Total War: WARHAMMER II

Total War: WARHAMMER II

High Elven Colonies (Allows Lothern to gift non-ulthuan settlements to a vassal high elf AI)
56 Comments
Anyndel  [author] 21 Sep, 2020 @ 8:39am 
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.
Lumiere 25 Jun, 2020 @ 2:15pm 
Any chance for an update?
icebearfeelssadAF 29 Feb, 2020 @ 2:29am 
Is it possible to have some colonies back?
jojobe 30 Jan, 2020 @ 9:44pm 
wish it worked for teclis!
less1630 30 Dec, 2019 @ 6:52am 
thank you
Anyndel  [author] 29 Dec, 2019 @ 3:57pm 
updated
less1630 22 Dec, 2019 @ 3:57am 
updated please
Angry Twilight 17 Dec, 2019 @ 8:42am 
any update?
Vaelore Onari 12 Nov, 2019 @ 7:32pm 
still giving you the thumbs up!!
Anyndel  [author] 11 Nov, 2019 @ 6:54am 
Weird, sorry it didnt work for you, not really sure what the issue could've been, but the script has been updated to further prevent issues like this. I cant really replicate the bug and the mod worked well on the campaign I played with it, so maybe there was some mod incompatibility? Also weird that it crashes if you try to printscreen, that makes even less sense since nothing should conflict with that at all.
Vaelore Onari 9 Nov, 2019 @ 10:24pm 
Well, The Sentinels of Xeti just delared war on the High Elven Colonies, and because I'm a military ally with the sentinels, it froze the game. Gonna have to unsub, and delete. Also the colonies declared war on one of my other allies, which they shouldn't be able to do, and they refuse all my requests to go to war with any of my enemies!! Sucks , cause I really want this mod to work.
Vaelore Onari 3 Nov, 2019 @ 6:21pm 
Well, the medallion that shows them as a vassal is there, but in diplomacy, they are showing up as an independent colony. For some reason everytime I try to create a screenshot the game crashes, so I don't know what the heck happened there, sorry.
Vaelore Onari 2 Nov, 2019 @ 10:27pm 
I will next time I load in. Just left the game for the evening.
Anyndel  [author] 2 Nov, 2019 @ 6:02pm 
That is odd, the script should be making them your vassals every time you take a settlement, but Nanu had a similar issue and I have no idea what might be causing it since it works fine in all the times Ive tested it. He even tried a command that should work no matter what to vassal them and it didnt work, which is very confusing. Can you post a screenshot of your diplomacy screen with them?
Vaelore Onari 2 Nov, 2019 @ 6:01pm 
They are not at war with anyone, but when I asked them to declare war on Barrow Legion, they accepted, and their attitude towards me went back up, very strange.
Vaelore Onari 2 Nov, 2019 @ 5:52pm 
Yep, I just confirmed it, They are not my vassals, and their attitude towards me is deteriorating due to my Treaties with all the Bretonnian factions, I might have to put a hit out on these guys pretty soon if this keeps up!!
Vaelore Onari 2 Nov, 2019 @ 5:44pm 
Also Looking at the comment by Nanu, I see the same thing happening in my campaign.
Vaelore Onari 2 Nov, 2019 @ 5:41pm 
I gave a settlement to these guys in Bretonnia, and they went nuts!! Beautiful!!!! However, I took 3 settlements from the Blue Vipers, in Southern Jungles of Pauhuaxa, and they are not doing anything, and the settlement is going to be in rebellion very soon. No recruitment buildings were generated, I gifted them a boatload of coin, still nothing. any Ideas??
Nanu 1 Nov, 2019 @ 7:57pm 
You don't have any outs in that listener, I'll add one and test though
Anyndel  [author] 1 Nov, 2019 @ 7:56pm 
What about outs on the SettlementOccupationDecision listener and then take a settlement
Anyndel  [author] 1 Nov, 2019 @ 7:53pm 
It might, you seem like oyu know how to, but export_helpes has always worked well for me. If it is a mod incompatibility though I'd love to know what it is because I tried my best to make it very compatible
Nanu 1 Nov, 2019 @ 7:50pm 
Hmmm nevermind,
[out] <237.1s> helf region count is
[out] <237.1s> 5
[out] <237.1s> & Applying effect bundle [helf_2] to faction [wh2_main_hef_eataine] for [0] turns
[out] <237.1s> & Removing effect bundle [helf_1] from faction [wh2_main_hef_eataine]
[out] <237.1s> & Removing effect bundle [helf_3] from faction [wh2_main_hef_eataine]
[out] <237.1s> Applied helf 2 to High Elfs

clearly your script is working, but this problem persists. Looking at your comments I'm not the only one either. Not sure what would cause this though, maybe a problem with the force diplomacy commands?
Nanu 1 Nov, 2019 @ 7:47pm 
Yeah must be a script break. I put outs in your listeners and they're not showing up in the logs. Maybe a different method than export_helpers to activate the script would help?
Anyndel  [author] 1 Nov, 2019 @ 7:21pm 
@Nanu
Yes, it should say they are your vassals, I just tested the mod real fast and it is working on my end: https://i.imgur.com/5quT6qQ.jpg
Are you running any other mods? If they are not becoming your vassals you might have something that is breaking the script that makes them your vassals when you gift them a settlement.
Nanu 1 Nov, 2019 @ 7:15pm 
This is a cool mod, but the vassal system is a little off. It doesn't show that the High Elven Colonies are vassals in the diplomacy screen, and more importantly my armies don't replenish in their territory. Is that by design?
墨丘里 1 Nov, 2019 @ 9:30am 
first use this mod , someone said that this can give high elf a new abiilty to be suit for some climate which not before after X turns . is that true ? i have not get that till now , over 100+turns. so X=? how many?
Anyndel  [author] 1 Nov, 2019 @ 5:46am 
@PJ
The AI needs to build the buildings and such and usually takes them a couple of turns to get going at first.

