Total War: WARHAMMER II

Total War: WARHAMMER II

308 ratings
Ruins Settling Cooldown For Chaos, Beastmen And Norsca (And Others)
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Tags: mod, Campaign
File Size
Posted
Updated
346.804 KB
5 Jun, 2020 @ 9:21am
19 Jul, 2021 @ 12:15pm
9 Change Notes ( view )

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Ruins Settling Cooldown For Chaos, Beastmen And Norsca (And Others)

In 1 collection by prop joe
Prop Joe Mods
58 items
Description
Same thing as Ruin Resettling Cooldown for the AI by Anyndel, but using new script commands added in the latest DLC. As a result we don't have to give the settlement to a fake faction.

Only applies to the AI, humans can colonize things razed by chaos/beastmen/other without having to wait.

Script mod = compatible with everything.
Should work in MP.
If you take it off mid-save the ruined settlements marked by this mod will remain uncolonizable by the AI.
You can see the number of turns when hovering over the settlement name like in the screenshot, but won't show if you renamed the settlement.

If you have the Mod Configuration Tool you can change the following options:
  • Enable for all factions played by a human player, not just Chaos, Beastmen and Norsca.
  • Enable for AI Chaos, Beastmen and Norsca factions (still only affects other AI factions)
  • Set min number of cooldown turns.
  • Set max number of cooldown turns.

This mod is embedded inside SFO, but it's an older version of the mod that lacks the MCT options above. I actually have no idea what happens when you run both SFO and this mod together, one version of the mod probably wins out.

Mod no worky?
If the mod doesn't work for you the most likely cause is your ingame scripts are broken because some other mod you have has a script error and that makes other script mods stop working as well. Try this mod by itself to make sure.

If you're feeling generous:
[paypal.me]
[www.patreon.com]
84 Comments
Dragon32 19 Apr @ 2:08am 
@darvla
Weird. I started a campaign last week with this mod and a bunch of others. Check if there's some old .pack files in Data, maybe?
darvla 18 Apr @ 10:05pm 
Recently game wont run with this mod. Disabled everything else except this mod. Without it game runs.
Sandboxhead 30 Oct, 2023 @ 7:18am 
Prop Joe is correct. His mod is fine; your mods are not.
As of today, I have over 100 mods active. Including Mixu's Tabletop Lords, and Legendary Lords 1 and 2. This mod works perfectly; the AI desperately tried to but could not resettle a town I razed.
Darth ZarZax 21 May, 2022 @ 12:00am 
is there a reason max turns is set to 100? what should i edit to make max turns 1000? awesome mod btw, must have for chaos hordes imo
prop joe  [author] 3 Feb, 2022 @ 3:08pm 
I'm sorry if it reads like bullshit to you, but it's the truth. I have a lot of technical insight into how scripts work and what goes wrong ingame with scripts, I'm not making guesses.
Midfield Felyne 3 Feb, 2022 @ 3:02pm 
so it's everyone else that doesn't know how to code, even though their mods work 100% fine with each other's, and yours is the only one that doesn't...? ok dude, whatever you say.
prop joe  [author] 3 Feb, 2022 @ 2:50pm 
It's a copy paste response across all my script mods, because that's exactly what happens. Most people add script bits in their mods but don't actually know how to code and it causes issues.
Midfield Felyne 3 Feb, 2022 @ 2:36pm 
no offense but it's pretty clear you just don't want to think that your mod is buggy. saying "it's because someone broke one of the scripts" makes it look like you're laying the blame on other modders even though their mods work fine and yours doesn't.
prop joe  [author] 3 Feb, 2022 @ 2:07pm 
I have technical insight into the whole thing from being a modder, but I'm happy for you if you don't have any issues.
Midfield Felyne 3 Feb, 2022 @ 1:18pm 
i honestly doubt that it's more likely our games are horrendously broken and we somehow didn't notice instead of the mod just being fragile.