Total War: WARHAMMER II

Total War: WARHAMMER II

AI Declares War on Each Other More Updated
151 Comments
Layth36 14 May, 2024 @ 5:33am 
@Jolc3r is there any easy/clear indicator that'd tell you if the mod is working? Besides waiting for RNG to pop war declarations
Jolc3r  [author] 22 Feb, 2023 @ 4:15pm 
Nope, provided as is. I have no intention on revisiting WH2 to check whether my mods still work. There have not been any updates that break this. YMMV.

If it doesn't work for some reason, feel free to upload a working version.
barsarrus 22 Feb, 2023 @ 2:23pm 
appears as not updated, you know if author will update I still play Warhammer 2
Jolc3r  [author] 18 Sep, 2022 @ 10:54am 
It also might be a better idea to change the script to only run once for all factions at player turn start instead of for every faction. It will definitely perform much better, especially with so many factions in WH3.
MrSoul 18 Sep, 2022 @ 10:47am 
Interesting, thank you for sharing that too, look into those tables while I'm at it, and good luck too with own mods o7
Jolc3r  [author] 18 Sep, 2022 @ 10:44am 
Sure thing, good luck!

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.
MrSoul 18 Sep, 2022 @ 10:41am 
thx for quick response/will do a quick check to compare notes! Yeah, that sounds like im on the right path here then. Really appreciate it if only for a quick sanity check for myself haha Getting better, but I'm still learning a lot about lua and how it works with the game.
Jolc3r  [author] 18 Sep, 2022 @ 10:38am 
I can't remember off the top of my head. Might have been using math.random instead of cm:random_number and also checking several factions that are reserved (like rogue armies, brayherds, etc.).

You can download the old script and do a diff on the changes.
MrSoul 18 Sep, 2022 @ 8:48am 
Hey, hope doing well. Just wanted to ask quickly, working on a project for 3 to also edit Anyndel's old script. Gone through all tutorials etc, think got my script to be MP compat but wanted to double check with someone has experience. Just if can top of your head, and if possible to explain in a general sense: what was it in the old script that was causing MP desyncs? Thank you if you have the time!
MarineCARMINE 27 Aug, 2022 @ 8:36am 
Hope to see this mod in WH3. :)
Squaul 24 Aug, 2022 @ 11:34am 
@Homuya[GER]

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 !
Eli 20 Jul, 2022 @ 11:02am 
Well I'm just too poor to afford WH3 and I enjoy the SFO playstyle too much to even remotely enjoy vanilla Warhammer.
Jolc3r  [author] 23 May, 2022 @ 1:54pm 
I can see why people would stick to 2, but I can also see 3 quickly overtaking it once the previous game contents are ported. Its in a similar situation to 2s launch.
Jolc3r  [author] 23 May, 2022 @ 1:47pm 
The ones people complain about the most are the Main campaign being annoying and the rosters being very limiting. They are valid complaints, but also not unique to a main release.

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.
Homuya 23 May, 2022 @ 1:41pm 
I dont see any mod that removes that or rebalances the AI. Most mods buff them in fact.

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.
Jolc3r  [author] 23 May, 2022 @ 1:37pm 
They already exist. I actually quite enjoyed 3. Its not as far developed as 2, but then 2 has had much more time out in the sun. People forget how rough 2 was early on. It only really got going until the first race dlc, and admittedly there's still a lot of issues. Some of the same complaints are not very new, like the bad/cheaty AI, sieges and the main campaign.

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.
Homuya 23 May, 2022 @ 10:16am 
@Jolc3r

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.
Koch Vercem Sana 30 Apr, 2022 @ 7:54pm 
Im at turn 500 of a losing campaign ive tried everything to save on and off for two years. This is exactly what I needed to even the playing field. Thank you downloading now.
Dragon32 25 Mar, 2022 @ 8:25am 
@Weary Willy
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.
Weary Willy 24 Mar, 2022 @ 8:02pm 
For some reason I can't recruit legendary admirals in my pirates of the coast campaign, after enabling this mod, is that a common bug?
Incata 3 Feb, 2022 @ 4:19pm 
Thanks for answering
Jolc3r  [author] 3 Feb, 2022 @ 3:14pm 
Firstly, I don't take requests for new mods. All mods I decide to upload are on pure whims.

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.
Incata 3 Feb, 2022 @ 3:02pm 
Could you create a script that would go the other way around, where all the factions that get along would ally? thanks for your job
Jolc3r  [author] 30 Dec, 2021 @ 1:16pm 
Read the second to last line of the description.
Flamboyant Schemer61 27 Dec, 2021 @ 2:47pm 
sorry mate I mean it's working for me so far. I was jsut asking about his problem to him :D
Jolc3r  [author] 27 Dec, 2021 @ 2:34pm 
Sounds about right, probably due to all the factions or some special factions they use. You could try the alternate mod in the description, as that is a bit more lightweight.

