Total War: WARHAMMER II

Total War: WARHAMMER II

RuNeLess's Climate & Buffs Overhaul English (Empire New System Updated!)
77 Comments
Cornithian 3 May, 2020 @ 6:56am 
This is (was) the single best climate mod for TWW2; I miss it.
Tiranno Matto 12 Jan, 2020 @ 5:38pm 
Any chance that you will update your english version?
Hadouken 2 Oct, 2019 @ 2:21am 
update plz
Dr. Oz The Great And Powerful 11 Sep, 2019 @ 10:06am 
Update?
Userpereuser 11 Jun, 2019 @ 1:59am 
Crushing when trying to start new campaign.
EndlessSauron 15 May, 2019 @ 5:57pm 
Any chance of an update for this mod?
SenseiJT92 10 May, 2019 @ 3:42pm 
thanks for the credit!
Olof Plays 10 May, 2019 @ 12:04pm 
This will be updated? :D
Cornithian 20 Apr, 2019 @ 2:18pm 
Eagerly waiting for the new settlements to be updated.
CodeFreedom_ 9 Feb, 2019 @ 8:34pm 
i have also verified that this mod is no longer compatible with Cyrssnos Unlocker Mod.
Tabula rasa 1 Feb, 2019 @ 9:08pm 
不兼容Mixu LL 2~ Konquata (Albion) 过几回合就会卡死,如果用Unlocker直接选Konquata进不去游戏
Omega 31 Jan, 2019 @ 6:37am 
doesnt work with the newest version of the Unlocker & SFO, crashed after reaching Konquata Faction after ending Turn 10. Any chance for an Update, i really liked the mechanics it added to the empire
Altan 29 Jan, 2019 @ 9:34am 
@Chief Big Smoke Probably doesn't work alongside Brosheezi's climate overhaul as they both change the same thing differently. The 2 mods would most likely conflict with each other if you had both activated at the same time.
GUH 6 Jan, 2019 @ 11:30pm 
@RuNeLess So does this work alongside the mod which inspired this one or is it a different mod all togther?
Gelato 5 Jan, 2019 @ 1:45pm 
Is this compatible with SFO?
gongoozler 13 Dec, 2018 @ 8:03pm 
对了,南恶地的金誓城应该算矮人要塞吧
RuNeLess  [author] 11 Dec, 2018 @ 11:57pm 
Test and balance of Tomb kings mechanism in progress, release will come after CA's patch and SFO new version. I will try my best to ensure compatibility of this mod.
RuNeLess  [author] 9 Dec, 2018 @ 9:29pm 
Mechanism of Tomb kings:done. Beta test and balance adjustment in progress.
RuNeLess  [author] 7 Dec, 2018 @ 1:38pm 
updated in 08/12: Legitimacy system for the Empire. now working on the Tomb Kings. should be campatible with old records and almost any other mods, if anything bug happens plz just report to me.
The next update will be in about 4 days.
perl 7 Dec, 2018 @ 3:52am 
Sounds good. What will it do?
RuNeLess  [author] 6 Dec, 2018 @ 8:44pm 
7/12: The new system for the Empire almost done. But I need time to translate it into English. btw I met a weird trouble that my api cm:show_message_event doesn't work, so posting message in game is impossible for the time being. This does not affect the game, though.
RuNeLess  [author] 2 Dec, 2018 @ 8:33pm 
I think it will. SFO does not modify the climate.
Xenos 2 Dec, 2018 @ 6:37pm 
Do you think it will work fine with SFO when it gets updated?
RuNeLess  [author] 29 Nov, 2018 @ 4:41pm 
Unifying the whole island will only lead to no more than 30 diplomatic debuff with all factions, I think this value is acceptable. Mainly to make the battle of the high elves a little more difficult, after all, I added a little bit of Ulthuan's economic output at the same time.
RuNeLess  [author] 29 Nov, 2018 @ 4:29pm 
@parsec that is not many.
RuNeLess  [author] 29 Nov, 2018 @ 4:25pm 
@Rib Roast
almost everything except climate mods.
Rib Roast 29 Nov, 2018 @ 4:04pm 
what is the compatibility like with this mod?
Gleen Cross 28 Nov, 2018 @ 10:59pm 
Glad to see you are working hard on this =)
RuNeLess  [author] 28 Nov, 2018 @ 3:28pm 
- Maintaining the number of slaves now become more difficult for Dark Elves, I hope them to fight against High Elves so both of them now have bonuses at Ulthuan.
- Nagarythe get a different bonus from the other High Elves, while other HEFs share a mechanism called "Arrogance". Other HEFs now adapt to Temperate coasts.
- Lokhir is only adapt to Jungle coasts. While Morathi now have unique entries about Ulthuan, Shadowlands and Chaos Wastes (not important).
- A small change to icon of Imperial cities.
- I will think about Tainted Temple-cities, but I'm not sure if this will be added. In fact, I would more like to make a climate-change mechanism, but there is no corresponding api.
- Small tweaks about Vampires tomorrow.
- Lizardmen, Skaven and Pirates tomorrow.
- Tomb kings will not be changed until I make my luascript work.
RuNeLess  [author] 28 Nov, 2018 @ 3:27pm 
@Theobard
I will first update a non-script version tomorrow - basically every factions rebalanced preliminary except for Tomb kings, then I will spend some time working on luascript.
Changes completed till now, in my version under development: (roughly)
- Greenskin will have debuff in public order & gdp while be buffed more with replenishment.
- Averheim joined main Imperial cities, and occupying these cities will now anger Reikland.
- Dwarfs get a mobility bonus in mountains.
- Bretonnia will gain more calvary fighting against chaos in the north.
- Wood Elves have debuff in replenishment and recruitment points in yellow & red regions, together with upkeep cost tweaks in these regions. I encourage Wood Elves to stay at home and make it harder for them to go out.
Theobald 28 Nov, 2018 @ 2:47pm 
Oh and by the way, is jungles beinf unsuitable to Lokhir of your doing ? (i'm okay with that, he has a truckload of Black Arks so playing a dispersed empire of savannah and elven colonies is pretty much doable)
Theobald 28 Nov, 2018 @ 2:41pm 
About the skaven and jungles - what about making a new category - (Tainted Temple-Cities ?) that give them bonuses and are limited to their known big lairs - Yuatek, Altar of the Horned Rat, Oyxl, Subatuun ?, Macu Peaks ?, Scrag hole,.... If possible, make skaven corruption erode the jungle maluses to a sustainable level for them.
Theobald 28 Nov, 2018 @ 2:41pm 
About the lizardmen - the jungles of Lustria are lored as impenetrable except some raidable temple-cities and a deathtrap lush world that noone can survive, except the LM that thrive in it and (literally) spawn from nowhere again and again (and maybe some savage greenskins, amazons, and clan pestilens if keeping below ground).
Attrition for everyone else and public order penalties are probably a must. A massive replenishment penalty too (for when garrisoning). If you can make the respawn script to work, maybe give it to the lizards too.

