 dec 2020 om 2:18 
Love his mod and the ones you use this just feels well paced and less hectic. I find myself fighting more battles rather than autoresolving because i wont have to fight another bunch of armies every turn. Thanks for putting me onto the CTT mod as well.
Ydok4  [auteur] 12 dec 2020 om 13:45 
@AsmodeusUltimate This should work with OvN but they won't have the new features available. There isn't a plan at this point for an OvN submod.
Ydok4  [auteur] 12 dec 2020 om 13:39 
@Taasrin I don't use most of these so I can't say for certain. If they change anything to do with confederations or army limits then there is a chance this won't work.
InquisitiveBard 12 dec 2020 om 8:02 
@Ydok4 Is this compatible with the following mods?

* Radious Mod by Team Radious
* Loreful Empires by Drunken Flamingo
* Ashaldar's Loreful Diplomacy
* Jadawins Diplomacy Rebalanced
* Diplomacy Options: Vassal, Confederate by Dresden

These are the only mods I use that might conflict but I'm unsure. Would you be able to confirm?
AsmodeusUltima 12 dec 2020 om 5:20 
I really like the sound of this one, but have grown rather fond of using OvN. Any chance for a sub-mod adding the more popular subcultures?
azabrown 11 dec 2020 om 10:45 
unsubscribing and resubscribing fixed it
Ydok4  [auteur] 11 dec 2020 om 1:29 
@azabrown This sounds like a script break.Try with only this mod enabled. If it is still occurring try unsubscribing and resubscribing.
azabrown 10 dec 2020 om 21:14 
karl franz
Ydok4  [auteur] 10 dec 2020 om 18:45 
@azabrown Which faction are you playing as?
azabrown 10 dec 2020 om 14:11 
I can only recruit 1 lord with this mod since update. love the mod but .....
Ydok4  [auteur] 8 dec 2020 om 18:48 
@dragon These aren't hard limits. They are based on the rules outlined in the description.
"The number of province capitals they control with a suitable climate (excludes some regions like Forts and Gates).
A bonus value if the AI faction does not belong to the same alignment as the player (this generally excludes order factions).
A bonus value if the player faction grows in strength. (see below)"

Dwarfs have been hit with a -1 across the board. Which means even major factions only have 1 army at the start of a campaign. If they are getting more armies it is most likely because they are conquering other territories.
dragon 8 dec 2020 om 18:39 
Where can I look to see what army limits are (in your mod or base game)? Your thread just shows relative adjustments? Dwarfs out of control in last campaign, had double the amount of other computers. Eventually did no fog of war to see what was going on. Thanks!
Ydok4  [auteur] 5 dec 2020 om 14:07 
@Anarchy xX As a player, you shouldn't have had army restrictions before the patch either. This may indicate that you had a script break. The player should have been set to unlimited armies at the start of their turn.
Anarchy xX 5 dec 2020 om 10:05 
Great mod , but until the last patch i have an army limit for my faction , it's a bug or you change the mod ? thanks
Big Sneeze 1 dec 2020 om 23:53 
Wow! I played Khatep earlier this year and Ordertide was absolutely campaign endingly bad. Looking forward to trying your mod out in the future, subbed for now.

Thank you!
Ydok4  [auteur] 30 nov 2020 om 23:03 
@AbortedMan Confederation restrictions won't apply immediately. This should eventually apply after a faction confederates someone.
Army Caps should apply immediately but it won't remove armies if the faction is above the cap already. Once the extra armies die it should work as per normal.
AbortedMan 30 nov 2020 om 13:29 
Does this require starting a new campaign to take effect or can it be added in progress? I'm on turn ~100 of a greenskins campaign I'd rather not abandon, but this sounds like a great mod.
Guts 27 nov 2020 om 12:35 
I love this mod <3 The donut actually devolves into civil war instead of Tyrion absorbing everyone.
Xenos 27 nov 2020 om 12:20 
Thanks friend, the late-game grind is a real problem.
Ydok4  [auteur] 23 nov 2020 om 12:54 
@JP They work fine together. This mod only disables confederation through diplomacy. Any confederation that is forced through scripting will still work.