Total War: WARHAMMER II

Total War: WARHAMMER II

Ruins Settling Cooldown For Chaos, Beastmen And Norsca (And Others)
84 Comments
Dragon32 19 Apr @ 2:08am 
@darvla
Weird. I started a campaign last week with this mod and a bunch of others. Check if there's some old .pack files in Data, maybe?
darvla 18 Apr @ 10:05pm 
Recently game wont run with this mod. Disabled everything else except this mod. Without it game runs.
Sandboxhead 30 Oct, 2023 @ 7:18am 
Prop Joe is correct. His mod is fine; your mods are not.
As of today, I have over 100 mods active. Including Mixu's Tabletop Lords, and Legendary Lords 1 and 2. This mod works perfectly; the AI desperately tried to but could not resettle a town I razed.
Darth ZarZax 21 May, 2022 @ 12:00am 
is there a reason max turns is set to 100? what should i edit to make max turns 1000? awesome mod btw, must have for chaos hordes imo
prop joe  [author] 3 Feb, 2022 @ 3:08pm 
I'm sorry if it reads like bullshit to you, but it's the truth. I have a lot of technical insight into how scripts work and what goes wrong ingame with scripts, I'm not making guesses.
Futbol Felyne 3 Feb, 2022 @ 3:02pm 
so it's everyone else that doesn't know how to code, even though their mods work 100% fine with each other's, and yours is the only one that doesn't...? ok dude, whatever you say.
prop joe  [author] 3 Feb, 2022 @ 2:50pm 
It's a copy paste response across all my script mods, because that's exactly what happens. Most people add script bits in their mods but don't actually know how to code and it causes issues.
Futbol Felyne 3 Feb, 2022 @ 2:36pm 
no offense but it's pretty clear you just don't want to think that your mod is buggy. saying "it's because someone broke one of the scripts" makes it look like you're laying the blame on other modders even though their mods work fine and yours doesn't.
prop joe  [author] 3 Feb, 2022 @ 2:07pm 
I have technical insight into the whole thing from being a modder, but I'm happy for you if you don't have any issues.
Futbol Felyne 3 Feb, 2022 @ 1:18pm 
i honestly doubt that it's more likely our games are horrendously broken and we somehow didn't notice instead of the mod just being fragile.
prop joe  [author] 3 Feb, 2022 @ 12:53pm 
If the mod doesn't work for you it means the scripts in your game are completely broken. A lot of the game mechanics in the background will be broken as well, this mod is the least of your worries in that case..
Futbol Felyne 3 Feb, 2022 @ 6:29am 
tried it with a variety of mods i like to use and this only works by itself; very incompatible with many mods, unfortunately.
Mark K Marcell 1 Feb, 2022 @ 5:30am 
Not working anymore.
Dee 15 Jan, 2022 @ 4:06am 
Does This Work ?
Dom 3 Oct, 2021 @ 7:59am 
The mod seems to work as per screenshot:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2618379057
but this is what happens the next turn:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2618379091
Any ideas of what could be going on here? There are no script conflicts in the mod manager. I do use a few mods though...
Lampros 5 Sep, 2021 @ 7:05pm 
Joe, would you consider a system where a razed settlement will have a delay before settling, regardless of who did the razing? That is, currently you can only enable it for the player and a few factions (e.g. Beastmen); and I wonder if this restriction can be eliminated.
Lampros 3 Sep, 2021 @ 5:27am 
Dragon, I see. 3 is so short though - might as well as use vanilla! ;)
Dragon32 3 Sep, 2021 @ 4:37am 
@Lampros
Hey dude. I'm using a minimum of 3 and a maximum of 8. Although that's in a Greenskin campaign, if I was playing as one of the factions this was intended for I'd probably use the default.
Lampros 2 Sep, 2021 @ 7:38pm 
Anyways, what setting are people using? The default 5 minimum and 10 maximum turns cooldown? I am thinking of doubling both values, as it still seems that the AI re-settles too soon.
Lampros 2 Sep, 2021 @ 7:37pm 
It works; and it is easy to check whether it works or not. As prop joe says, check the tooltip after you raze a settlement.
Vollhov 30 Jul, 2021 @ 1:51pm 
Very strange. But it feels like it doesn't work, I have very few mods. I use:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2548096468
It may not work due to the new Mod Configuration Tool ?
prop joe  [author] 30 Jul, 2021 @ 3:24am 
Works fine, you can always check the tooltip, see screenshot. If your scripts are broken it won't work, but that has nothing to do with this mod.
Vollhov 27 Jul, 2021 @ 9:54am 
Does the mod work? It feels like the mod doesn't work after the update. :steamsad:
prop joe  [author] 19 Jul, 2021 @ 12:15pm 
Pressed the update button, nothing changed in the mod.
Lampros 17 Jul, 2021 @ 9:40am 
You might just re-upload it anyways to prevent people (who don't understand that not all mods need to be updated) from constantly asking for updates! ;)
prop joe  [author] 16 Jul, 2021 @ 3:01pm 
works fine
Villas 16 Jul, 2021 @ 2:37pm 
.
Villas 4 Jul, 2021 @ 9:11pm 
This mod is a godsend.

