Total War: WARHAMMER

Total War: WARHAMMER

Outposts for All
73 Comments
Svarty 30 Mar, 2018 @ 7:12am 
The rebellions due to public order in ruins seems a bit daft. Would it be possible to cause ruins to do nothing in terms of public order - or maybe just get +100 public order per turn as a work around?
Svarty 29 Mar, 2018 @ 1:42am 
This is exactly what I wanted instead of Conquer Anywhere. The paired enemies system retains it's importance with this mod. :steamhappy:
Haxorzist 24 Jan, 2018 @ 2:18am 
A very good approach but you should remove/buff public order on outposts unfortunately the AI want's to hold ruins and outposts against rebellions caused from conquest and corruption/lack of it. He will send his armies on those lands buffing public order while the herds and other enemies destroy his real settlements.
IfThenOrElse  [author] 31 Aug, 2017 @ 12:13pm 
Cheers @BrutasCz I have a number of mod projects I need to work my way through. I'll figure this one out eventually!
BrutusCz 30 Aug, 2017 @ 8:39pm 
@thesniperdevil
The pain is real, I myself created some simple unit size mods. After update, I rather made mod again, than look at what changed where, what is missing, what needs to be added... etc...

Good luck
Velovar 24 Aug, 2017 @ 3:02am 
Any chance to do a texture replacer for Empire settlements to be gray like in the picture above?
IfThenOrElse  [author] 17 Aug, 2017 @ 10:41am 
Hey Darkness - I'm not sure yet. as per the comment on page description - It's taking me some time to figure out what I should do with this mod to encompass the changes from Norsca faction. While the mod itself isn't particularly complicated- there are a LOT of changes so it's going to take some time to figure out the best way to update it :(

Likely that by the time I've figured it out, everyone will be on game 2.
DarknesXAM 16 Aug, 2017 @ 7:13pm 
Is this going to be updated so norscans can make outposts out of non port towns?.
IfThenOrElse  [author] 25 Jul, 2017 @ 10:35am 
From my understanding- Kraka Drak's province has a port- so you should be good to trade with anyone with a coastal link. However if you were to play a faction like Belegar, you can totally conenct your capital to a port or other faction by claiming a ruin connecting your territories. AFAIK the game just looks at region ownership and now how developed a settlment is for trading purposes.
Mechavelli 23 Jul, 2017 @ 4:31pm 
Awesome, that sounds really good! By the way dude, last question (I swear!)

I originally got this mod because Kislev wasn't colonizing a ruin between it and my territory, so I couldn't trade with anybody in the south (I'm Kraka Drak). Will this mod help with that? I need to connect my capital by land or something. Will kislev colonize that ruin, or will I have to build a dock in a norscan region? Thanks!
IfThenOrElse  [author] 23 Jul, 2017 @ 2:38pm 
Talking about minor settlment ruins? Essentially uoi can occupy them as you would other settlments - but there is no option to rebuild them into towns.

They have no garrisons so I would reccomend you keep an army nearby for defence, ideally in the outpost of the provincial captial outpost :)
Mechavelli 23 Jul, 2017 @ 2:25pm 
I'll keep that in mind, thanks. One last question, how do you claim ruins? How does that system work? For example, I just razed a dwarf city as the Empire. I claim the ruin, right? Does that mean that the ruin has a garrison or something to show its mine? To wrest it from my control, will the dwarves have to fight a garrison, or merely enter it and recolonize it?
IfThenOrElse  [author] 23 Jul, 2017 @ 1:52pm 
Mech - From what I remember, the AI will not claim ruins they just made. As for save games - this mod is still a WIP and I would recommend you run it on a new game (and use it until you complete that campaign).

Nico: thanks for the report, I'll look into that when I re-service the mod after Norse update.
[HN] 23 Jul, 2017 @ 2:10am 
Just an update on the Marienburg bug, I can upgrade the town, and can build on the slot ulocked by the town upgrate, but I can't build on the first one and can't build the port.
[HN] 23 Jul, 2017 @ 1:56am 
Hi thesniperdevil, I think I got spoted a strange bug from your mod. I just colonized a razed Marienburg as a Vampire, but it's now concidered as a outpost where I can't build anything in it (despite the buildings tree showing up in the tag).
Mechavelli 22 Jul, 2017 @ 5:04pm 
On that note, is this save game compatible?
Mechavelli 22 Jul, 2017 @ 2:29pm 
Just a question about ruins: will a razing AI instantly claim ownership of the ruins it leaves behind? I'm playing as Kraka Drak and I'd like Kislev to colonize some ruins that Norsca razed. Will they be able to do that with this mod? I'll use this mod because I'll need outposts to cleanse the wastes, but I need trade to bolster my income and those ruins are preventing me from doing that.
IfThenOrElse  [author] 21 Jul, 2017 @ 4:37am 
@Pleeb2 - I'm away fro my main PC atm so can't be 100% sure - but this should work with faction unlockers. You should be ok with vassalise & liberate mods by Dresden.

