Total War: WARHAMMER II

Total War: WARHAMMER II

No Climate Penalties
260 kommentarer
rahonbass 28. feb. kl. 20:38 
Just wanted to add this mod still works well. Just make sure to load it last on your mod list (to who it matters last mods changes affect the rest). Many thanks to the creator. Btw using SFO and many other mods besides.
adwilkes 1. okt. 2023 kl. 13:24 
Doesn't seem to be working after shadows of change update. Not sure if this is just me.
MaYoR :D 23. mar. 2023 kl. 4:02 
Don't work for me. TW2
Psycho  [ophavsmand] 12. aug. 2022 kl. 13:26 
It should be. I remember adding some SFO related stuff in the past.
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.
Ligma Bababooey 10. aug. 2022 kl. 9:26 
is it sfo compatible ?
qmffndjtmzls 9. aug. 2022 kl. 1:42 
Thank you from korea!!
doug righteous 17. juli 2022 kl. 17:34 
i would imagine each race has a list of climates that it will, and will not settle in, as opposed to checking the bonuses of each climate
Fear2288 18. maj 2022 kl. 11:09 
So this really doesn’t affect the AI’s behavior in regards to expansion?

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?
Psycho  [ophavsmand] 19. apr. 2022 kl. 5:07 
Your assumptions are correct.

80% of updating it is just getting rid of the out-of-date label on the mod loader. A very large chunk of users refuse to load out-of-date addons, so there is value in preventing that by keeping on top of things.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.
Legionary 19. apr. 2022 kl. 4:04 
Out of curiosity (also includes WH3 version), what reasons would you need to update this mod? Would it just be other mod compatibility, or if a new faction or settlement was introduced?

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.
Psycho  [ophavsmand] 6. apr. 2022 kl. 3:52 
Uploaded the WH3 version:
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 :B1:
Psycho  [ophavsmand] 22. feb. 2022 kl. 5:12 
@Raelag

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.
Raelag 22. feb. 2022 kl. 4:55 
@Psycho Thank you for this mod, I used it all the time while playing warhammer 2.
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.
Psycho  [ophavsmand] 20. feb. 2022 kl. 5:49 
Can confirm WH3 climates work exactly the same way. So now it's just a matter of waiting for CA to enable the Mod Manager & Steam Workshop.

https://i.imgur.com/pg4g4Vm.png
johna 19. feb. 2022 kl. 8:50 
@Psycho, Thanks for keeping this updated.
Marcus Antonius 17. feb. 2022 kl. 9:20 
@Psycho Great news, superb mod :)
Psycho  [ophavsmand] 17. feb. 2022 kl. 5:14 
@Marcus Antonius I was planning on it, yes. I've had no issues maintaining and updating this one for the lifespan of WH2, so WH3 should be no problem. Assuming there's nothing particularly odd with the way climates work in the new game.

@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.
Cracktober 14. feb. 2022 kl. 14:57 
Does this affect not being able to settle certain settlements (such as playing as the Norsca) ?
Marcus Antonius 14. feb. 2022 kl. 9:24 
@Psycho I hope you will make this mod for WHIII
战帅的命令往下传 1. feb. 2022 kl. 3:50 
l love this mod
Gulzar 30. jan. 2022 kl. 2:28 
great mod:Ageha:
嶂墨白 11. jan. 2022 kl. 19:15 
nice mod, thank you:steamthumbsup:
XIX Victorious Aut Mortis 18. dec. 2021 kl. 23:48 
wondering if you could just enable it for the Player Faction. as My AI factions are going off and taking over Places that shouln't be Habbitable such as the Chaos Waste and Mountains this being AI Nulun's.
Psycho  [ophavsmand] 13. dec. 2021 kl. 16:16 
As far as I'm aware the AI behaviour is to simply look at the climate itself; whether or not it is unsuitable/unpleasant to their faction or not.
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.
HardStrike 13. dec. 2021 kl. 11:57 
Does this mod change AI behavior regarding capturing territory? typically AI will not capture a location that is not a favorable climate, and raid it instead.

