Total War: WARHAMMER

Total War: WARHAMMER

No AI Confederations
88 Comments
Yeazzal 1 Feb, 2024 @ 6:45am 
Doesn't work for me
Francisco 12 Apr, 2022 @ 4:05pm 
Does this mod work with latest version?
olivier.amiet 17 Oct, 2020 @ 6:06pm 
updated dude...thx....
olivier.amiet 6 Aug, 2019 @ 3:21pm 
with this MOD the game is better ...
no factions that grow quickly without having made a fight ...
the army of chaos has more trouble to reduce the empire in the center of the map ...
in one of my parts they did not arrive there and were destroyed
the MOD works perfectly and allows to know more faction in the game, excellent ...

thx
Kodiak 12 Sep, 2017 @ 11:01am 
Definately no longer working. Constant confederations from Greenskins with this mod now.
NewbieAdventures3000 5 Sep, 2017 @ 3:31pm 
Confirming problems with Norsca from this, RoR units available from start and cant gain favour
az 31 Aug, 2017 @ 4:12pm 
An update would be really great: this mod is essential.
茸茸鼠(小動物系治療師) 30 Aug, 2017 @ 6:25am 
update plz
Heljumper117 27 Aug, 2017 @ 6:56am 
update plz
Grievous 22 Aug, 2017 @ 6:19pm 
Hope to see this updated when time permits.Thanks for all your work,I know your busy with all the mods you got going on.
Skrymir 18 Aug, 2017 @ 10:24am 
Another to confirm, when playing Nosca I can't declare war on ANYONE! It also gives me all regiments of renown gained from hunts/favour.
Boyd 10 Aug, 2017 @ 8:56pm 
Will not work with Norsca - Tested. Great mod, sorely missed Hope Crynsos can get around to updating it.
Tal'Raziid 10 Aug, 2017 @ 2:57pm 
This mod conflicts with Norsca; yes, i tested it.
Won't let you gain favour no matter how many razed settlements and idols happen
Crynsos  [author] 22 Jul, 2017 @ 12:32pm 
Wood Elves should no longer be able to confederate after turn 90.
BMK3000 29 Apr, 2017 @ 1:32pm 
currently a problem greenskins can still confederate as ai
DisturbingLackOfFaith 15 Apr, 2017 @ 4:59pm 
Cool, I will do that. Thank you.
Crynsos  [author] 15 Apr, 2017 @ 4:55pm 
Yeah, looks about right, although I would still use false/false/true just to be sure, whatever it actually does.
DisturbingLackOfFaith 15 Apr, 2017 @ 4:47pm 
Ah, just how Belegar's Clan Angrund is called the Karak Izor faction.

Could you do a bit of code review for me? I'm trying to disable Greenskin and main dwarf confederations when I'm playing as Angrund. Would this snippet do it?:

local belegar = get_faction("wh_main_dwf_karak_izor");
if belegar:is_human() then
cm:add_default_diplomacy_record("faction:wh_main_dwf_dwarfs", "subculture:wh_main_sc_dwf_dwarfs", "form confederation", false, false, false);
cm:add_default_diplomacy_record("faction:wh_main_grn_greenskins", "subculture:wh_main_sc_grn_greenskins", "form confederation", false, false, false);
end;

I've squeezed this in apply_default_diplomacy(), at line 417, to be exact.
Crynsos  [author] 15 Apr, 2017 @ 3:49pm 
Well, the Necksnappers actually existed previously where Skarsnik starts now and were simply repurposed and put into Karak Eight Peaks where Crooked Moon originally started.
DisturbingLackOfFaith 15 Apr, 2017 @ 3:22pm 
Hey, thank you for the fast reply. I guess I'll have to do some playing around and reading, myself.


Some interesting stuff can be learned, just by reading that script file. Like the fact the AI controlled Belegar does not have any upkeep penalty. Or that the Crooked Moon Mutinous Gits are called the Neck Snappers in the game files.
Crynsos  [author] 15 Apr, 2017 @ 3:02pm 
I don't know of any guide, I just learn based on the scripts available and playing around with them.

From what I know the three booleans refer to the three entries present in the function in the same order, so to disable something it is usually false, false, true and to enable something 3x true.

I'm not fully sure about the part you mentioned as I mainly copy and paste existing functions or modify them a little, but the third part being false or true might be related to whether a diplomatic function is just set or available at all over the course of the game.
DisturbingLackOfFaith 15 Apr, 2017 @ 2:56pm 
Is there a reference somewhere available, for the scripting functions? Considering the mod, I'm interested in cm:add_default_diplomacy_record() and what all its parameters do. What would be the role of the last three booleans?