@Apto thanks! THis mod does not allow Norsca, Chaos & Beastmen to colonise :)

@Faber - cheers! Mod was always intended to be more of a proof of concept. I'll likely take a look at refining it once Norsca FLC goes live - bet that will impact this mod!
Faber 18 Jul, 2017 @ 5:53am 
Good idea with the outposts! There is a few glitches here and there but I like gameplay mechanics. :)
Apto 17 Jul, 2017 @ 6:20pm 
This is absolutely what I've been looking for! Been planning on colonizing Norsca and cleansing it of Chaos Taint to give Chaos the finger.

Quick question however, does the mod also affect Norscan Tribes, Beastmen, and Chaos Warriors? I ask because I'd rather not deal with any of them setting up shop away from their home territories.
pleeb2 16 Jul, 2017 @ 8:26pm 
Does this work alongside Crynsos's faction unlockers?

Also, which of Dresden's mods conflict with this. Obviously "Conquer Anywhere," but what about say, Vassal and Liberate factions, and allowing minor factions to colonize?
IfThenOrElse  [author] 9 Jul, 2017 @ 1:47pm 
@Taldarus - I didn't intentionally support special resources on outposts. They were always meant to just be a military option and a drain on the economy.

@Lazy - you're going to want to into the building_chain_availability_sets and remove options that refer to norsca. Note this might be enough - you may also need to remove references to that building chain in the other tables!
Avalen 9 Jul, 2017 @ 11:05am 
I love this! it is awesome. However I was wondering if you could make a version that does not allow people to get outposts in Norsca. The last game I played Brettonia completely conquered Norsca.

If you could point me to the files to edit I could have a go at modifying it
New Sage 7 Jul, 2017 @ 6:17am 
Looks awesome, quick question. How about special resources?

Is there a way you can balance them into this? (Conquer is way too OP)

I got the conquer mod, because I couldn't stand having a gold mine (as dwarves or vampires) right next to my capital, and I couldn't 'colonize' it to gather that gold. One of the few times RP really governed my gameplay decision.
IfThenOrElse  [author] 13 Jun, 2017 @ 11:53am 
Hey - I am working on an update, but things are pretty crazy irl which is reducing the amount of time I have for testing and polish.
Mumion der Unsterbliche 13 Jun, 2017 @ 12:23am 
update pls.
StrangeAK47 16 May, 2017 @ 10:49am 
ty :8bitheart:
CapitaineYolo 8 May, 2017 @ 7:32am 
I was playing the empire and took karak norn from crooked moon tribe. the only building available is this basic outpost.
IfThenOrElse  [author] 7 May, 2017 @ 3:32pm 
Hey @Capitaine regarding first post - can the main settlement be upgraded at all into an outpost? May I ask what faction you were playing and what the settlment was before you retook it?

Second point, yeah rebels are a bit odd! I guess they need raiding income to increase their stacks... however on numerous occasions I've lost outposts to rebels and seen the re-introduction of old factions - so it's not allways odd!
CapitaineYolo 6 May, 2017 @ 8:13am 
Hey ^^ I noticed rebel factions behave weirdly around outposts. They usually spend ages raiding the dead province for zero gold coins, but never attack. Maybe they consider the outpost a ruin, rather than a settlement? Or the fact, that there are no garrisoned units to attack confuses the AI?
CapitaineYolo 4 May, 2017 @ 7:34am 
https://steamuserimages-a.akamaihd.net/ugc/833574038016319799/66893B8BE43FF817B42A9153AAB10009C9956302/

is this how the building options should look like or is there something missing?
IfThenOrElse  [author] 30 Apr, 2017 @ 2:51am 
Quick Update: I have a few fixes in the works as well as adding a slight PO bonus to the outpost upgrade (mostly to counter difficulty negatives - don't worry the AI can't build these).

Also note that as a workaround for a number of little quirks it is recommended that you raze all territoreies and resettle them as outposts. This takes longer, but it "resets" the region reducing bug encounters.
IfThenOrElse  [author] 23 Apr, 2017 @ 12:36pm 
@HK thanks. I had something similar for me with Border princes retaking Akendorf from the Greenskins.. will investigate what might be vausing this.
@Vaa I'm I am not mistaken, compatability for campaign map packs is determined by the map pack makers.
丨卡迪亞快遞丨 23 Apr, 2017 @ 4:36am 
yes, is repeatable. I tried a new campain with your mod only, and it crash.
vaa 23 Apr, 2017 @ 4:24am 
can this mod be made compatible with "Grand Campaign Custom Maps (80+ maps!)" if it is not already?

