Total War: WARHAMMER II

Total War: WARHAMMER II

AI colonises more often - Outdated
59 Comments
Revan519 2 Jan, 2021 @ 9:50pm 
looking for to an update
Guvenoren 18 Sep, 2020 @ 1:09pm 
Possible to make the AI chillax a bit with colonization?
ParryHotter 8 Nov, 2019 @ 2:35am 
update pls
TheHippie 12 Oct, 2018 @ 3:22pm 
Could you update this mod? There is quite a few excellent AI and Climate mods, which are nice. But they do the opposite of this mod. So being able to reverse those (Like Celtik's Advanced AI and New Lore Friendly Climates) would be very appreciated.
Revan519 29 Aug, 2018 @ 3:40pm 
plz update
Revan519 14 Aug, 2018 @ 1:09pm 
could you plz update this mod now
Mekboy Reaper 20 Jul, 2018 @ 12:25pm 
i agree with Revan, this mod just makes the game better and more "livelier" then just one big massive ruined world :p
Revan519 6 Jul, 2018 @ 12:18pm 
plz love this mod make the game better
Revan519 6 Jul, 2018 @ 12:18pm 
update???
Mekboy Reaper 3 Jun, 2018 @ 11:16am 
oh that is good to hear :D, no ofc we don't expect you to make another 10+ mods or anything :p, just many of your mods are just soooo good they are just needed to make it enjoyable ^^ (like this one for example)
MINOS  [author] 3 Jun, 2018 @ 11:09am 
I will probably update some of my Mods over the Time, yes, but nothing fancy in Sight anymore, due to many Mods being already released.
Mekboy Reaper 3 Jun, 2018 @ 11:08am 
wondering if your coming back with the norsca patch :)
MINOS  [author] 23 Jan, 2018 @ 5:43pm 
Mod is outdated - i am not playing anymore - please dont ask for Updates.
Killer Rabbit 19 Dec, 2017 @ 5:44am 
You’re probably not going to see an update for awhile.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1160205151
Hannibal. L 19 Dec, 2017 @ 4:50am 
update please
Deez Nuts 18 Dec, 2017 @ 12:13pm 
How do these mods interact with SFO II>?
Issiunia 10 Nov, 2017 @ 11:51am 
Well cant open any mod , i have an error msg with any. This was reason why i asked for that :D anyway thx :P
MINOS  [author] 10 Nov, 2017 @ 3:01am 
@ Gollemer :

HAHAHA :D

Just open the Mod with the PFM PackfileManager for Warhammer and set every Number in cai_task_management_system_task_generator_groups_generators_junctions_tables to -999.
Maybe 0 should also help ^^
Issiunia 10 Nov, 2017 @ 2:59am 
hello, is there any chance for NO colonisation for ai (or player too) ? Im now playing as beastmens and its really annoying when i must turn back for 'new' colonised city :D
MINOS  [author] 1 Nov, 2017 @ 5:54pm 
@ loz :

Not all my Mods are compatible with each other and this one here is already included in Better AI 2.

Anyways i have update this Mod here to be even more compatible.
loz 1 Nov, 2017 @ 2:17pm 
i have subscribed to all authors mods, has been working fine until today, 01/11/17 i have gotten ctd on loading. using trial an error, by turning off this ONE mod it has fixed the issue. Though why AI colonisation would cause this i do not know. Mayhaps it is just a one off.
p.s thank you Minos for all your hard work, thoroughly enjoy your mods.
MINOS  [author] 29 Oct, 2017 @ 2:35pm 
@ Jabel :

Of course - bit toned down, but included.
Jabel 29 Oct, 2017 @ 2:30pm 
Is this already included in the Better AI 2 mod?
MINOS  [author] 26 Oct, 2017 @ 8:34pm 
Both.
Killer Rabbit 26 Oct, 2017 @ 7:59pm 
Thanks for the reply! So the other mod (if the launcher doesn't screw it up) does "no cost" mean no money and no men? Or just no money?
MINOS  [author] 26 Oct, 2017 @ 7:44pm 
@ Killer Rabbit :

The AI loses Men in Warhammer 2 now by default, same as the Player, but it doesnt pay Money for it.

If you use the other Mod together with it, you shoudlnt pay anything for it.

