Total War: WARHAMMER II

Total War: WARHAMMER II

No Climate Penalties
262 件のコメント
Doc_Calm 10月1日 17時36分 
Everyone Also needs the Mod: Don't ask about alliance and NAPs
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2633720510
Doc_Calm 10月1日 17時35分 
Thank you Very Much for this Mod! ...I'm pretty sure it still works... I opened it with RPFM and it seems like a good basic implementation.
rahonbass 2月28日 20時38分 
Just wanted to add this mod still works well. Just make sure to load it last on your mod list (to who it matters last mods changes affect the rest). Many thanks to the creator. Btw using SFO and many other mods besides.
adwilkes 2023年10月1日 13時24分 
Doesn't seem to be working after shadows of change update. Not sure if this is just me.
MaYoR :D 2023年3月23日 4時02分 
Don't work for me. TW2
Psycho  [作成者] 2022年8月12日 13時26分 
It should be. I remember adding some SFO related stuff in the past.
So unless SFO added something recently there should be no issue.

Of course, if something was added recently and causing issues, just comment again and I'll fix it.
Ligma Bababooey 2022年8月10日 9時26分 
is it sfo compatible ?
qmffndjtmzls 2022年8月9日 1時42分 
Thank you from korea!!
doug righteous 2022年7月17日 17時34分 
i would imagine each race has a list of climates that it will, and will not settle in, as opposed to checking the bonuses of each climate
Fear2288 2022年5月18日 11時09分 
So this really doesn’t affect the AI’s behavior in regards to expansion?

I’ve always been a little dissatisfied with the fact that while the player has to deal with penalties to replenishment, public order, income, and build time, the AI really doesn’t with all the bonuses it gets.

I’m just curious if this mod inspires the AI to expand in places it usually doesn’t as X faction. Like will KaK become even bigger and stronger by freely taking ground in the desert or empire? Will the tomb kings now seek to expand in places they usually dont? Etc?
Psycho  [作成者] 2022年4月19日 5時07分 
Your assumptions are correct.

80% of updating it is just getting rid of the out-of-date label on the mod loader. A very large chunk of users refuse to load out-of-date addons, so there is value in preventing that by keeping on top of things.
The other 20% is, as you assumed, adding values that have been added by other mods or DLC. Some of the overhaul type modders like adding new stuff to the penalties.

From the comments, most are worried about extra AI aggressiveness, rather than seeing it as a desirable effect. So your request is a bit unusual in that regard. Setting everything to suitable would almost certainly make the AI more dangerous.

Creating the mod you suggested wouldn't be too difficult.
I'm not 100% sure on this and haven't tested it, but I think all you need to do is:
- Open "campaign_group_members_tables"
- Filter for "climate"
- Change all groups to "wh2_main_climate_suitable"

Or pick and choose the factions to your liking, of course.
Legionary 2022年4月19日 4時04分 
Out of curiosity (also includes WH3 version), what reasons would you need to update this mod? Would it just be other mod compatibility, or if a new faction or settlement was introduced?

I've looked at the other mods that are similar, that make it so every settlement climate is suitable for every faction, which would be interesting to play as I guess the AI factions would be more aggressive as they would want to take over every settlement. But these mods would need constant updating for every faction and settlement that is introduced. Is that something that would be easy to mod? Not asking yourself to make, maybe something I could make.

If you do reply, thank you in advance for replying.
Psycho  [作成者] 2022年4月6日 3時52分 
Uploaded the WH3 version:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2790202192

I hope you will trust me to keep it up-to-date since I managed to do so for this WH2 version for it's entire lifespan :B1:
Psycho  [作成者] 2022年2月22日 5時12分 
@Raelag

db/effect_bundles_to_effects_junctions_tables > "wh2_main_climate_(...)"

RPFM schema hasn't yet been updated yet for WH3, so you'll have to use the decoder to access it for now.
Raelag 2022年2月22日 4時55分 
@Psycho Thank you for this mod, I used it all the time while playing warhammer 2.
Any chance you could tell me where I can find the values to adjust in the data pack of wh3?
Any help would be appreciated :)
Cant wait for your mod as soon as CA enables Support.
Psycho  [作成者] 2022年2月20日 5時49分 
Can confirm WH3 climates work exactly the same way. So now it's just a matter of waiting for CA to enable the Mod Manager & Steam Workshop.

https://i.imgur.com/pg4g4Vm.png
johnukguy 2022年2月19日 8時50分 
@Psycho, Thanks for keeping this updated.
Marcus Antonius 2022年2月17日 9時20分 
@Psycho Great news, superb mod :)
Psycho  [作成者] 2022年2月17日 5時14分 
@Marcus Antonius I was planning on it, yes. I've had no issues maintaining and updating this one for the lifespan of WH2, so WH3 should be no problem. Assuming there's nothing particularly odd with the way climates work in the new game.

