Total War: WARHAMMER II

Total War: WARHAMMER II

Ruin Resettling Cooldown for the AI
39 Comments
Uchiha_Murilo Jan 5, 2021 @ 11:05am 
mod isn't working for me, black screen at new game and even when working around this the lords don't level up
cybvep Dec 19, 2020 @ 6:40am 
Aha, sorry, I was thinking about prop joe's version.
FinaL Dec 19, 2020 @ 6:22am 
If I start a new campaign, the "on turn" scripts aren't working. You'll get a black screen, or a out-zoomed campaign map that crashs if you zoom in and your Lord won't guide you around.
cybvep Dec 19, 2020 @ 6:14am 
Seems to be working for me.
FinaL Dec 19, 2020 @ 5:44am 
Just for your interest: This mod isn't working anymore.
Green Rabbit Sep 21, 2020 @ 10:09am 
just to clarify its not my doing
that fix is made by prop joe
but i still think a lot of people deserve to know it so i post here
Thx a lot mate!
Anyndel  [author] Sep 21, 2020 @ 8:32am 
-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.

@Newppp
Thanks for making a fix!
Green Rabbit May 24, 2020 @ 5:40am 
Update? ill be waiting thx a lot
규동 May 22, 2020 @ 5:22am 
please update this wonderful mod.. i can't play without it
eatonpye Apr 27, 2020 @ 9:58am 
It would be lovely if you could make this mod available to all factions. It would be nice to use against skaven.
JeffreyFo Apr 22, 2020 @ 3:32pm 
Got a bug where Karak Hirn declared war on ruin dwellers. I could send you the save file somehow if you want to take a look, just let me know what would be convenient for you.
Gwyndolin Apr 1, 2020 @ 1:02pm 
Tried this on an ongoing beastman campaign, King's Shilling Patch v1.8.3. It worked initially until the order-tide factions declared war on the Ruin Dwellers faction. Since the AI could then occupy the settlements instead of colonizing them, thus avoiding any unit costs, the mod made things even more difficult to deal with. (I had no other mods activated or even installed; also on live patch, not Proving Grounds Beta).

Darth ZarZax Mar 31, 2020 @ 8:45am 
It would be great to have option or another version with 300-500 turns cooldown. Is it possible?
Pall_Bearmasher Mar 17, 2020 @ 5:13pm 
Some razing options for beastmen in SFO this does not work
Ironguard Feb 1, 2020 @ 10:23pm 
holy whack! A needed mod finally came to life.
Brilliant work sir
Mikumo Jan 19, 2020 @ 7:46am 
Thanks for your brilliant work! I suggest there could be a button for players to switch the duration of Ruin Dwellers depending on their personal preferences, for example we can have 5 turns to 500 turns XD
Stroncium Jan 19, 2020 @ 2:23am 
Also it obviously breaks the balance of the game, as the faction you start burning first wont ever have time to expand. Meaning if you start with Kislev, they will never reach the point of having big guns etc., as you will eradicate them before they get there,

That being said, in vanilla without this mod I burned 90 percent of Kislev only for them to bounce back in like 10 turns and field 5 armies and ending up being a major superpower, so regular razing really doesnt do ANYTHING. So F the balance, it doesnt work for Chaos anyways.
Stroncium Jan 19, 2020 @ 2:20am 
It did great, It basically allows you to slowly burn down the whole world., leaving only ruins behind.

There are two "downsides". Firstly, the ruin dweller faction does not generate as much chaos corruption as standard ruins, so you wont be able to spread it as fast as you should,,so the enemy armies dont take much attrition. Nothing really major.

Secondly, since you burn everything, all the other evil factions like Moulder cant expand, as everything around them is ruin.

That being said, as chaos you can just go full on crusade and destroy EVERYONE, leaving the world a wasteland.
Villas Jan 15, 2020 @ 1:53pm 
@Stroncium Plz let us know if it did great
Anyndel  [author] Jan 12, 2020 @ 4:55am 
@Stroncium let me know how that went, that is interesting, hadnt thought of testing a permanent ruin settling thing like that.
Anyndel  [author] Jan 12, 2020 @ 4:54am 
@Ray
That is a bug, the ruin dwellers should be completely excluded from any diplomacy being done to them by both player and AI, what faction declared war on them? Maybe if you run a mod that does a blanket war declaration on every faction in the game that might include them.
RayBloodyPurchase Jan 8, 2020 @ 7:34am 
This mod is really great, but I just had the ruin dwellers get war declared on them? is this normal or a bug?
cybvep Jan 4, 2020 @ 8:33am 
I've not encountered any bugs so far during the Chaos camping . Technically, everything works fine. However, balance-wise the minimum cooldown should definitely be increased to 10 turns. 5 turns is far too low, it barely has an impact .
Stroncium Dec 30, 2019 @ 7:04am 
I took your baby and twisted it even further, changing the time to 300 turns. Now I can go and burn down the world as Archaon.
Stroncium Dec 29, 2019 @ 11:19pm 
This looks to be exactly what I was looking for, gonna give it a try. Thank you.
MorglumNecksnapper Dec 29, 2019 @ 12:34pm 
Amazing mod, does it work for Norsca?
calmatt89 Dec 27, 2019 @ 12:54pm 
Victor, you can resettle units with just a lord. More units just reduces the cost. The AI can resettle everything with a Lord because they have bonuses to gold.
Villas Dec 23, 2019 @ 1:06pm 
This is a godsend. Can't tell you how annyoing it is to have tiny armies fleeing from our doomstacks, just to be able to resettle everything behind your backs. It's not that they will be a challenge, because even doing that they still can't beat us.

I mean, the player can't resettle ruins if he/she don't have the necessary numbers in their armies to do so, as required by the game. SO HOW THE HELL can the AI resettle everying with just 1 lord and 1 or 2 units?!

Thanks for this effort man!
Flying Red Rooster Dec 22, 2019 @ 1:41pm 
Hey Anyndel, love your mods; keep up the great work.

I was wondering if you could add a version of this mod which worked for every faction, and maybe give us the option to choose the cooldown length or simply make it last longer.

I find it would do a better job of showing the devastation of war as opposed to having razed cities pop back up so quickly, especially when playing on higher difficulties.

Cheers man
Wand_Face_ Dec 20, 2019 @ 6:58am 
Seems like a great idea I'll try it out. If its ever possible to apply this to all factions it might be something to consider. It gets annoying when I raze a settlement then some neutral faction takes it instantly then gets upset that I'm now trespassing. However that's hardly a big issue but could be something to look at if your interested in developing this mod further.
viranto Dec 16, 2019 @ 11:57pm 
Interesting mod. I will try it out and hope it help me to destroy the whole world
Msyltek Dec 16, 2019 @ 9:26pm 
bery good
Anyndel  [author] Dec 16, 2019 @ 7:22pm 
@cyvep
Only for Beastmen and Chaos for now, will see about making it work for norsca as well, but its a bit harder due to the fact it might interfere with the totems and so on.
Warhammer Dec 16, 2019 @ 5:40am 
Why don't you reply to messages.
cybvep Dec 16, 2019 @ 4:47am 
BTW does it work for Norsca?
cybvep Dec 16, 2019 @ 12:32am 
Excellent. I will test this when I have the occasion.
Fequois Dec 15, 2019 @ 11:11pm 
This is a really great idea. Hopefully this'll make those factions more manageable, because it sucks when things pop back up right in your footstep.
Skip Townsley Dec 15, 2019 @ 7:45pm 
multiplayer compatible?