Total War: WARHAMMER II

Total War: WARHAMMER II

234 ratings
Distance Based Automatic Peace for Beastmen
   
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Tags: mod, Campaign
File Size
Posted
Updated
148.155 KB
19 May, 2018 @ 12:00pm
8 Nov, 2018 @ 9:52am
4 Change Notes ( view )

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Distance Based Automatic Peace for Beastmen

Description
Tired of being chased across Lustria by Karl Franz because he started at war with you and makes it his sole purpose in life to hunt you down? This mod is for you!


This mod causes order factions to "give up" the chase against (player) Beastmen Warherds that get too far away from their settlements and armies. If you are more than 160 units away from the nearest army or settlement belonging to a faction, you will get a free peace and they won't continue to chase you to the ends of the earth.


That said, this mod DOES check for army distance, so if Durthu is right on your tail, you've gotta turn around and defeat him before you get the peace.

Chaos

Personally I think this doesn't fit chaos as much (factions are going to prioritize the ever-chosen more than a bray-herd) and that it makes the campaign far too easy as chaos, but if you want to use it as chaos install this pack into your data folder.
https://drive.google.com/file/d/14ksSfJUYlAkkCoZO08u9gUJwLaLJyVpo/view?usp=sharing



Compatibility

This mod is 100% compatible with anything.



For Learners

Heres the script that powers the mod.
https://github.com/DrunkFlamingo/BeastmenGetaway
66 Comments
DeValiere 18 Nov, 2022 @ 7:16am 
Necro comment just in case anyone may still be thinking about using this post-WH3 launch. Appears to be the cause of frequent crashes, and always just as the end turn cycle is finishing - game freezes after the last faction (usually wayward pirates of course) makes its move. Presumably this is the process looking for suitably distant factions? At any rate, removal of this mod fixed crashes for me when playing as Beastmen. Game will run for varying number of turns between crashes. I'm well enough versed in hunting down troublesome mods to be sure this was the cause.
Beodrim 20 Jun, 2021 @ 7:59am 
@traitorman just saying the title states for beastmen...
TorquevonThorne 21 Apr, 2021 @ 6:10am 
But uncle Toddy will never stop the chase, to avenge Middenland and his eye!
TraitorMan 5 Apr, 2021 @ 6:18pm 
I was just playing the Court of Lybaras with this mod on when the ai started to do the exact opposite of what this mod is supposed to do, the Dwarf faction near me and later one of the Lizard men factions were hugging my armies wherever they went even though they were not at war with me. I uninstalled the mod and they left to their lands the next turn. Hope there is a fix because this mod sounds useful for a Beastmen campaign!
Mars Junior 7 Feb, 2021 @ 8:20am 
Shatilov check other mods. This probably isn't responsible.
Shatilov 6 Feb, 2021 @ 7:27pm 
crash the game for beastmen if there is a brayherd.
Mars Junior 13 Jan, 2021 @ 3:35pm 
Is this working with the new update?
GIBBYDAMAN 11 Jan, 2021 @ 7:25pm 
this mod causes your game to freeze then crash at end turn for the beastmen as of t&t
InquisitiveBard 11 Dec, 2020 @ 6:40am 
@Everybody I just looked over the script that is this mod and I think it should still work. There are no specific or exact faction names or IDs within the script, but instead it looks for the type of factions instead. Everything seems to be something like "if beastmen faction is at war with another faction, check for distance. If the distance meets the requirement, automatic peace is granted.

Unless CA changed some of the required syntax in the actual script language and variables that is being used, then this should theoretically still work. Give it a shot.

@Drunken Flamingo Please correct me if I'm wrong lol :D
Adam Strangelove 19 Sep, 2020 @ 8:56pm 
Installed this as part of an ongoing game, I do not believe it works mid-save. Or it no longer works in the current patch. Could be wrong! Don't get your hopes up folks.