Total War: WARHAMMER II

Total War: WARHAMMER II

Treatment of captives affects diplomatic relations (RE-ENABLED)
48 Comments
Mr. Tarzan 30 Apr @ 1:08am 
For those interested, I've made the same mod for WH3:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473136746
J 7 Oct, 2024 @ 4:26pm 
pls update
Autumnchain 6 Apr, 2022 @ 8:05am 
What does this mod do in the case of post battle options whose fluff description is not releasing captives? For example, chaos factions release captives option is instead sacrificing captives. Will such options still give diplomatic bonuses or will they cause diplomatic penalties as if killing was used?
sm0kin  [author] 18 Mar, 2021 @ 10:21am 
Updated for "Total War: WARHAMMER II – The Rakarth Update".
sm0kin  [author] 3 Dec, 2020 @ 12:23pm 
Updated for The Twisted & Twilight
Spookymancer 22 May, 2020 @ 12:22pm 
Ahhh, thank you for the swift update.
sm0kin  [author] 22 May, 2020 @ 5:18am 
Updated for "The Total WAAAGH! Update" patch / "The Warden & The Paunch" DLC!
Jabel 19 May, 2020 @ 1:32pm 
Any idea why they removed this from the Official game?
sm0kin  [author] 6 Feb, 2020 @ 3:56am 
With the recent "The King’s Shilling Update" - beta CA changed the tooltip:
> Post-battle option tooltips are now accurate and no longer mention diplomatic relationships

Since this officially confirms the change to be intentional this mod will no longer be included in the Community Bug Fix mod.
Yolo$wagger 2 Feb, 2020 @ 8:22am 
Ahh, I get it. Thanks!
sm0kin  [author] 29 Jan, 2020 @ 12:28am 
It means, this mod re-enables it.
Yolo$wagger 28 Jan, 2020 @ 4:42pm 
Wait, the function has been reenabled by CA? Does that mean that this mod is not needed anymore?
sm0kin  [author] 12 Dec, 2019 @ 9:53am 
Updated for "The Potion of Speed" patch / "The Shadow & The Blade" DLC!
sm0kin  [author] 12 Dec, 2019 @ 9:53am 
@Bold Elf
There was a problem with the community bug fix mod. I sent author a fixed version.

I'd recomment you use this mod until the community bug fix mod is updated.
Bold Elf 9 Dec, 2019 @ 4:29am 
Hi just to double check do you know if its definitely working in the bug fix mod as my saves that had this mod enabled mention its not active with just the community bug fix additionally I don't see any diplomatic effects being mentioned in the diplomacy screen with just the community bug fix
Velovar 19 Nov, 2019 @ 7:00am 
fantastic!
sm0kin  [author] 15 Sep, 2019 @ 12:14pm 
Since the community bug fix mod is up to date I'd say you don't need it.
Bold Elf 15 Sep, 2019 @ 11:57am 
Is this Mod still relevant if I am using the community bug fix mod as its included in that now according to the patch notes. :)
sm0kin  [author] 11 Sep, 2019 @ 1:19pm 
This mod is still relevant. The recent patch didn't re-enable the effect on diplomatic relations based on how the player treats captives post battle.
sm0kin  [author] 11 Sep, 2019 @ 1:16pm 
Updated for "The Empire Undivided" patch / The Hunter & The Beast DLC!
sm0kin  [author] 21 Aug, 2019 @ 6:01am 
Works in coop/head-to-head. Try resubbing to the mod. Maybe one of you got a corrupted mod download.
Bean Bones 21 Aug, 2019 @ 5:57am 
Having problems playing this with my friend on Co-Op, will it work on Co-Op or not?
IntrepidH 1 Jun, 2019 @ 9:44am 
as if diplomacy wasnt already tedious enough without this avenue, thank you!
sm0kin  [author] 24 May, 2019 @ 1:13pm 
@Bold Elf
I don't think it will be part of the next cbf update.
Almost all factions post battle (captive) decisions either were considered as diplomatic_factor_war_atrocities or diplomatic_factor_troops_released before the doomsayer update and thus were affecting diplomatic relations. The only faction without those was norsca.
Bold Elf 24 May, 2019 @ 11:50am 
@sm0kin have you heard anything from Norse about this yet? Also without this mod you still get a negative effect if you release captives don't you or was that effected as well? e.g. If I release Dark elf captives and Lothern is enemies with them they will have a diplomacy debuff for relaseing captives of their enemies?. Also does it still give you a bonus the other way if you execute them? (I might be getting mixed up but I thought some factions gain a diplomatic buff from some form of killing captives of an enemy)
OBH 20 May, 2019 @ 6:15am 
Ahh never mind. Cheers anyway mate!
sm0kin  [author] 17 May, 2019 @ 12:06pm 
@ Gleen Cross
No idea if it is intentional or a bug, but I passed it on to norse (he is working on the community bug fix mod). If he implements it into cbf you can be sure it is a bug.
Even if it is intentional I'll still leave the mod on the workshop for those who prefer to have the diplomatic "option".

