Total War: WARHAMMER II

Total War: WARHAMMER II

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Unnatural Selection 2 Randomizer
   
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Tags: mod, Campaign
File Size
Posted
Updated
261.477 KB
Jan 5, 2020 @ 7:59pm
Jan 15, 2020 @ 2:49pm
2 Change Notes ( view )

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Unnatural Selection 2 Randomizer

Description
This is a simple submod to be used alongside the great Unnatural Selection 2 mod created by Jadawin, and basically what it does is randomizes the buffs and debuffs all the main factions that are editable in the original mod through the Mod Configuration Tool.
This is meant to provide more randomness for each campaign, for those tired of always seeing the same things happen over and over but also dont want to choose exactly which factions will do better and prefer to leave it up to chance. It does so without discriminating between factions so there is a chance you will land with balance equal to vanilla or completely different.
If you would like to have more control over which factions dont take over the world (making absolutely sure those Dwarfs dont overrun the world for example), then the original mod without this submod is what you are looking for.

IMPORTANT
This only modifies the main factions, the ones that are editable in the original mod through the Mod Configuration Tool. It will not affect the minor factions that one can edit manually.

COMPATIBILITIES/REQUIREMENTS
Requires the mod Unnatural Selection 2 to function, as well as the mods it requires.
Savegame compatible, if you load this in an ongoing game, it will reshuffle the balance of the buffs in your ongoing campaign permanently.

CREDITS
Thanks to Jadawin for the original mod and for allowing to post this one.

-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it, as I cant test to make sure its working as intended. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them and make their own versions, anyone is allowed to do anything with any part of any mod I made.
19 Comments
Jolc3r Mar 18, 2021 @ 7:04pm 
This is now implemented in the main branch for unnatural selection using the mod configuration tool.

o7
Thorsten Sep 21, 2020 @ 10:14am 
oh damn. i just found it just to see its going to be discontinued. :(
Anyndel  [author] Sep 21, 2020 @ 8:30am 
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it, as I cant test to make sure its working as intended. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them and make their own versions, anyone is allowed to do anything with any part of any mod I made.
Ahriman Aug 6, 2020 @ 10:17am 
Hello, now that Unnatural Selection uses new Mod Configuration Tool, does this mod still works with it?
ShaggothChampion May 31, 2020 @ 12:32pm 
So what do I do exactly, I just accept the default Unnatural Selection settings when starting a game and trust this mod to work?
Mightfo Mar 19, 2020 @ 8:21am 
Is there any way to apply random buffs/debuffs to minor factions as well?
TheTerribleGeneral Jan 18, 2020 @ 8:03am 
Hi! Was just going to petition this! I've been using dice which has been fun because you can get nuffle'd completely but this adds the excitement of not knowing. Thanks!
Bencir783920 Jan 15, 2020 @ 5:03pm 
idk why but Naggarond always gets a 2 buff :csgoskull:
Anyndel  [author] Jan 15, 2020 @ 9:19am 
It can be done pretty simply, yeah, but I'm not fully sure wether its something that would work out great, given it might switch the balance of power to the players advantage. Like if all AIs fluctuate between powerful and weak randomly like that, there is a good chance none of them would end up creating empires big enough to face the player mid-game onwards. I hadnt really thought about randomizing midcampaign like that though, maybe its worth giving it a little testing.
Mandras Jan 15, 2020 @ 9:11am 
Is it possible to modify the script so there is a chance to reshuffle the values as the campaign goes on, for example ever 10 turns there is a 15% chance the values will be reshuffled? My programming sucks but something like this:

//after ("Done randomizing!")
reshuffleTurn = 1


//a new listener?
if cm:model():turn_number() == reshuffleTurn + 10
{
Reshuffle()
reshuffleTurn = cm:model():turn_number();
}

void Reshuffle()
{
local reshuffleChance = math.random(1,100)
if reshuffleChance <= 15
{
//rerun the randomizer script
cm:set_saved_value("mcm_variable_unnatural_selection_2_buffstrength (-3,3)... etc
}
}