Total War: WARHAMMER II

Total War: WARHAMMER II

Make AI declare war on other AI more often (Discontinued)
142 Comments
sirmicou85 8 Aug, 2021 @ 6:41am 
Hi ! Thank you for your work, but could we get an update please ? :)
Dragon32 20 Dec, 2020 @ 8:17am 
@sirmicou85
Good grief.
sirmicou85 20 Dec, 2020 @ 12:51am 
Hello ! Could we get an update please ? :D
MrSoul 9 Oct, 2020 @ 7:21pm 
For what it is worth, playing in single player, still works fine for me. Love this mod, essential to my experience in any campaign.
Jolc3r 24 Sep, 2020 @ 10:58am 
Yup, no problem.
Anyndel  [author] 24 Sep, 2020 @ 10:49am 
Good stuff, linking your mod in the description if you dont mind.
Jolc3r 23 Sep, 2020 @ 2:37pm 
I made an updated version of this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2235672833 . I'll try to keep it updated if CA does as CA does but no promises.
Anyndel  [author] 21 Sep, 2020 @ 8:27am 
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it, as I cant test to make sure its working as intended. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them and make their own versions, anyone is allowed to do anything with any part of any mod I made.
mightynintendo 9 Sep, 2020 @ 1:36pm 
wishlist for AI: make the AI factions also consider their own specific campaign goals when deciding how to distribute resources in addition to whether or not they are at war with the player.
carpenterantworker 7 Sep, 2020 @ 5:02pm 
does this mod still work?
Ark 15 Aug, 2020 @ 3:36am 
this is actually fucking great, I subed mid game and all the diffrent races with -500 rep, started declaring war with each other, I dont think this needs a update, but this is a nice simple mod that should be with the game for as long as its needed
Bangalter 7 Aug, 2020 @ 1:20am 
this mod makes ai war and peace again then war again....shrug
Wildcat™ 16 Jul, 2020 @ 11:27am 
This was baked into SFO, right?
Damnatio Memoriae 9 Jul, 2020 @ 7:06am 
given it a gotta have it award hopefully the modder will get back to updating the script !
BobDaveson 6 Jul, 2020 @ 8:31am 
very cool mod, a bit sad for the legendary lord traits which will be lost but who cares about those if you can have total war that isnt them against you.
Homelander 5 Jul, 2020 @ 6:35pm 
update please
romavictor 2 Jul, 2020 @ 7:03am 
wow, I didn't see this one before but this is a great mod. Someone will have to take over some of Anyndel's mods though, it's been half a year just about. This, Southlands Naval Routes, and Call Nearby Ally Army are essential though.
Horny Jail 30 Jun, 2020 @ 4:27am 
Update ?
Deimion 28 Jun, 2020 @ 3:57pm 
On turn 164 of a ME campaign my game started hanging on the AI turn. Deactivating this mod made it work again.
BattleBard 24 Jun, 2020 @ 8:00am 
Anyone know of an updated version of this mod?
a_groundhog 20 Jun, 2020 @ 11:36am 
cont.
The script uses 'math.random' to generate the random number which will likely cause desyncs in multiplayer games. 'cm:random_number(max,min)' would be better, and I think it also makes it deterministic.

Instead of using 'cm:model():world():faction_list()' a shorter and more relevant list of factions can be generated with 'faction:factions_met()'. It should speed it up a lot.

The faction interface has some checks that can help ignore invalid factions, similar to 'is_human()', so that there's less need for 'string.find' checks: 'is_dead()', 'is_vassal()', 'is_rebel()', and 'is_quest_battle_faction()'. Right now the script ignores Last Defenders and Vampire Coast Rebels (this one probably doesn't matter cause it's so minor), and lets vassals (except for Defenders of the Great Plan) declare war on other factions. Also sometimes makes factions declare war on dead factions, which doesn't seem to matter, but it would be better not to do that.
a_groundhog 20 Jun, 2020 @ 11:35am 
Thanks for this mod, I definitely think it keeps the campaign a lot less player focused, less annoying. I wanted to tweak it a little bit and I found some bugs that I thought you might want to know about.

I believe the factions declaring war are backwards, e.g. angrund hates skryre but the script makes skryre declare war on angrund.

The bug that other users are talking about, the one where the buttons turn gray and the game stalls, is because one faction declares war on multiple members of the same alliance and the player has to choose to join the war or not. The ui bugs out because it wants to open multiple dialogs. The script checks if the faction is already at war, so it shouldn't happen but it does. A bug or something with stale data, I don't know. Either way it breaks the game. Easiest fix is to limit it to one declaration per faction per turn, or don't invite any allies.
Lampros 17 Jun, 2020 @ 4:38pm 
Does this still work? I notice that none of Anyndel's mods have been updated in a while...
Jolc3r 17 Jun, 2020 @ 9:37am 
@Skazu This mod explicitly does not work on declarations by or against a human. Feel free to check the script. You'll know it's the script declaring wars because the way it will force declare a war between another faction and the current faction will be in that order. So if you see a faction declare a war during someone else's turn that is the script working.