@ Trillhouse
You can't really change that on a per faction basis. That's actually how I found out about the thing being disabled. I wanted to add additional post battle options for different factions. Infortunately that's impossible.
OBH 16 May, 2019 @ 5:07pm 
Is it possible to amend this so some factions don't get any increase in public relations? Doesn't matter how many Greenskins are released, they'd never think "you know, those bearded fellas are alright".
Gleen Cross 16 May, 2019 @ 1:44pm 
I see... So, this can be considered a bug? If that's the case, then you should contact celtik to include this mod on that community patch thing. Let us fix this goddamn game -_- CA is like a mini-bethesda, they share the exact same issues.
sm0kin  [author] 16 May, 2019 @ 1:00pm 
The Amethyst Update did NOT fix (re-enable) this. :(
Rowankettle 16 May, 2019 @ 10:42am 
or they're using one of those mods that make lif easier
RandyLahey 16 May, 2019 @ 8:37am 
Anyone who thinks that Diplomacy and/or Trade do not matter clearly are not playing on a high difficulty. Start a Very Hard game and fight the entire world and see how far that gets you.
sm0kin  [author] 16 May, 2019 @ 8:33am 
It is not mentioned in the patch notes.
Gleen Cross 16 May, 2019 @ 8:19am 
They announced a patch recently, maybe they fixed this? Had no time to read the whole thing
CoffeeBeans 15 May, 2019 @ 10:19pm 
Allergies. Yes and that's all politics boils down too. There is no point in making allies because they not gonna help you anyway. Trading is beneficial I guess but why when you just can concquer them anyway? The total war games are great but they suck in the since of the AI is just stupid so they need to cheat/can't help their allies, or do anything really except add magical numbers to them. But to be fair to CA, this is the case in almost every strategy game.
Glatix 15 May, 2019 @ 4:20pm 
@Canadian Marshmellow Clearly the sacrifice is meant as a compliment
Militus Immortalis 15 May, 2019 @ 3:32pm 
v The man has spoken! x)
Allergies 15 May, 2019 @ 2:52pm 
Everyone saying politics/ diplomacy are useless in a TW game is wrong and simple. Sometimes in the early-mid game, it is actually a good idea to limit the number of wars you are involved in, thus limiting the number of fronts you have to fight on - so yeah, it can be beneficial to sign some peace treaties every now and then. Also, as AI players can field more armies than you can with the same amount of settlements, it can often be a good idea to ally with them and use war coordination targets to keep common enemies busy/ weak. You people are so damn simple, I swear
CoffeeBeans 15 May, 2019 @ 1:32pm 
Consider someone declares war on you. You could improve relations through treating the captives fairly? But oh never mind, this is a total war game, politics is non existens anyway, JUST BURN EVERYTHING TO THE GROUND!
SkinEx 15 May, 2019 @ 4:20am 
Strange but why should I be friends with those whom I am going to destroy?
Militus Immortalis 13 May, 2019 @ 12:51pm 
To each their own :D
AmmyAmmyAmmyAmmyAmmyAmmyAmmyAmmy 13 May, 2019 @ 6:11am 
I prefer them disabled honestly, as with some factions (such as chaos, norsca) the ransom option is stated as "Sacrifice Captives to the Gods" or whatever, but that somehow makes the ai you're fighting like you more?
MINOS 12 May, 2019 @ 1:28am 
@ FailFailWin :

It was always a Player Choice.
But yes, AI spams mostly the same.
FailSafe 12 May, 2019 @ 1:26am 
It's probably because the AI can't take diplomacy into consideration currently, which means it'll spam the most tactically useful option (or the ONLY option it is programmed to) which may lead to weird dwarf/orc alliances forged by repeated captive release...
MINOS 11 May, 2019 @ 11:10am 
Another Thing for the Community Bug Fix Mod Compilation.
pandaling 10 May, 2019 @ 6:40pm 
It's weird that CA did that. If it was just an oversight then it's an odd thing to be removed/
sm0kin  [author] 10 May, 2019 @ 11:52am 
Considering the same exact events are enabled in rome2/attila/warhammer1, I highly doubt they suddenly think it wrecks the AI.
ashbery76 10 May, 2019 @ 10:59am 
Most likely because it wrecked the A.I diplomacy.