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If it doesn't work for some reason, feel free to upload a working version.
As a fyi, I will not be porting this over to WH3.
I find the AI in WH3 is much better about being aggressive and declaring wars on their own, plus they've broken up a lot of the hugboxes of chaos/ordertides so theres enough racial variety to make the AI not like each other thus declaring wars.
There are some personality + main threat + faction potential tables that basically do the same thing this does, just without using scripts.
You can download the old script and do a diff on the changes.
Totaly agreed.
Also imagine taking more time to make and refine the final update extension of your most succesful game and golden chick;
but then still success at failing in every aspect of it.
Like lmao and wtf WH 1 and WH2 had shorter dev time and where made around alot of games too and they still worked better etc ... even tho of course they once again they downgraded the TW mechanics instead of tiying everything together too .
Also too expensive even more for what it is even if it get refined.
And fuk the "no new engine mentality" but even more with the fact they said they would do it AFTER THE RELEASING TW WH3 GOD DAMN IT !
Wh2 has tons of issues with pathing in settlements, units not shooting on walls, ai doing the conga line, etc. Basic control issues have been fixed since a while ago as well as with the charge bugs. There are some weird UI things that they changed for no reason but they are minor at best.
What you say about Warhammer 2 and 3 are entirely wrong. Warhammer 3 is straight up a broken mess, unit behavior is pure garbage now in every aspect and cavalry for example can straight up charge through infantry. I recommend you check out the Warhammer Launch video.
Noone of the complains you talked about are the ones people complain about the most, if it would be just that it would be a good game already but nothing works anymore and they sure need at least a year+ to fix this as its BASIC UNIT BEHAVIOR, things that worked fine in WH2 already. Like archers shooting from a wall...without hitting the wall.
A lot of the improvements in 3 are very nice, and the modding for it is much expanded. We'll see what is possible once the ass kit is out, but I'm hopeful we will be able to do crazy stuff like adding audio files, messing around with capture zones, and new campaigns.
Enjoy waiting for 3, you still have one to two years until that mess is out of early access
I hope you'll make some mod that removes the unlimmited money cheat from the AI at least.
It's been a week or two since I was playing it but I didn't get that on my Luthor Harkon campaign on Vortex.
Secondly, I am essentially done with TWWH2 until 3 comes out. If this breaks at some point I'd have to re-install wh2 and fix it which is unlikely unless 3 pisses me off so much I'd rather stay on 2.
If someone wants to use this as a framework for another mod be my guest.
Eventually I will revisit this and make it a bit more efficient, I've just been really busy with life and other games.
I tested this with 322 mods including ovn and sfo as chaos and it worked fine for 32 turns :(
No such behavior in Vanilla. Great mod. Battle Royale for AI.
Could be something broke it in the late game in the new update, I'll take a look. Should also be able to see if I can add beastmen to the checks since they can hold their own now.
I'm not sure where people usually upload logs/saves so I can take a look.
But I've noticed some military alliances are still standing and the AI doesn't declare war with literally everyone even when set at the maxed threshold of 1000.
Does the AI not break existing military alliances and/or have some other logic that stops it always declaring war?
All alliances bar one broke down and it's a total free for all, exactly how I imagined the Warhammer world (and not a static boring giant good guy alliance roflstomping everyone else then having nothing but peace which always happened before in the late game lol).
If an aggressors opinion is below that 200 opinion, they will always declare war.
Ignore the out of date mod manager warning. Use Kaedrins mod manager instead of the CA one.
It is as you say, first it checks that the opinion is less than the threshold and then it checks that the opinion is less than the random number.
The script does this for every faction that is not deadl/vassal/rebel/quest.
I have set a hard limit of 1 declaration per faction to prevent a crash. I could set it up so that there is no limit but I would have to disable calling in allies/co-belligerents and I prefer calling in allies to the wars.
I thought the threshold is what triggers a roll then if the roll is less than the actual opinion thats when war is declared.
One last question.... how often is the script do a roll?
I don't remember if I made it inclusive or not so if it rolls 199 it may still declare war.
If you want to set it so it always declares war you could set the threshold to 200 and I think it should always fire.