Total War: WARHAMMER III

Total War: WARHAMMER III

108 ratings
Ruins Settling Cooldown
   
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Tags: mod
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114.532 KB
22 Feb, 2023 @ 1:07pm
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Ruins Settling Cooldown

In 1 collection by prop joe
Prop Joe Mods
20 items
Description
The mod applies a cooldown before the AI can colonize a razed settlement. This was very useful before the WH2 Beastmen rework, but I had people asking for it in WH3 as well.

Only really enforces this on the AI, as a player you'll have to keep yourself honest and look at the settlement counter (if you so choose).

Script mod = compatible with everything, but other broken script mods can easily break this mod.
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 like in the screenshot.

The mod doesn't come with anything enabled by default, you'll have to customize it in the Mod Configuration Tool!
With the Mod Configuration Tool you can change the following options:
  • Enable when either the player or AI (or both) raze a settlement, as any faction
  • Enable when either the player or AI (or both) raze a settlement, but if their faction is of a specific subculture
  • Set min number of cooldown turns
  • Set max number of cooldown turns

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.

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34 Comments
Player 8 Feb @ 6:59pm 
There seems to be a new ruins settling cooldown mechanic with some nice art in this patch. I wonder how to mod it to extend the time.

I love your mod so much, it really adds character to the world but while I leave it on 50-100 turns I’d rather make it 100-200 to really differentiate ages and regions over a long campaign, and so areas actually stay ruined for a campaign. 100 is unfortunately the max in the MCM, would it be possible to increase the limit?
lahcenal117 3 Dec, 2024 @ 2:17pm 
hi, the mod still works for "normal" ruins but for ruins marked with a herd stone (the small blue diamond) it doesn't work, the cooldown is displayed but the AI ​​colonize
Player 1 Dec, 2024 @ 6:13pm 
Yeah like the previous poster, a range of at least 200+ turns would be way better. I use 50-100 turns and that makes great ruined areas that still aren’t permanent, but I would rather 100-200 turns for even more.

Thanks so much for this mod it’s awesome and adds a lot!!
cveteca 21 Jul, 2024 @ 11:50am 
Hi. Can the cooldown be increase to lets say 9999 or something like this, so that the ruins can never be re-colonized?
Kharn the Bloody 1 Jul, 2024 @ 5:02pm 
If you're having issues with this mod not working, go into the settings via in game Mod Manager, or MCT or whatever it's called in your campaign. In your campaign guys, not from the main menu. There you can set parameters for the mod. The problem I'm experiencing is that Ai factions never settle any ruins anywhere when I have the mod set to "Player Only". The top left box checked in the Mod Manager menu for this mod.
gitrekt 30 Jun, 2024 @ 11:00am 
don't work. everything checked off been using this for almost a year now.
iCT 19 Jun, 2024 @ 10:07am 
This mod needs update. It apply cooldown but factions still be able to colonize. WoC factions are not fun without this mod.
Kharn the Bloody 17 Jun, 2024 @ 4:29am 
Mod looks great. I opened the Mod Config Tool and I'm not sure which boxes to check.

I want the mod to only put the cooldown duration in effect for settlements that I raze. I only want the cooldown applying to ALL AI factions when they try to immediately move into settlements I raze. Which boxes to check in the MCT?

My main problem is AI riding my coat tails when I raze settlements and they swoop in right after I move on. I want this crap to stop. I don't want to effect Beastmen and other Horde armies from being able to do their thing as usual far away from where I'm operating.

Thx
Potato_Aim 7 Jun, 2024 @ 11:20am 
This mod still work... you guys need to go to MCT menu and enable for "Human" or "AI" to make it work, the default is in disable state:steamthumbsup:
NorscanWarlord 29 May, 2024 @ 11:17am 
Wish this would get an update or picked up by someone else temporary.