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So unless SFO added something recently there should be no issue.
Of course, if something was added recently and causing issues, just comment again and I'll fix it.
I’ve always been a little dissatisfied with the fact that while the player has to deal with penalties to replenishment, public order, income, and build time, the AI really doesn’t with all the bonuses it gets.
I’m just curious if this mod inspires the AI to expand in places it usually doesn’t as X faction. Like will KaK become even bigger and stronger by freely taking ground in the desert or empire? Will the tomb kings now seek to expand in places they usually dont? Etc?
80% of updating it is just getting rid of the out-of-date label on the mod loader. A very large chunk of users refuse to load out-of-date addons, so there is value in preventing that by keeping on top of things.
The other 20% is, as you assumed, adding values that have been added by other mods or DLC. Some of the overhaul type modders like adding new stuff to the penalties.
From the comments, most are worried about extra AI aggressiveness, rather than seeing it as a desirable effect. So your request is a bit unusual in that regard. Setting everything to suitable would almost certainly make the AI more dangerous.
Creating the mod you suggested wouldn't be too difficult.
I'm not 100% sure on this and haven't tested it, but I think all you need to do is:
- Open "campaign_group_members_tables"
- Filter for "climate"
- Change all groups to "wh2_main_climate_suitable"
Or pick and choose the factions to your liking, of course.
I've looked at the other mods that are similar, that make it so every settlement climate is suitable for every faction, which would be interesting to play as I guess the AI factions would be more aggressive as they would want to take over every settlement. But these mods would need constant updating for every faction and settlement that is introduced. Is that something that would be easy to mod? Not asking yourself to make, maybe something I could make.
If you do reply, thank you in advance for replying.
https://steamcommunity.com/sharedfiles/filedetails/?id=2790202192
I hope you will trust me to keep it up-to-date since I managed to do so for this WH2 version for it's entire lifespan
db/effect_bundles_to_effects_junctions_tables > "wh2_main_climate_(...)"
RPFM schema hasn't yet been updated yet for WH3, so you'll have to use the decoder to access it for now.
Any chance you could tell me where I can find the values to adjust in the data pack of wh3?
Any help would be appreciated :)
Cant wait for your mod as soon as CA enables Support.
https://i.imgur.com/pg4g4Vm.png
@Cracktober It does not. All this mod does is set the climate penalty values to zero. Norsca settling ability is a separate system not affected by the value of climate penalties or climate penalties in general.
It is not so complex as to actually weigh the penalty values of the climate penalty in its conquering decision making.
That said, when it does conquer places that have an unsuitable/unpleasant climate for their faction, it will of course not be impacted by the few visible climate penalties that actually affect AI (like public order). So it does gain some advantage through this mod which could perhaps lead to some changes in behaviour. Due to it having to deal with less rebellions, for example.
Does this mod make the AI capture every territory they manage to win or is this not affected?
Make sure your load order is correct so there's no other mods overriding the climate penalty effects of this one.
"(...) general answer is no, by my (admittedly limited) understanding of the game.
Climate penalties are tied to factions. For example, one faction treats jungle as pleasant while another treats it as inhospitable. Whether the faction is currently controlled by player or by AI is not taken into account at all in this.
So if you want to remove climate penalties just for yourself and not for anyone else, you'd need to edit the faction you're playing to not have penalties anywhere while leaving all other factions alone. You'd need a separate mod for each faction you want to play as and swap mods when you're swapping factions. Even then the AI playing factions in the same category as yours would also no longer have penalties.
This specific mod gets around the whole faction thing by editing the penalties themselves. It doesn't matter how your faction treats each climate, since the penalties applied are simply 0."
Just make sure both players have the same mod(s) installed and use the same mod load order.
Doesn't mean I'm not going to update it when people ask, of course
SFO keeps adding more and more penalties, huh. Third time I'm having to add compatibility for their mod.
Unpleasant have +1 recruitment duration and -10% campaing movement range. Uninhabitable have -20% campaing movement range.
I think they are programmed to somewhat avoid bad climate cities but numerically speaking AI does not care all that much about climate penalties.
Climate penalties are tied to factions. For example, one faction treats jungle as pleasant while another treats it as inhospitable. Whether the faction is currently controlled by player or by AI is not taken into account at all in this.
So if you want to remove climate penalties just for yourself and not for anyone else, you'd need to edit the faction you're playing to not have penalties anywhere while leaving all other factions alone. You'd need a separate mod for each faction you want to play as and swap mods when you're swapping factions. Even then the AI playing factions in the same category as yours would also no longer have penalties.
This specific mod gets around the whole faction thing by editing the penalties themselves. It doesn't matter how your faction treats each climate, since the penalties applied are simply 0. Makes it super compatible and easy to keep up-to-date.