But im not sure you dont lose any Men, because of the stupid new Launcher overwriting Mods and the Load Order is doing its own Thing...
Killer Rabbit 26 Oct, 2017 @ 7:21pm 
I wanted to give your other mod a try "00 No Colonisation Costs for Player". However it sounds like this mod you're now giving the AI a cost to colonize (or was that an official game update). So what would happen if I used both? Would both the player and AI have no cost or would the player have no cost while the AI does have a cost?
LeadViking 23 Oct, 2017 @ 5:42pm 
pretty sure you'll just see more ruins lying around in skaven areas
Kylar 23 Oct, 2017 @ 7:18am 
does this affect playing as skaven as skaven cities are viewed as ruins?
LeadViking 16 Oct, 2017 @ 11:01pm 
cool :steamhappy:
MINOS  [author] 16 Oct, 2017 @ 3:11am 
Update:

- Only 10 % Soldiers lost, to counter AIs Stupidity
LeadViking 15 Oct, 2017 @ 7:46am 
I think 10% sounds fair. a lot of those loses would be replenished by the next turn anyway since they can't move straight after conolising
MINOS  [author] 15 Oct, 2017 @ 4:09am 
Question to all Subscribers:

Since the AI now also loses Men for Colonisation, what do you think about reducing the Loss of Men?

Currently its on 25 % Men lost, i would reduce it to 10% or even 5%.

AI exposes itself too often, losing Men, cause it doesnt know it loses Men after colonising...
MINOS  [author] 15 Oct, 2017 @ 3:09am 
@ Kutben99 :

Its currently in closed Beta Testing ;)
Kutben99 15 Oct, 2017 @ 3:05am 
Hi, I love your mods. :)
Pls make Better (and harder) Ai mod! :D
Karcel 9 Oct, 2017 @ 9:06am 
Thanks for the mod. It's just so annoying to see the AI sit there with 2/3 settlements but they just won't f****** colonise that last settlement. Why? I don't know. But your mod fixed it.
MINOS  [author] 8 Oct, 2017 @ 8:35pm 
@ TrialAvel :

First of all thanks!

1. I think the Agent Assassination should be no Problem, ill try it tomorrow.

2. I could give Influence per Turn and reduce Influence Cost for Intrigues.
In Hard Influence Costs are + 25 % and on VH and Leg + 50 %.
AI gets from 2 to 7 Influence per Turn.

I havent played yet, because waiting for Blood DLC, so you should suggest what you want the Player to have and how affected ;)
TrialAvel 8 Oct, 2017 @ 8:07pm 
Hello MINOS! Your mods are awsome, thanks for making them and sharing them with us!
I would like to ask something if possible... I understand that it might be difficult, but again, no harm asking right?
You have a mod for TWWI that makes the AI agents unable to kill the player agents, do you think its possible to bring it to TWWII?
A ssecond question is about the High Elf Influence, do you think its possible to make something to increase its gain? I understand if you cant make it, I am just asking because I dont see any mods on this, and it is a bit annoying on the campaign, last time, I went almost 60 turnss without a sigle event that gave me influence! I am just asking to know if you think its possible to mmod this mechanic.
Once again, thanks for the awsome work!
Decomposed 8 Oct, 2017 @ 2:26am 
Pure stealing...
z0t3x 8 Oct, 2017 @ 2:25am 
@MINOS, thanks for the mod. And i already reported the other mod to
Mekboy Reaper 8 Oct, 2017 @ 2:16am 
@MINOS , already reported
MINOS  [author] 7 Oct, 2017 @ 11:49pm 
Look what this Mothafucka did without my Permission ... :

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1160923963&searchtext=
Alan 7 Oct, 2017 @ 11:49am 
Thank you!
Decomposed 7 Oct, 2017 @ 9:57am 
Thanks for the link. But I wanted it from YOU as you made the awesome mods for the first game!! But it's ok :D
Super Mean Agent 7 Oct, 2017 @ 8:12am 
OH such a great mod :P
MINOS  [author] 7 Oct, 2017 @ 8:00am 
Decomposed 7 Oct, 2017 @ 5:48am 
@MINOS We need No Public Order Cheats for the AI and we need it NOW!!! :D
MINOS  [author] 7 Oct, 2017 @ 3:22am 
@ FeralJim :

Well, some of them do, others not, its a wild Mess with the AI Personalities.
MINOS  [author] 7 Oct, 2017 @ 3:18am 
@ Kitschy :

Ive already seen a no Treacheries Mod here in the Workshop.

In Fact many of my Mods were already being made by other Modders, so... ;)
Kitschy 7 Oct, 2017 @ 3:13am 
Hey Minos, good to see you on this side of the Total Warhammers. Are you going to be making the No Treacheries mod again for this one?