having the original settlements ( maybe a ruin version ) on battlemap is too much fun to miss out on.
fastgiga 22 Apr, 2017 @ 1:20pm 
In my playthrough the AI definitivly build outposts. Might be some other mod interacting with this mod. VC build outposts on all former dwarf settlements.
IfThenOrElse  [author] 22 Apr, 2017 @ 10:01am 
@Fastgiga Interestingly, the AI doesn't build outposts (I didnt give it the instructions to do so in the editor) so it will only "build" them in the same way normal buildings convert when you occupy.
-having said this, It should be relatively easy to add a public order bonus to the outposts to ensure the player doesn't get rebellions. If perople want this, that is - I usualy just leave my army in the region & use research/ heroes to maintain order.
@Grrblt it would be nice to know if razing does reset it, just for the sake of a workaround until I can solve it!
@GN Wong - thanks for the report. Is this repeatable?
fastgiga 22 Apr, 2017 @ 5:30am 
The idea is good, but the result is extremly bad. The AI cheats concerning public order, hence they can create outposts everywhere. Players can not, because there is no way to stop a rebellion in the outpost region. Hence the player can not build outposts at all, except when you put a full stack army into that outpost, making it unneccesary in the first place.

The outposts need to have a huge public order bonus to counter the difficulty settings, otherwise the player will never be able to create outposts.

Also the AI doesn'T understand the value of such outposts, sometimes they craete outposts without having any other settlements left, because it doesn't know that it can not rectuit units there.
grrblt 22 Apr, 2017 @ 2:41am 
I was watching the town the whole time that Empire had it (because I was allied with Empire so I wanted the orcs to take it from them, so that I could take it back). But I wasn't specifically looking at whether they had the port or not. My feeling is that they didn't, at least not towards the end. But I'm kind of just speculating :( I also didn't check whether razing the town and resettling it would help, but I probably can if you want.
丨卡迪亞快遞丨 21 Apr, 2017 @ 4:31pm 
Encounter a bug~ not sure if it just is me or the mod problem.

I was bret, I captured the Nortern Grey MTNS, just beside the bret capital.

And than next few turn, the Norsca came by and took it, and the game crash.
IfThenOrElse  [author] 21 Apr, 2017 @ 2:11pm 
Hmmmmmm. Thanks for the heads up @Grrblt! Do you know if the Empire could build the port?

I have an inkling as to the issue, & will investigate asap. (I would assume the same issue applies in Erengrad too!)
grrblt 21 Apr, 2017 @ 10:23am 
I have just experienced a pretty huge bug and I'm fairly sure it's only due to this mod since I'm not running any other mod that changes who occupies what. I was Bretonnia, took Marienburg, and then lost it to the nearby greenskins (Skullsmasherz?). Then Empire took it from them, and the Skullsmasherz sacked the town several times. Finally I took it from Empire.

Now there is no longer a port in Marienburg. Impossible to build anything on the first construction slot. The other slots work fine, but (as usual) they cannot build the port.
丨卡迪亞快遞丨 21 Apr, 2017 @ 1:36am 
waiting this mod to complete!
IfThenOrElse  [author] 20 Apr, 2017 @ 12:30pm 
@[VS]Havoc - Yep, the way I saw it, Horde factions & the Norscans are all about destorying the south.
@Hell_Nico Thanks dude! Hoping I can polish it with time!!
[Necropossum]ArenLeMortel 20 Apr, 2017 @ 8:13am 
Norsca cant build outposts... it's supposed to be that way?
[HN] 19 Apr, 2017 @ 5:52pm 
Welp I've tried a bit your mod and I have to say it's just the best way to do the whole "races shouldn't be able to create city everywhere but still should be able to claim lands.


Sure it need a bit of polish and could be expanded a bit, but even right now that mod is really good.
IfThenOrElse  [author] 19 Apr, 2017 @ 10:18am 
@Cochus I left the WE alone, their outposts are weak and economic, and suited the implementation CA envisioned for them. Those in this mod are meant to be darn hard nuts to crack but costly to maintain.
@The Running Man Thanks, I had a chuckle writing them, check out description texts for the outposts- I enjoyed writing them too :p
@gongoozler -nope, no startpos editing here!
@BloodyAstartes Thanks for the tips- it seems my fears about CAI are a reality. (That it can't cope with upkeep on buildings).
[HISP]Cochus 18 Apr, 2017 @ 11:13pm 
Does it changes the WE outpost?? I think that they more than the others should suffer penalties for expanse out of the forest (elves are few and should have problems for holding big extensions of territory).
The Running Man 18 Apr, 2017 @ 7:24pm 
love the little "lore" explanation you made!!! 10/10
gongoozler 18 Apr, 2017 @ 4:01pm 
Did you edit the startpos ??