I do think they should get the jungle mountains as suitable too (they're covered with LM stuff, like stylized waterfalls and such, and it would help Kroq'gar into playing less crazy homicidal) but opposite to plain jungles should still be okay for karak Zorn and Spine of Sotek dwarves, and skavens.
Theobald 28 Nov, 2018 @ 2:11pm 
Like your work a lot.
Congrats.

About the greenskins problems - a pair of ideas:
- a global public order reduction per (not-mountainous ?) region that makes big empires unsustainable due to infighting (but at the same time, you can make "civil war phases" to harvest teeth and experience as a player). Including badlands.
- if you can get scripts to work, give the greenskin homelands one that uses a mix of the bretonnian campaign start and the "THE SKAVEN" mod by Zarkis - they will always rebel given time, and always resurrect their starting greenskin faction. Razing them regularly is the best thing to do to contain them, taking them making them go back faster. Even better if you can make them respawn on ruins. This way they don't get steamrolled by the AI and with the last point, won't steamroll others neither.
RuNeLess  [author] 27 Nov, 2018 @ 7:12am 
Thanks, I will look at it later when I have time.
perl 27 Nov, 2018 @ 6:29am 
For lua scripting, you can look at the OVN script mods by shaky_rivers to use as a template.
RuNeLess  [author] 27 Nov, 2018 @ 5:45am 
Dark elves: slaves will die more easier in unsuitable regions, if I can do this.
High evles will be adapt to Temperate coasts. and more tweaks about Ulthuan to be done in the next version. Overall, they will still not like living outside Ulthuan, but it would be no longer unacceptable.
Skaven will get bonuses about replenishment and development, however will have more trouble in loyalty.
Lizardmen will get bonuses about many things, maybe maintenance, but I haven't make a decision yet.
Tomb kings will have a slashed-edition of Dynasty Revival system, because I'm not able to do this in luascript. They will get global bonus with desert regions under their control. As a balance, Settra and Arkhan will have trouble in replenishment outside of Nehekhala.
Pirates will have trouble in the hinterland, in my opinion pirates are too strong in the campaign game.
RuNeLess  [author] 27 Nov, 2018 @ 5:45am 
Failed in making luascript, so the lua-supported mechanic will be delayed. I couldn't make my export_helpers work, no matter how simple they are. The bug has not been identified for the time being, maybe later then.