Eventually I will revisit this and make it a bit more efficient, I've just been really busy with life and other games.
Flamboyant Schemer61 27 Dec, 2021 @ 2:25pm 
@✠♠Kn1gHtFuRy♠✠

I tested this with 322 mods including ovn and sfo as chaos and it worked fine for 32 turns :(
Jolc3r  [author] 22 Dec, 2021 @ 2:55pm 
Vassals/overlords are forbidden from declaring on each other. Human targeting is a setting you can toggle if you have MCM.
ForgePrime 22 Dec, 2021 @ 9:44am 
Does this allow the AI to target you (i.e. human players) as well? I had a vassal declare war on me and I was wondering if one of my mods was impacting it. Love the mechanic btw. Gonna make late game fun haha.
Jolc3r  [author] 5 Nov, 2021 @ 1:13pm 
Its probably something to do with special factions spawning. I dont really have any desire to troubleshoot that though. You have my permission if you want to make a compatible version.
✠♠Kn1gHtFuRy♠✠ 5 Nov, 2021 @ 3:06am 
With SFO(and OVN), you can run the campaign till around turn 20-ish. Tried and tested with 6 major races and the game CTD during the turn cycle.
No such behavior in Vanilla. Great mod. Battle Royale for AI.
cboye19 11 Oct, 2021 @ 11:00am 
Did anyone tested this out on SFO and see if it works?
Rips 9 Oct, 2021 @ 5:54pm 
That's awesome ty so much! Great work you've done on this. The only other issue I have is it's not as optimised for single player vs the other fork you mentioned that does the checking after the human player's turn only. But that fork doesn't have your MCT features lol!
Jolc3r  [author] 9 Oct, 2021 @ 5:47pm 
I dont quite remember if I explicitly disallow alliance breaking. I think I only disallow vassals//overlords from declaring on each other and a few factions that are reserved (beastmen herds and rebel factions). Other than that it should be a free for all buffet.

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.
Rips 9 Oct, 2021 @ 6:04am 
Is there any other logic that determines if the AI goes to war? The mod is working great and made most of the late game back into a free-for-all.

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?
Rips 7 Oct, 2021 @ 6:49pm 
@Jolc3r great thank you for clarifying. That's perfect. I used the maximum value of 1000 for the opinion threshold lol. It makes late game Mortal Empires (post-Chaos invasion, close to Short Campaign victory conditions) amazing. This mod is exactly what I was looking for.

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).
Jolc3r  [author] 7 Oct, 2021 @ 3:22pm 
If you want them to ALWAYS declare if they are not above 200, set the opinion threshold to 200 and set both of the rng numbers to any number that is above 200.

If an aggressors opinion is below that 200 opinion, they will always declare war.
Rips 7 Oct, 2021 @ 11:01am 
Ok. So could someone confirm for me, as I am an idiot and need it explained like I am a 5 year old, if you want the AI players to always go to war with each other if not trusted friends above 200 opinion say; you set the opinion threshold to 199, the lower rng limit needs to be -200 & upper rng limit 200, and the number of wars set to -1?
lwhのsama 2 Aug, 2021 @ 8:05pm 
we need update
XIII07 18 Jul, 2021 @ 2:12am 
@FeralZ not needed, read what the creator said, lol. Doesn't matter if it says out of date
FeralZ 15 Jul, 2021 @ 6:45pm 
nice mod, please update. >.<
danwright405 6 Jul, 2021 @ 1:53pm 
i am using kaedrins mod manager. says its out of date
Jolc3r  [author] 6 Jul, 2021 @ 1:24pm 
It will be up to date forever, unless something changes fundamentally about the scripting (not gonna happen until TWWH3).

Ignore the out of date mod manager warning. Use Kaedrins mod manager instead of the CA one.
danwright405 6 Jul, 2021 @ 9:03am 
its saying this mod is outdated on my mod manager. do you know when you'll be updating it?
Jolc3r  [author] 7 Jun, 2021 @ 5:35pm 
My bad I was sleep deprived and forgot to mention it checks both.

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.
TheNatural_1985 7 Jun, 2021 @ 3:37pm 
Oh so the threshold is the number the roll must be less than to declare war ? the aggressors actual opinion of the other faction does not matter?

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?
Jolc3r  [author] 6 Jun, 2021 @ 8:29pm 
Yes. The script will roll a number from -200 to 200 and if the roll is less than 199 war is declared.

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.
TheNatural_1985 6 Jun, 2021 @ 7:54pm 
Just so I understand how this works.... I have the threshhold at 199, lower -200 and upper 200. so a agressors opinion must be below 199 in order to trigger the roll? The if the roll is lower than the opinion war is declared?
Villas 28 Apr, 2021 @ 2:54pm 
KMM says it's outdated :/
Nikitian 18 Apr, 2021 @ 8:14am 
Yeah, those were my two main concerns. Thanks for clarifying!