@Be
That is odd, the script should make them your vassals, and re-vassal them with every settlement you give them. Usually if they are not becoming vassals it means the script is broken and there is some conflict somewhere.
PJO 1 Nov, 2019 @ 1:31am 
I gifted them a couple of settlements but they wont recruit any armies after 2 turns... Maybe I have to wait more turns until they do?
Вейдер. 31 Oct, 2019 @ 7:29am 
after the transfer of the AI settlement, the colonies do not become my vassals. Under this, on a map campaign have their settlements is worth icon, as if we in Union, but when t in window diplomacy, then nothing such a there is no. Not know, affect this other fashion, but that in vanilla, that with mods, they not become vassals (Sorry, but I write with translater)
Anyndel  [author] 30 Oct, 2019 @ 6:10pm 
Colony settlements now award the player 1 fragment per turn and 10 more if its a ritual site.
https://i.imgur.com/m73zg7k.jpg
Thanks again for the suggestion!
Anyndel  [author] 30 Oct, 2019 @ 3:50pm 
@Rendon
Thats a good idea, I had mostly first done this for ME, so I didnt have the vortex race in mind. Will see what can be done.
Rendon 30 Oct, 2019 @ 3:21pm 
@Anyndel A suggestion if you will. Would it be possible to give Lothern/Avelorn an income of way fragment shards based on number of settlements owned by the vassal colonies? Ideally they'd also get a bonus if one of the special ritual resource site settlements is owned by the vassal but I don't know if that would be more difficult to script.

As it is right now, the player would be choosing to delay their ritual progress in the vortex campaign by giving settlements to the vassal.
John_Shi 29 Oct, 2019 @ 3:52pm 
It would be great to see the same mod for Vampire Counts.
Dante 28 Oct, 2019 @ 5:49pm 
Thank you so much for making this mod! This really takes the load off micro managing each and every settlement as you start expanding more and more. Hopefully you plan to cover every major faction!
Ferreus the Umbral Arrow 27 Oct, 2019 @ 5:22pm 
What would be cool is if you made it so that if a colony survives X amount of turns in a certain climate, your faction gains access to a new tech called "Adapting to Circumstance" - then have the different climates listed as techs behind it, and if you unlock say "Desert" you can then become SUITABLE to settling it.
Because right now there are some mods that are basically cheats that let you turn off climate penalties (which I use) because....2100+ hrs in the game, I like doing different things with the factions. BUT I would much rather have to EARN the ability to settle unsuitable climates (without penalities) Would be more immersive.
Ferreus the Umbral Arrow 27 Oct, 2019 @ 5:22pm 
Btw, I got this to work for me finally. Am using the vermintide one :)

Do you have a Norscan one yet?

Also, if you want to go further - you could partner with some of the other modders on here, make some like you did with Mixu's marienburg. Off the top of my head, the Southern Realms could benefit from a colony system. Similar to Marienburg's trading company.

Anyndel  [author] 27 Oct, 2019 @ 2:12pm 
@all
Also there is now an alternative for Avelorn to do this instead, for those who asked. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1900533823
Anyndel  [author] 27 Oct, 2019 @ 12:37pm 
@Goat yes

@all
Should now be vortex compatible, let me know if otherwise.
GoatScream 27 Oct, 2019 @ 10:57am 
sfo compatible?
Anyndel  [author] 27 Oct, 2019 @ 10:54am 
@XP
Make sure you're not confusing Ulthuan with Lothern, sounds like you might be thinking Ulthuan is a city and not the donut shaped continent high elfs live on
XPecial 27 Oct, 2019 @ 10:02am 
I started a new game. But after I occupied a city other than ulthuan with Tyrion, there was no such High Elf Colonies camp.
Anyndel  [author] 27 Oct, 2019 @ 6:43am 
@Styr
Yep, it should work with SFO as far as I know.

@Droz
Its actually not that hard at all, can make an Avelorn version.
Single 26 Oct, 2019 @ 11:50pm 
A mod that looks interesting
slyr101 26 Oct, 2019 @ 7:11pm 
Does this work with sfo?
DroZzhat 26 Oct, 2019 @ 5:43pm 
Would it be difficult to extend this to Avelorn? I normally kill off Tyrion. lol
Melondevour 26 Oct, 2019 @ 3:07pm 
What a brilliant idea! Thank you so much:D
< blank > 26 Oct, 2019 @ 1:06pm 
You're doing a FINE job here with these kind of mods, i'm patiently hoping/waiting for a possible compiliation mod containing all these variants for a new campaign :)
Anyndel  [author] 25 Oct, 2019 @ 5:11am 
@Skra
WIll look into it, yeah, it would be better using a nonmoulder, nonaesling faction.
GiantCuttlefish 25 Oct, 2019 @ 2:54am 
Thank you so much dude, you just added hundreds of potential hours of play time to my favourite faction.

Role-playing is one of the key factor to this game (especially for me anyway) and mods like this help with the immersion of the game.

Thank you for making it. :D