Total War: WARHAMMER II

Total War: WARHAMMER II

Totally Random Total War Generator: Warhammer II
 This topic has been pinned, so it's probably important
Ubermorgen  [developer] 11 Jul, 2018 @ 1:29pm
FAQ
compatible?
- You should definitely use Mod Configuration Tool to get the most out of this mod!
- Should be compatible with most mods, that don't change huge parts of the game or spawn characters, transfer region ownership etc. Does not change start pos, though.
- if you are not sure, enable only this mod, start a new campaign, save, close the game and enable any save-game compatible mods you want.
- Obviously not save-game compatible.
check the discussion threads "Incompatible with" and "Compatible with" for lists of known in/compatibilities

coop / multiplayer?
Does NOT work for multiplayer / coop campaigns (regions will be shuffled, but generals will stay where they are in vanilla).

unable to recruit units?
"To people unable to recruit starter units. Save and load the game again and it works." --Duckman 27 Oct @ 4:08pm

doesn't work?
I needed Kaedrin's Mod Manager to make this work, and I recommend the Norscan Overhaul mod if you take Norsca, or else you won't be able to recruit.
--Professor Farnsworth 9 hours ago

balanced?
Probably not totally balanced, some settings can be adjusted to your liking with MCT though.

campaign?
Works for both campaigns and it does not matter which faction you choose, as all will be randomized. I have no idea if it affects vortex rituals in any way.

low reliability?
it's a side effect from declaring total peace and resolving all treaties, not sure how to fix it.

plans?
- coop / multiplayer support (if it's even possible)
- propper religion setup
- remove (previously) known factions from diplomacy
- hide previous regions in fog of war
Last edited by Ubermorgen; 20 Mar, 2021 @ 11:05am
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Showing 1-15 of 36 comments
Ubermorgen  [developer] 11 Jul, 2018 @ 1:30pm 
If you have other questions, feel free to ask
quantum silence 12 Jul, 2018 @ 7:02am 
Does it work for coop/versus?
Ubermorgen  [developer] 12 Jul, 2018 @ 7:23am 
Originally posted by laughing silence:
Does it work for coop/versus?
I have not had the chance to test that yet. If you try it, please let me know how it turned out.
Highdark 12 Jul, 2018 @ 10:07am 
Just loaded up the mod. Love the idea btw. WE seems kinda screwed though. I loaded it up and it put me in iceford up in norsca and I didnt have any option to recruit or build different stuff. Are they just SoL?
Ubermorgen  [developer] 12 Jul, 2018 @ 10:11am 
When playing wood elves you need a mod so they are able to settle anywhere. "Expansion of Athel Loren" should work.
Cipher 12 Jul, 2018 @ 10:20am 
Our lords do not get teleported to our new locations in multiplayer. However the cities do change. All lords including AI stay in default areas in multiplayer.
Ubermorgen  [developer] 12 Jul, 2018 @ 10:21am 
Ok thanks for letting me know, I will add another warning and also add it to the FAQ :)
Cipher 12 Jul, 2018 @ 10:29am 
Also not all factions got randomized a few Tomb king faction stayedin default locations so did some Dark Elven factions. It's like it didn't finish moving everyone. I dunno I will check a few times with a friend.
Caricifus 12 Jul, 2018 @ 10:30am 
I love the idea of this, thanks for making it! I'm trying it out as the Slayer Dwarves. I assumed that the grudges and quests were randomly assigned based on the terrain, but they are not, I spawned down by Karak Eight Peaks and got the mission to head several provinces North to take over Gnashrak's Lair.

Any way to fix that? I doubt there is, maybe I just wont play dwarves. Thanks again for making this!!

Oh, I also have vision of my hom region of Karak Kadrin, does that fade over time?
Last edited by Caricifus; 12 Jul, 2018 @ 10:35am
Ubermorgen  [developer] 12 Jul, 2018 @ 10:31am 
@Naotomi: I am not quite sure, but I think I have noticed something similar a few times, where I was not sure whether a faction just randomly got assigned near their old settlement or never even moved in the first place. I will have to check the output log extensively and check each faction one by one, to be sure. But that's a topic for another day.
Last edited by Ubermorgen; 12 Jul, 2018 @ 10:32am
Cipher 12 Jul, 2018 @ 10:35am 
2nd test shuffled the cities better. Still no lord movement on mutiplayer.
Ubermorgen  [developer] 12 Jul, 2018 @ 10:36am 
@Caricifus: Thanks for bringing it up, I was not aware that problem. Maybe I (or someone else) can find an easy solution. I am also not quite sure tbh if it is necessary to set a factions home region once they moved, or if it gets updated automatically.
Caricifus 12 Jul, 2018 @ 10:36am 
Originally posted by Roy W. Winchester:
@Naotomi: I am not quite sure, but I think I have noticed something similar a few times, where I was not sure whether a faction just randomly got assigned near their old settlement or never even moved in the first place. I will have to check the output log extensively and check each faction one by one, to be sure. But that's a topic for another day.

It seems pretty random to me, and some groups would, by random chance, stay where they are.
Ubermorgen  [developer] 12 Jul, 2018 @ 10:38am 
@Naotomi: Since the randomization process prefers suitable climate over other climate zones, there are only that many places where they can land. If they start growing from a place near their original hometown it might look as if they did not move, but grew in the other direction maybe.
Also I am quite sure that most script mods won't work in multiplayer.
Last edited by Ubermorgen; 12 Jul, 2018 @ 10:40am
Caricifus 12 Jul, 2018 @ 10:44am 
Ah, I did lose vision of the home region. I think I am going to try this play through as the dwarves though, should be interesting.
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