Total War: WARHAMMER II

Total War: WARHAMMER II

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Totally Random Total War Generator: Warhammer II
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Tags: mod, Campaign
File Size
Posted
Updated
0.249 MB
Jul 11, 2018 @ 12:31pm
May 26 @ 2:35pm
24 Change Notes ( view )

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Totally Random Total War Generator: Warhammer II

Description
This mod randomizes region ownership of all regions, to have more diverse campaigns and starting positions. Works for both campaigns and all factions. It is highly recommended but not required to use Mod Configuration Tool: Reborn to get the most out of this mod and be able to customize the generator (for example: ignore climate, player only, AI only, make total peace, upgrade province capitals, adjust starting money...). Compatible with Crynsos' Faction Unlocker. Obviously you have to start a new campaign for it to work.

! If you can't recruit units, save the game and load it again.

! The mod can be safely disabled after randomizing and saving your campaign.

! Might be incompatible with other mods that use scripts for character spawning, change of region ownership etc. or mods that change a many aspects of the game. Please check the discussions section and threads for known issues and solutions. You should have as few mods as possible active at start and enable any save game compatible mods after generating and saving a new campaign to ensure best compatibility.

Full Description
So here is what this mod does exactly (in that order):
- shuffles faction_list, region_list and list of spawn positions for horde & rogue factions
- assigns each faction to a random region, where it will start, while abandoning their previous settlements (prefers suitable climate zones)
- makes TOTAL PEACE for each faction (don't worry, normally there are at least 10 declarations of war in the first turn)
- moves horde & rogue armies to random spawn positions
- gives each faction the chance to receive additional regions (adjacent, or adjacent to adjacent)
- moves all characters of each faction close to their new settlements (agents get embedded into primary army)
- all inhabited settlements will be repaired/upgraded to tier 1 (only the main building chain and ports!) and all garrisons fully replenished. Province capitals will be upgraded to tier 2, factions with only 1 settlement will also get an upgrade to tier 2.
- applies an effect_bundle to each region, adding +100 of the new owners' religion, +3 public order and +18 growth for 10 turns to bring corruption/untainted levels to ~50% (can vary depending on how many settlements with the same religion are nearby)
- centers camera on first settlement of player's faction (only works for unlocked factions)

Known Problems
If you know a solution to one of the listed problems, please contact me, thanks!
- in some rare cases a faction's army will not be teleported to their settlement (as it is currently not possible to check whether a position is within the walkable area of the map)
- known factions / diplomacy still includes previous neighbours
- major factions still have the introductory camera tour across their previous starting lands
- since all regions are initially destroyed, you might notice some lag when moving the camera to new regions for the first time
- previously owned / visible regions are still visible
- unable to recruit units? save the game and reload it again to fix that!

Notes
This is my first real script mod and it took me quite some time to create. I have learnt much, which is why I put lots of comments in the script, maybe it will help somebody else. There are many things I'd like to fix and/or change, but for now I am pretty satisfied with how it turned out and I really wanted to get it out there, so people can try it and give feedback. It might be incompatible with other mods and I won't be trying to make it compatible with anything.


Check out some of my other mods



Special Thanks
- Marthenil, Drunk Flamingo, Vandy, Mixu and everyone else who provided assistance with lua scripting on C&C modding discord. This would not have been possible without you guys!
- Crynsos and Cataph: for setting up a discord channel, where modders can share ideas and help each other out.

If you have any ideas or comments on how to improve this mod, please let me know in comments or discussions section. All feedback is appreciated!

thanks for your time and have a nice day,
Uber
Popular Discussions View All (10)
36
Jan 1 @ 10:43am
PINNED: FAQ
Ubermorgen
32
Jul 29 @ 8:41pm
PINNED: Incompatible with
Ubermorgen
16
Nov 16, 2020 @ 2:43am
PINNED: When playing as...
Ubermorgen
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1,039 Comments
chickabumpbump Dec 1 @ 3:22pm 
Any mods that remove the Empire authority, playing as them with this mod isn’t fun. The electors start all over and get killed and your authority tanks and can’t recover
Chiseanne Nov 13 @ 3:16pm 
It works just fine for all races but the Woodelves. Started without mods (besides skip intro movies). The Woodelves stay in the forests in both 1.92 and 1.12. Can you please take a look into it !? thx a lot for this mod - I love it!
xxu5 Nov 3 @ 7:01pm 
Markus Wulfhart on Vortex crashes the game. Tried with only this mod active, shuffling AI only, or player only
vasari1212 Oct 31 @ 12:37am 
avelorn with this mod does not work with shuffling ai only,you just loose your starting city to random wood elves
Knushgar Oct 14 @ 3:58pm 
@Ubermorgen I am bad at paying attention to such things.. xd
Ubermorgen  [author] Oct 14 @ 3:43pm 
@Knushgar: Yes, it's already in the mod description ;)
Knushgar Oct 14 @ 2:47pm 
Yeah it works fine, I figured out what caused the lag, it's all the settlements burning up or changing all at once, goes away after a while.
Griffox Oct 14 @ 11:58am 
for me work
Ubermorgen  [author] Oct 14 @ 10:42am 
there should be no need for an update for this mod. Last time i checked, it was still working.
james Oct 13 @ 5:40am 
Reeeaaalllyy appreciate you for putting this out mate, but is there any chance we could get an update? Stick a donation link here somewhere and I'll donate, this mod seems essential