For example, when the original script wants to disable a diplomatic option, it writes something like cm:add_diplo...(..., false, false, true ). But you do it by writing cm:add_diplo...(..., false, false, false ). What's the difference?
TrialAvel 6 Apr, 2017 @ 5:39am 
Indeed I tried already, the problem is, I like to sometimes make some confederations, and you mod would be amazing for that. But thanks anyway for looking up my mod list! If you find out anything on this, please inform me. Thank you very much for you amazing work!
Crynsos  [author] 6 Apr, 2017 @ 5:14am 
Can't really see a mod, which I can definitely say would be the cause, but you could always just take Dresden's mod that doesn't allow confederations for anyone at all, which should be much more easily compatible.
TrialAvel 6 Apr, 2017 @ 3:43am 
- Ultimate Minor Settlements pack for Grand Campaign
- Garrison Commanders
- Extra Lord Levels
- Extra Winds of Magic
- 33 new skills for Lords
- Chaos please WAIT!
- Half upkeep only (for all)
- Higher Replenishment Rates
- Walls to Tier 4 Settlements
- Better Auto Resolve
- No Public Order Penalties from Difficulty
- Unit Formations
- Happiness Matters
- Better Artifacts
- Better trade
- Dark Water
- Better Campaign Map - Overhaul
- Tier 4 Minor Settlements
- Olympian Campaign Camera
- Building Progression Icons
- I also had No AI Confederations, but it was not working either.
TrialAvel 6 Apr, 2017 @ 3:43am 
- Varg Nerf - Valuable Veterans add-on
- Fear the Chaos Tide
- Fear the Green Tide
- Diplomacy and Resurrection
- Ironsiders: Men of the Empire
- Home region movement - larger bonus
- Fire for Effect - Artillery Upgrades
- Better Garrisons ALL Factions
- Seasons of War
- No Agressive AI Agents!
- Legendary Boris Todbringer
- Empire Expanded - State Troop Officers
- Reiksguard Expanded - Handgunners
- Reiksguard Expanded - Handgunners Altdorf Submod
- Reiksguard Expanded
- Reiksguard Exanded - Altdorf Submod
- Better Camera Mod
- Elder Griffon - Karl Franz
- Rich Empire Farms
- Public Order Rebalanced
- More time for Bonus Objectives (for completionists)
- Chaos Water
- UI Unit Marker
- Zone of Control
TrialAvel 6 Apr, 2017 @ 3:43am 
Mods:
- Rise of the Beastmen
- No more infighting
- Empire Expanded - Unit Pack
- Starting Traits Remastered
- Full Plate Greatswords
- AI Building and Recruitment
- Less population surplus needed
- Prayers of the Old World
- Bons Varied Generals
- Guv’s Griffon Knights
- Settlement Re Textures Vampires
- MINOS Combo Pack
- More Horse Variations
- Black Uniforms, ui, territory and black and white banners and flags for Empire
- Better Wood Elves “Lookout” Settlements
- Guv’s Free Company Archers
- Guv’s Shielded Halberdiers
- Diplomatic Affinity Overhaul
- Province Coloring - State Troop Unit Cards
- Improved Borders
- Agent Limiter Mod
- Valuable Veterans

TrialAvel 6 Apr, 2017 @ 3:43am 
Thank you my friend for your amazing mod! Its a really good work! Unfortunatly I am unable to enjoy it ,as probably one other mod i have is conflicting with this. I will also give you a list of the mods i usually use, and of course, I know you can't check for every single mod... but if you or anyone in the comment section, recognizes a mod (or mods) that might be the sorce of the problem, please help :) Again! Good JOB!
Crynsos  [author] 4 Apr, 2017 @ 7:32am 
The original can be found within the data.pack. All I modified is at the end of the apply_default_diplomacy function and everything you need to do it only for greenskins is there as well.
DisturbingLackOfFaith 4 Apr, 2017 @ 7:16am 
I'm just looking for a rudimentary solution, a mod that just disables confederations for the e.g. Greenskins. If I'm playing Wurrzag, I'll enable it, if I'm playing someone else, I'm not. Or some pointers on what to change in the script to make it so.

P.S. modding help: where can I see the original wh_start.lua, from before you altered it? By seeing what you changed, I could maybe figure out how to make the mod myself (or how to tweak yours).
Crynsos  [author] 3 Apr, 2017 @ 1:29pm 
@sander454
I can see how that might happen, as my mod only disables confederations at the start of the campaign and anything that enables them later on would break it. However, I may be able to modify the script that enables confederation between two factions to only work for human players.


