Total War: WARHAMMER II

Total War: WARHAMMER II

Dynamic AI Restrictions
52 Comments
Ydok4  [author] 16 Jul, 2021 @ 5:12am 
@Lovecraft's Death I had to do some testing. Updated for the latest patch.
Lovecraft's Death 16 Jul, 2021 @ 4:53am 
Relevant for the new DLC?
Ydok4  [author] 11 Jun, 2021 @ 5:32am 
@modmodmod Thanks! Let me now how it goes.
modmodmod 11 Jun, 2021 @ 5:16am 
This is the mod I've been looking for!
The Empire is Reikland, The Badlands are Karaz-A-Karak or Grimgore. Bretonnia is Couironne, Ulthuan is Eataine.
These confederations are always the same. So campaign is boring and uninteresting.
I'm going to start a new campaign by applying this mod right now.
Ydok4  [author] 7 Jun, 2021 @ 8:56pm 
@pinkhyori I just gave the description a quick read and they seem like they should work fine together. I suspect that my mod will unrestrict confederations when the player gets strong enough though. If you try them together let me know how they work.
pinkhyori 7 Jun, 2021 @ 6:25pm 
hi Ydok4, is there compatibility with mod 'Revenge of the Wicked', both mods seem to do very similar things.
Ydok4  [author] 11 Apr, 2021 @ 2:26am 
I've disabled the confederation which happens when Greenskin AI defeat other Greenskin faction leaders.
This restriction is removed when the player has enough imperium.
The player has the normal mechanic.

This helps Greenskins a lot as the minor factions help keep the dwarfs in check.
Beaver 27 Mar, 2021 @ 8:20pm 
thank you! I'll try yours solo first.
Ydok4  [author] 27 Mar, 2021 @ 2:16pm 
@Beaver It doesn't matter, in general don't touch load order for non-cosmetic mods in this game. Modders can change load order outside of the file name. Changing it manually mostly just leads to issues.
That said, I would advise playing with either this mod or other AI nerf mods. Since this mod does kick the AI in the shins a fair bit,
Beaver 27 Mar, 2021 @ 7:01am 
if I use a no cheating for ai mod should it go above or below this if I want yours to take priority? Thanks for a great mod!
Ydok4  [author] 27 Mar, 2021 @ 3:19am 
Thanks!
I hope you continue to enjoy it.
Swansonhart 27 Mar, 2021 @ 2:14am 
Just wanted to let you know, I've already started a new campaign and enjoying your mod a lot!
Ydok4  [author] 26 Mar, 2021 @ 9:39pm 
New version uploaded with a new feature:
High elf factions won't be able to declare war on dark elf factions unless the faction is Tyrion, Teclis or Alith Anar or:
-A dark elf faction controls territory on Ulthuan (Every high elf faction can declare war on this one faction).
-The player is not an Order Aligned faction and they have a high enough imperium level (same requirement as unrestricting confederations).
Ydok4  [author] 15 Mar, 2021 @ 7:41pm 
I've uploaded a new version with some changes to High Elves. Most High Elf factions have a -2 penalty.
There are also some more targeted changes to help out Malekith and Morathi.

See change notes for more details.
Swansonhart 1 Mar, 2021 @ 4:13am 
Ahh, I see. Well, I'm sure to use your mod in my next campaign then. Thanks for reply. And the mod! :)
Ydok4  [author] 28 Feb, 2021 @ 7:16pm 
@ᎶᑌᗪⲘᑌƝↁᖇ Confederation restrictions won't be. Army restrictions will be in place but won't remove any existing armies. So you may see factions with armies above the cap until they are wiped out.

A new game is recommended.
Swansonhart 28 Feb, 2021 @ 6:56pm 
Is it save game compatible? I don't think the description mentioned this, but judging from what the mod does it seems I need to start a new campaign.
Shasta15 4 Feb, 2021 @ 8:05am 
@Ydok4 No problem! Glad I could help, thanks again for the awesome mod!
Ydok4  [author] 4 Feb, 2021 @ 12:19am 
@Shasta15 Thanks for the report. Looks like this was functioning incorrectly for order, chaos and unaligned factions.
Shasta15 3 Feb, 2021 @ 9:07pm 
Hi, I was playing as Hexoatl when I noticed that I no longer had the option to confederate any faction no matter what faction I chose. I tested each mod I have individually and I can confirm your mod is the cause. Just thought i should inform you of the issue, otherwise a great mod.
Vanghoul 20 Jan, 2021 @ 5:18am 
hey hey, figured out it is a conflict with another mod Im using, if I find out I'll post here to let everyone know!
Vanghoul 19 Jan, 2021 @ 9:05pm 
Booted an Empire campaign for two turns to test, and Grom and Grimgor factions really don't seem to be triggering the listener, as they dont appear in the log =s hope u can find the issue, bc this mod really rocks
Vanghoul 19 Jan, 2021 @ 8:35pm 
While playing as Empire, I noticed that some Orc factions had only 1 army, despite having lots of settlements, and not appearing in the log file at all, is that normal?
The factions are Grom with only 1 army but 4 regions, and Grimgor with 1 army and plenty of regions in the Badlands...
Ydok4  [author] 2 Jan, 2021 @ 5:25pm 
@edwinfuor Thats extra weird. I've just updated the mod with some tweaked logic which should (hopefully) make it more multi compatible. From the sounds of it though you may have other issues.
edwinfuor 2 Jan, 2021 @ 5:18pm 
in fact it work very well in 3 others camapgn but it was the first time that happen when we play bretonia and empire, it's kinda weird ^^ . Anyway, good luck
Last time we play dark elf, wood elf and skaven, wood elf and sartosa, arabia ( mod faction and one of tomb king and we have no issue. strange things
Ydok4  [author] 2 Jan, 2021 @ 5:15pm 
@edwinfuor This currently isn't multiplayer compatible. I'm looking at making a few tweaks to assist with this but this isn't a priority for me. That said I wouldn't have expected the army caps to break but instead would have thought there would be desync issues. Could indicate you also have a script break.
edwinfuor 2 Jan, 2021 @ 2:59pm 
it's normal that when we play bretonnia and empire in coop, we are limit to 1 army for the player
stembeater 24 Dec, 2020 @ 3:07am 
I also meant love this mod not his mod. The Army limits and confederation make it a completely different experience. Also your Public order mod really causes you to build up garrisons which in turn limits how hard you can go on income. The campaign changes you made really make the experience better for me.:steamhappy:
Ydok4  [author] 22 Dec, 2020 @ 12:48pm 
@Madi I wouldn't use this with any other no confed mod. There aren't any plans to separate the mechanics at this point.