Does this mod make the AI capture every territory they manage to win or is this not affected?
Psycho  [ophavsmand] 18. okt. 2021 kl. 12:32 
Just did a quick test and the climates are just a bunch of zeroes in Vortex campaign. Which faction has the issue and which value is not set to zero?

Make sure your load order is correct so there's no other mods overriding the climate penalty effects of this one.
KidKulafu 18. okt. 2021 kl. 11:03 
help mods not working with vortex campaign :(
Mekboy Reaper 18. sep. 2021 kl. 7:39 
ah i see :p, ty for the info
Psycho  [ophavsmand] 17. sep. 2021 kl. 14:52 
Just going to copy what I wrote last time it was asked:

"(...) 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."
Mekboy Reaper 17. sep. 2021 kl. 11:53 
would it be possible to make a player only version ?, i would like the AI not to colonise places it should not be and not be affected by it (kinda like in WH 1) :p
Griffox 31. aug. 2021 kl. 8:05 
ty i will try
Psycho  [ophavsmand] 31. aug. 2021 kl. 5:26 
@Griffox I have used it in co-op campaign without issues. That's been a while ago now, but I don't think much has really changed on that front since.
Just make sure both players have the same mod(s) installed and use the same mod load order.
Griffox 29. aug. 2021 kl. 16:28 
does it work in multiplayer?
瑞仔 20. aug. 2021 kl. 10:36 
Thank you
Trekdoek 23. juli 2021 kl. 1:04 
Yes confirmed, still works with Silence and the Fury update.
Coda 16. juli 2021 kl. 12:27 
Thank you.
Sgori 16. juli 2021 kl. 7:22 
I don't have any issues with this mod. New ll works too, if anyone is concerned.
Psycho  [ophavsmand] 15. juli 2021 kl. 9:07 
This mod is simple enough that it should not *need* an update to function. Just ticking the box that allows out-of-date addons to run is enough.

Doesn't mean I'm not going to update it when people ask, of course :B1:
M. 14. juli 2021 kl. 18:41 
update please
Gilzen 14. juli 2021 kl. 17:02 
was wondering if it needs to be updated as well
lordmalorne 14. juli 2021 kl. 12:31 
Will this need an update?
Psycho  [ophavsmand] 25. apr. 2021 kl. 3:48 
I'm not seeing any issues here from a quick test, so not much I can tell you beyond the basics that you should make sure it's enabled in the launcher's Mod Manager and that you clicked Play and not Disable Mods when you started it from said launcher. Maybe muck about a bit with the load order if you have multiple mods that affect the penalties.
Reqqi. 25. apr. 2021 kl. 3:16 
hi i just subscribed to this but my unsuitable climates still show the penalties like -7 etc ?
Sgori 24. apr. 2021 kl. 3:55 
Many thanks!
Psycho  [ophavsmand] 24. apr. 2021 kl. 2:11 
@Sgori Done, thanks for pointing out concisely what was missing, makes things a lot easier for me :D:

SFO keeps adding more and more penalties, huh. Third time I'm having to add compatibility for their mod.
Sgori 23. apr. 2021 kl. 15:25 
Could you make sfo version?
Unpleasant have +1 recruitment duration and -10% campaing movement range. Uninhabitable have -20% campaing movement range.
alexscrima 19. apr. 2021 kl. 5:20 
@Pimpin I think that AI is however a little boosted compared to that player so I think the AI doesen´t care about climates because its penalties are a trascurable compared to its boost
Pimpin Pippin 14. apr. 2021 kl. 9:34 
To be honest due to campaign difficulty buffs the AI barely suffers any penalties from bad climate.
I think they are programmed to somewhat avoid bad climate cities but numerically speaking AI does not care all that much about climate penalties.
Psycho  [ophavsmand] 14. apr. 2021 kl. 8:27 
Been asked before and the 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. Makes it super compatible and easy to keep up-to-date.
Leaf 14. apr. 2021 kl. 3:56 
is player only no climate penalty mod possible?