@DisturbingLackOfFaith
Possible certainly, but not so easily, as you would have to add make separate confederation disabling scripts with each checking for the player culture and I have no idea how that would even work in Coop with different player races.
DisturbingLackOfFaith 3 Apr, 2017 @ 9:55am 
Is it possible to disable AI confederations for just one culture? I don't want to compete in confederations with my own culture, e.g. if I'm playing Carcassone, I don't want Bretonnia to gobble up any dukes before my doing so. Or if I'm playing Wurzag, I want to prevent Grimgor from confederating, especially since he has the annoying habit of grabbing orc tribes I'm currently fighting, just as I'm about to deal the death blow.
sander454 2 Apr, 2017 @ 12:37am 
Hi Crynsos
Just checking if your mod allows Bretonnian factions to confederate even if they're controlled by AI?
I'm playing as a Mousillon and just after I signed peace treaty with Artois and forced them become my defensive allies, couple of turns later get a pop up saying Couronne and artois confederate together creating Kingdom of Bretonnia.
I'm using your mod for quite a while now, and that's the first time when I'm actually seeing this.
Crynsos  [author] 26 Mar, 2017 @ 6:28am 
I don't really see why they wouldn't work together, but you can essentially just edit the script in this mod and remove the reference to the chaos script at the start of it to disable that.
TimsVariety 26 Mar, 2017 @ 6:15am 
Is it possible to get a version of this that also stops/prevents the chaos invasion? It's the ONE other mechanics mod I use with the campaign, and sadly the two don't play nice together.
Crynsos  [author] 23 Mar, 2017 @ 6:03pm 
Kinda, but you could still just have them around as military allies and conquer the Empire (or with Conquer Anywhere, anywhere really) and grow your realm that way.
Remo 23 Mar, 2017 @ 5:38pm 
However, blocking all factions from confederating breaks Bretonnians doesn't it? Their whole deal is confederating.
Remo 23 Mar, 2017 @ 5:38pm 
I might do that, the instant quests mod was the more important of the two for me anyways so I'm glad to hear it (likely) works.
Crynsos  [author] 23 Mar, 2017 @ 4:52pm 
This mod works a bit different than Dresden's Diplomatic Options mod, so that assumption may very well be wrong. If you want to go for maximum compatibility, grab Dresden's mod that disables confederations for all factions, including human players.
Remo 23 Mar, 2017 @ 4:43pm 
People in the compatible mods thread on Steels mod say that the Diplomatic Options mod work with Steel Faith, so I assume no confederations do the same thing.

I'll test it anyways, thanks for the response.
Crynsos  [author] 23 Mar, 2017 @ 2:33pm 
Instant Quest Battles is very likely, this one I'm not quite so sure about.
Remo 23 Mar, 2017 @ 2:29pm 
Hey Crynsos do you have any idea if this mod and instant quest battles is compatible with Steel Faith Overhaul?
Crynsos  [author] 20 Mar, 2017 @ 5:28pm 
Well, who knows, maybe you had a broken download or something. Sometimes it just helps to check the game integrity as well to resolve some unexplainable bugs.
Flex 20 Mar, 2017 @ 4:47pm 
I've restarted steam.. Didn't get a confed for the next 15 turns or so. So i guess that helped? :) Thanks for the quick reply tho!
Crynsos  [author] 20 Mar, 2017 @ 4:34pm 
Can't really think of anything that would be an issue in that case.
I mainly tested it with Greenskins as those tend to confederate the fastest and didn't do so for 20 turns (while usually it happens within the first few), so other than that, I have no confirmation of it working 100% as it should.
Flex 20 Mar, 2017 @ 3:52pm 
Well i'm not using any other mods. Have subscribed to this one, started new game and dwarf confederated. Am i missing anything here?
Crynsos  [author] 16 Mar, 2017 @ 5:48am 
I wouldn't be surprised if Radious clashed with this one, as it's incompatible with most other mods out there. Either stop using that horrible mod or switch to another mod that disabled confederations for everyone.
Acadian 16 Mar, 2017 @ 5:26am 
what mods would conflict? I am using radious, diplomacy and ressurection, and ai increased colonization.
Crynsos  [author] 16 Mar, 2017 @ 4:35am 
Then you are probably using a conflicting mod.
Acadian 16 Mar, 2017 @ 3:12am 
i have the mod loaded yet ai are still able to confederate somehow. I play on Very hard.