In addition, I think the force_declare_war function has the behavior of not showing a war declaration diplomacy screen when the player is involved. Then again, I have not tested what happens when the player is involved in that function so I could be wrong. Either way, the player should not be involved at all in this mod.
Potassium Dog 17 Jun, 2020 @ 7:15am 
@Skazu, they do that on vanilla my mans.
Mal 16 Jun, 2020 @ 8:25am 
You might wanna take a look at the high elves and whatever script that makes them completely loose their shit, they utterly lack self preservation. Playing as Hellebron with 5 cities in the north. around 20 turns in, the declare war from every HE faction known to man started, after that the HE Jihad began and they all send a train of stacks my way. While i have no issues what so ever fending them off, the fact that they leave Ulthuan completely exposed to Morathi who now, around 60 turns in have taken 4/5 of Ulthuan without any resistance at all...and the remaining HE is still sending their last troops my way, it is utterly fucked to look at. Waaaaay to player focused.
Jolc3r 15 Jun, 2020 @ 1:57pm 
For those asking, I've tested and this still works. No update needed.
ダーナ 15 Jun, 2020 @ 10:37am 
So this one doesn't work anymore?
BelKhan 3 Jun, 2020 @ 6:35am 
Not just this mod but your mod collection is really good mate!!
congrats!!
Fundayz 1 Jun, 2020 @ 4:48pm 
If ya'll want an update consider donating.
Worgen 30 May, 2020 @ 2:59am 
update
Xeonzs 28 May, 2020 @ 11:05am 
Making the change to -100 is pretty simple if you want to.
use pfm or rpfm to open the pack file, open the script.
and change line:
if faction:diplomatic_attitude_towards(current_faction_name) < -200 then
to
if faction:diplomatic_attitude_towards(current_faction_name) < -100 then

or 150 or whatever you want, I changed it to 100 for my personal taste.
Multihog 28 May, 2020 @ 1:31am 
My guess is that it is still working. I doubt anything has changed that would break this mod.
waxpants 28 May, 2020 @ 12:42am 
update when?
BelKhan 27 May, 2020 @ 3:25am 
This mod is essential in higher difficulties
sirmicou85 27 May, 2020 @ 3:24am 
Hi ! Could we get an update please ? :)
Jolc3r 23 May, 2020 @ 3:27pm 
@Vanghoul You can open up the script with RPFM/PFM and check the script code. It's fairly self explanatory and should be compatible unless CA changes something fundamental to scripting or how factions work. Check the C&C Modding Den discord if you need help with script stuff.
Vanghoul 23 May, 2020 @ 11:02am 
Its dificulty to proof this without access/understanding of the code involved, because RNG, but...

Another test: Used Intrigue on Border Princes vs Grimgor, they were at peace ~-100. I used Intrigue so they went to the -200 range. Some 5-10 turns after I checked again and they were at war... pretty sure this is either working, or doing no harm at all.

Anyway, would like to ask again for this threshold to be lowered to ~150 :s
I think its pretty rare to see AIs not at war in the -200 range; mostly factions that hate each other a lot stays at -50~-150 without declaring for ages, far as I've seem ¯\_(ツ)_/¯

Good mod tho; hope these messages were useful for anyone out there
Vanghoul 23 May, 2020 @ 8:20am 
I think this is still working, maybe?
Was playing without it, when I noticed Grimgor at peace with Thorgrim at ~-300 negative relations.
Turned this mod on, and two turns after they declared war on one another.
Mirzor 23 May, 2020 @ 7:05am 
Patiently waiting for the mod update! This mod is really good.
Wolf 22 May, 2020 @ 2:28pm 
Then get better.
Ghost 22 May, 2020 @ 8:47am 
Can u update? Whitout your mod i can't play.
Mirzor 22 May, 2020 @ 7:07am 
Does this still work?
ivnn11 20 May, 2020 @ 8:07am 
still workin with update day 21? thnx for your work
Jolc3r 12 May, 2020 @ 2:34pm 
Really liking this mod, however I noticed that your script doesn't exclude vassals for the check. This makes vassals sometimes declare wars on their overlord, possibly causing weird behavior. Is there a way to check if a faction is a vassal? I'm running other mods and diplomacy in this game is already weird so I'd prefer to not have any weird behavior.
516551714 10 May, 2020 @ 5:49pm 
GOOD mood! thank you. Can you make a mod that makes the dark forces stronger and more aggressive? Such as increasing their aggressiveness, taxation, and recruiting more troops. I'm tired of the late Empire and dwarf
Agent X Top Secret 10 May, 2020 @ 2:06am 
hey my vassal declared a war on an other KI is this a bug from this mod? i mean that is not allowed normally
Tigerus 9 May, 2020 @ 10:33am 
I don't know if it's because of this mod, but AI is trigger happy with wars. They declare war on anything that moves, especially player.
Markliuz Da Jesterly 5 May, 2020 @ 3:48am 
Can confirm i also ran into the same bug as Wolf.
ales94 3 May, 2020 @ 5:09am 
Hi. Found the same bug as Wolf . It's probably an AI faction decided to open war with me. And then I've faced the bug in single player: a bunch of factions declared war against each other and then buttons turned gray during the turn of the next faction (white hand orcs, I was playing Angrund). Hope it would be fixed soon. Maybe the game has a buggy UI and limiting of war declaration per turn may help
But the idea looks great as I see many AI trespasses each other and they do nothing about it only gain penalties