Expectations for balance under progression:
Climate adaptability of Greenskins will not be weakened, but I'm planning to do something about their public order so that expansion will no longer too easy.
Greenskin is actually very poor & weak under the control of a player, however very powerful as an AI. So it is not very easy to do the balance because I donot hope to see dwarfs clean up them thoroughly, and vise versa.
Diplomatic influence from climate will be slightly reduced.
Basically all new world factions will be rebalanced.
RuNeLess  [author] 26 Nov, 2018 @ 1:07pm 
I will think about it. (and read your post again after sleeping because here is 5am in my place)
Gleen Cross 26 Nov, 2018 @ 9:33am 
Lastly, the lizardmen issue,, they have the least suitable areas. It's fine when you play with Mazda, but it limits Kroq-Gar tremendously. I think it makes more sense lore wise and also balance if you transform those yellow regions in lustria (saved by the vampire coast) into jungle mountains, same goes for the kroq-gar region, and make it suitable for them. Also, make more jungle climates to help their survivability. The borderland concept, imo it doesnn't make too much sense.
Gleen Cross 26 Nov, 2018 @ 9:16am 
As far as I remember, using the other climate mod by brocheesy, when you let almost everything suitable for the greenskins... they always dominate the ME campaign. Using AI mods or not. I know this is lore friendly, they can live everywhere lol but that breaks the balance of the game unfortunately. It's possible to make them similar to dwarfs? Limits them to badlands and mountains, maybe some suitability with savannas but that's it? Also, to make Ulthuan only suitable for the 3 kind of elves, no one else, it helps improve their survivability. I like your idea of making coasts climates suitable for pirates, that makes sense to dark and high elves as well. Maybe too strong for dark elves (saved by the blessed dread, of course), but I think it's essential for the high elves. The AI don't care as much, but for a human player to be limited only by Ulthuan.. It makes their campaign even more boring, lol
RuNeLess  [author] 25 Nov, 2018 @ 7:22pm 
@parsec
I want to design a system like Dwarf Grudges or SFO Green Tide, which is linked to provinces, and maybe techs and heroes. I've roughly sorted out my ideas, however I haven't done anything like that yet, so I need a week to validate my ideas and weed out those that I can't.
perl 25 Nov, 2018 @ 8:50am 
"New emperor ascended the throne system in progress."
"Dynasty Revival" system in progress."

What do these mean?
RuNeLess  [author] 24 Nov, 2018 @ 12:31pm 
11/25 Updated for all factions in the Old World. "New emperor ascended the throne" system for Karl Franz and "Dynasty Revival" system for TMB in progress. Next update: 1 week later.
RuNeLess  [author] 24 Nov, 2018 @ 12:29pm 
@Spooky Ghost
I don't know wot ya're try'n ta entangle wit' ere. Anyway, ma mod iz much severa now dan before.
ladoea von Krems 24 Nov, 2018 @ 6:43am 
There's different ways to profit from things than just money. Stealing peoples work and not asking them for permission first is a scumbag move, and I don't support that shit.
RuNeLess  [author] 22 Nov, 2018 @ 6:20pm 
@Xenos I will take all constructive comments. Though making a changelist in English is not that easy for me
Xenos 22 Nov, 2018 @ 2:53pm 
Come on, folks, the guy wasn't exactly a gentleman but it's not like he stole something to profit from it. If it's done for the benefit of the community then it's fine in my book. But it's not really clear what this mod do and how it is different from the other. If it is a straight rip-off then it's just cluttering the workshop, if there are changes they should be made clear in the description, every single one.
ladoea von Krems 22 Nov, 2018 @ 12:34pm 
"This is not continuing a discontinued mod.
And did I take his code for refenence without premisson? - I did. "

This is all I need to know, to know that you are not a good developer.
Respectful people ask permission before they use things.
Thieves take them without permission.
You are a thief, and that is all.