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
0.215 MB
Jul 11, 2018 @ 12:31pm
Sep 12 @ 5:11am
12 Change Notes ( view )

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Totally Random Total War Generator: Warhammer II

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Description
This mod randomizes region ownership of all regions, to have more diverse campaigns and starting positions. Works for both campaigns and all factions. Compatible with Crynsos' Faction Unlocker, which I highly recommend using together with this mod. Obviously you have to start a new campaign for it to work. You should be able to turn off the mod, once randomization is finished and you have saved the game.

There is also a LITE version available, which only randomizes the player's position, but leaves ai controlled factions at their default start positions.

THIS MOD IS IN BETA AND ALTHOUGH IT IS PLAYABLE RIGHT NOW, IT MAY NOT MAKE SENSE WHEN PLAYING AS CERTAIN FACTIONS AND CAN CAUSE SOME WEIRD AI BEHAVIOUR. PLEASE READ THE DESCRIPTION AND/OR DISCUSSION THREADS FOR SPECIFICS AND REPORT BUGS AND UNUSUAL BEHAVIOUR.

! Might be incompatible with other mods that use scripts for character spawning, change of region ownership etc. or mods that change a huge parts of the game. Please check the discussions section for known issues and whitelist.

! If you don't have vision on your new settlement(s) or cannot build any buildings, skip 1 turn or randomize again.


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
- 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
- advisor still talks bs for major factions
- 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

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 will not 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 may the Old Ones watch over you,
Roy
Popular Discussions View All (6)
28
Oct 24 @ 5:00am
PINNED: FAQ
Ubermorgen
25
Oct 16 @ 9:19am
PINNED: Incompatible with
Ubermorgen
13
Oct 20 @ 3:34am
PINNED: When playing as...
Ubermorgen
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694 Comments
Shiba Tatsuya Nov 2 @ 10:39pm 
anyway to fix that low realiabilty isse?
mack Oct 31 @ 5:18am 
Great mod, just what I was looking for. However, one question .. I started a game with the wood elves and got put in the jungle area where all the lizards normally are. It left me unable to recruit any units for the wood elves. Anything that can be done about that?
DarwinPon Oct 21 @ 5:34am 
Hmm... I guess that's the best explanation. I'll check if it's because of other mods. Thanks!
TerrorBear Oct 21 @ 5:32am 
@Krubermorgen: Shame, I use a mod that takes away climate effects. If regions with suitable climate are always favoured in the generation then many factions won't even have a start that's much different at all from their vanilla location
Ubermorgen  [author] Oct 21 @ 4:25am 
@TerrorBear: Probably due to the fact that regions with suitable climate are favoured.
Ubermorgen  [author] Oct 21 @ 4:23am 
@ADP: I will look into it, thanks for bringing it up.
Ubermorgen  [author] Oct 21 @ 4:23am 
@DarwinPon: The mod still works! It must be an incomatibility problem with one of the mods you are using alongside it.
Ubermorgen  [author] Oct 21 @ 4:22am 
@626601356: Idk how to fix that sorry
TerrorBear Oct 20 @ 3:03am 
Everytime I start a new campaign my starting settlements are always very close to the vanilla starting location. Anyone else have this problem?
ADP Oct 12 @ 9:44pm 
The mod works for me, but when I start an Empire campaign, I have 0 fealty with all the Electors and start at war with all of them. Not sure if this applies to Golden Order.