@stembeater Glad to hear it. CTT is great. It has a good amount of support and updates almost immediately after a patch.
Madi92 22 Dec, 2020 @ 4:56am 
It i use no confed mod. Wich one would be applyed?
Can you make the army limit separate maybe? I just hate the confed mechanic as it takes out the diversity.
stembeater 22 Dec, 2020 @ 2:18am 
Love his mod and the ones you use this just feels well paced and less hectic. I find myself fighting more battles rather than autoresolving because i wont have to fight another bunch of armies every turn. Thanks for putting me onto the CTT mod as well.
Ydok4  [author] 12 Dec, 2020 @ 1:45pm 
@AsmodeusUltimate This should work with OvN but they won't have the new features available. There isn't a plan at this point for an OvN submod.
Ydok4  [author] 12 Dec, 2020 @ 1:39pm 
@Taasrin I don't use most of these so I can't say for certain. If they change anything to do with confederations or army limits then there is a chance this won't work.
InquisitiveBard 12 Dec, 2020 @ 8:02am 
@Ydok4 Is this compatible with the following mods?

* Radious Mod by Team Radious
* Loreful Empires by Drunken Flamingo
* Ashaldar's Loreful Diplomacy
* Jadawins Diplomacy Rebalanced
* Diplomacy Options: Vassal, Confederate by Dresden

These are the only mods I use that might conflict but I'm unsure. Would you be able to confirm?
AsmodeusUltima 12 Dec, 2020 @ 5:20am 
I really like the sound of this one, but have grown rather fond of using OvN. Any chance for a sub-mod adding the more popular subcultures?
azabrown 11 Dec, 2020 @ 10:45am 
unsubscribing and resubscribing fixed it
Ydok4  [author] 11 Dec, 2020 @ 1:29am 
@azabrown This sounds like a script break.Try with only this mod enabled. If it is still occurring try unsubscribing and resubscribing.
azabrown 10 Dec, 2020 @ 9:14pm 
karl franz
Ydok4  [author] 10 Dec, 2020 @ 6:45pm 
@azabrown Which faction are you playing as?
azabrown 10 Dec, 2020 @ 2:11pm 
I can only recruit 1 lord with this mod since update. love the mod but .....
Ydok4  [author] 8 Dec, 2020 @ 6:48pm 
@dragon These aren't hard limits. They are based on the rules outlined in the description.
"The number of province capitals they control with a suitable climate (excludes some regions like Forts and Gates).
A bonus value if the AI faction does not belong to the same alignment as the player (this generally excludes order factions).
A bonus value if the player faction grows in strength. (see below)"

Dwarfs have been hit with a -1 across the board. Which means even major factions only have 1 army at the start of a campaign. If they are getting more armies it is most likely because they are conquering other territories.
dragon 8 Dec, 2020 @ 6:39pm 
Where can I look to see what army limits are (in your mod or base game)? Your thread just shows relative adjustments? Dwarfs out of control in last campaign, had double the amount of other computers. Eventually did no fog of war to see what was going on. Thanks!
Ydok4  [author] 5 Dec, 2020 @ 2:07pm 
@Anarchy xX As a player, you shouldn't have had army restrictions before the patch either. This may indicate that you had a script break. The player should have been set to unlimited armies at the start of their turn.
Anarchy xX 5 Dec, 2020 @ 10:05am 
Great mod , but until the last patch i have an army limit for my faction , it's a bug or you change the mod ? thanks
Big Sneeze 1 Dec, 2020 @ 11:53pm 
Wow! I played Khatep earlier this year and Ordertide was absolutely campaign endingly bad. Looking forward to trying your mod out in the future, subbed for now.

Thank you!
Ydok4  [author] 30 Nov, 2020 @ 11:03pm 
@AbortedMan Confederation restrictions won't apply immediately. This should eventually apply after a faction confederates someone.
Army Caps should apply immediately but it won't remove armies if the faction is above the cap already. Once the extra armies die it should work as per normal.
AbortedMan 30 Nov, 2020 @ 1:29pm 
Does this require starting a new campaign to take effect or can it be added in progress? I'm on turn ~100 of a greenskins campaign I'd rather not abandon, but this sounds like a great mod.
Guts 27 Nov, 2020 @ 12:35pm 
I love this mod <3 The donut actually devolves into civil war instead of Tyrion absorbing everyone.
Xenos 27 Nov, 2020 @ 12:20pm 
Thanks friend, the late-game grind is a real problem.
Ydok4  [author] 23 Nov, 2020 @ 12:54pm 
@JP They work fine together. This mod only disables confederation through diplomacy. Any confederation that is forced through scripting will still work.