I hope CA fix hordes and revamp them, but until then this mod is a must. Thank you author! Please let us know if this will need update when the incoming DLC arrives.
Lampros 22 Feb, 2021 @ 11:10am 
Cybvep,

I see. I was inclining toward 10-20 myself; the default 5-10 seems a bit too soon. But I thought 5-10 would be what most folks would have experience with, given that it is the default.
cybvep 22 Feb, 2021 @ 11:05am 
5-15 or 10-20 work quite well IMO.
Lampros 22 Feb, 2021 @ 11:01am 
By the way, what values are folks playing with? Default 5 to 10 down cd? Or longer?
Lampros 22 Feb, 2021 @ 9:45am 
Ah, okay. I didn't realize you put an option to adjust it!
prop joe  [author] 22 Feb, 2021 @ 9:29am 
Use MCT.
Lampros 21 Feb, 2021 @ 12:30pm 
Can you make this one apply even when the human player is not playing either Beastmen or Chaos?
DakotaDad214 2 Feb, 2021 @ 8:04pm 
Doesn't seem to be working for us in ME multiplayer everyone rushes the ruins and border gore ensues even one turn after herdstones and chao gates are raised.
Legionarius 25 Dec, 2020 @ 9:05am 
Thanks for the mod - is there any way to remove the icons on top of the ruined settlement? The ruins I left behind has a pink dark elves symbol.
cybvep 4 Dec, 2020 @ 1:52pm 
No need. Just turn it on for the player.
fireball900 4 Dec, 2020 @ 1:51pm 
Would you consider add the WElves to this trio?
cybvep 2 Dec, 2020 @ 11:11pm 
Yes and no. This mod prevents AI recolonization for X turns. The patch will make the AI less likely to colonize recently razed settlements (no idea how "recently" translates into turn count), but it won't be 100% foolproof. We will see how much impact The changes have.
Guts 2 Dec, 2020 @ 5:52pm 
The patch notes seem to indicate this feature has been implemented into vanilla.
Xeonzs 16 Nov, 2020 @ 11:40am 
that tooltip change is wicked.
prop joe  [author] 16 Nov, 2020 @ 4:34am 
Updated:
added the number of turns to the settlement hover tooltip, see screenshot
prop joe  [author] 16 Nov, 2020 @ 4:33am 
yeah, if you use SFO don't use this mod as well
DakotaDad214 13 Nov, 2020 @ 10:14pm 
Rats still seem to be colonizing ruins in multiplayer. Empire is not.
Dragon32 15 Oct, 2020 @ 10:54am 
@HughJanus69
I don't use SFO but my reading of that line is you don't use another mod you leave it to SFO.
HughJanus69 15 Oct, 2020 @ 7:19am 
Does that mean I have to stick with the old version when using sfo or can i also use this new version to utilise the MCT?
Dragon32 10 Oct, 2020 @ 6:26pm 
@HughJanus69
This mod is embedded inside SFO, but it's an older version of the mod that lacks the MCT options above.
HughJanus69 10 Oct, 2020 @ 4:38pm 
is this incompatible with sfo? I raze a settlement from one faction and next turn a different neutral faction colonises it when i have min turns set to 5
prop joe  [author] 16 Sep, 2020 @ 8:10am 
I checked and it works fine for me. Sounds like your scripts are broken.
Carnival 13 Sep, 2020 @ 12:57am 
hey. none of the torn down settlements will be taken again, not even after 50 rounds