Total War: WARHAMMER II

Total War: WARHAMMER II

Totally Random Total War Generator: Warhammer II
Red Wizard 26 Jul, 2018 @ 11:34am
TRTWG and Climates
Was wondering if someone might be able to direct me to which portion of the mod to alter to remove the preferred climates bias for the various races. I'm currently using the "No Climate Penalties" mod in addition to this and would love the option to at least have "truly random" starts for my own playthroughs.

I'm pretty novice to modding, but I think I've found it below, under script > export_helpers_randomized_start.lua, but if anyone can assist, I would greatly appreciate it.


-- returns suitability for given "faction" and "region"
--v function (faction: string, region: CA.region) --> suitability: string
function Roy_Get_Climate_Suitability(faction, region)
--out("ROY | Region: "..tostring(region));
local resolvedFaction = cm:get_faction(faction);

local climate = region:settlement():get_climate();
--out("ROY | climate: "..tostring(climate));

local suitability = resolvedFaction:get_climate_suitability(climate);
--out("ROY | suitability: "..tostring(suitability));

return suitability;
end;

Thanks in advance!
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Showing 1-1 of 1 comments
Ubermorgen  [developer] 5 Aug, 2018 @ 1:19pm 
Sorry for the late reply but i just saw this post today.

To remove climate suitability, just comment out the whole while loop in the function Roy_Get_Next_Region(regionList, faction, i) from "while not resolvedRegion:is_abandoned()" to "end;" right before "return region;" by putting -- in front of each line
Last edited by Ubermorgen; 5 Aug, 2018 @ 1:19pm
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