@Cracktober It does not. All this mod does is set the climate penalty values to zero. Norsca settling ability is a separate system not affected by the value of climate penalties or climate penalties in general.
Cracktober 2022年2月14日 14時57分 
Does this affect not being able to settle certain settlements (such as playing as the Norsca) ?
Marcus Antonius 2022年2月14日 9時24分 
@Psycho I hope you will make this mod for WHIII
战帅的命令往下传 2022年2月1日 3時50分 
l love this mod
Gulzar 2022年1月30日 2時28分 
great mod:Ageha:
嶂墨白 2022年1月11日 19時15分 
nice mod, thank you:steamthumbsup:
XIX Victorious Aut Mortis 2021年12月18日 23時48分 
wondering if you could just enable it for the Player Faction. as My AI factions are going off and taking over Places that shouln't be Habbitable such as the Chaos Waste and Mountains this being AI Nulun's.
Psycho  [作成者] 2021年12月13日 16時16分 
As far as I'm aware the AI behaviour is to simply look at the climate itself; whether or not it is unsuitable/unpleasant to their faction or not.
It is not so complex as to actually weigh the penalty values of the climate penalty in its conquering decision making.

That said, when it does conquer places that have an unsuitable/unpleasant climate for their faction, it will of course not be impacted by the few visible climate penalties that actually affect AI (like public order). So it does gain some advantage through this mod which could perhaps lead to some changes in behaviour. Due to it having to deal with less rebellions, for example.
HardStrike 2021年12月13日 11時57分 
Does this mod change AI behavior regarding capturing territory? typically AI will not capture a location that is not a favorable climate, and raid it instead.

Does this mod make the AI capture every territory they manage to win or is this not affected?
Psycho  [作成者] 2021年10月18日 12時32分 
Just did a quick test and the climates are just a bunch of zeroes in Vortex campaign. Which faction has the issue and which value is not set to zero?

Make sure your load order is correct so there's no other mods overriding the climate penalty effects of this one.
KidKulafu 2021年10月18日 11時03分 
help mods not working with vortex campaign :(
Mekboy Reaper 2021年9月18日 7時39分 
ah i see :p, ty for the info
Psycho  [作成者] 2021年9月17日 14時52分 
Just going to copy what I wrote last time it was asked:

"(...) general answer is no, by my (admittedly limited) understanding of the game.
Climate penalties are tied to factions. For example, one faction treats jungle as pleasant while another treats it as inhospitable. Whether the faction is currently controlled by player or by AI is not taken into account at all in this.

So if you want to remove climate penalties just for yourself and not for anyone else, you'd need to edit the faction you're playing to not have penalties anywhere while leaving all other factions alone. You'd need a separate mod for each faction you want to play as and swap mods when you're swapping factions. Even then the AI playing factions in the same category as yours would also no longer have penalties.

This specific mod gets around the whole faction thing by editing the penalties themselves. It doesn't matter how your faction treats each climate, since the penalties applied are simply 0."
Mekboy Reaper 2021年9月17日 11時53分 
would it be possible to make a player only version ?, i would like the AI not to colonise places it should not be and not be affected by it (kinda like in WH 1) :p
Griffox 2021年8月31日 8時05分 
ty i will try
Psycho  [作成者] 2021年8月31日 5時26分 
@Griffox I have used it in co-op campaign without issues. That's been a while ago now, but I don't think much has really changed on that front since.
Just make sure both players have the same mod(s) installed and use the same mod load order.
Griffox 2021年8月29日 16時28分 
does it work in multiplayer?
瑞仔 2021年8月20日 10時36分 
Thank you
Trekdoek 2021年7月23日 1時04分 
Yes confirmed, still works with Silence and the Fury update.
Coda 2021年7月16日 12時27分 
Thank you.
Sgori 2021年7月16日 7時22分 
I don't have any issues with this mod. New ll works too, if anyone is concerned.
Psycho  [作成者] 2021年7月15日 9時07分 
This mod is simple enough that it should not *need* an update to function. Just ticking the box that allows out-of-date addons to run is enough.

Doesn't mean I'm not going to update it when people ask, of course :B1:
M. 2021年7月14日 18時41分 
update please
Gilzen 2021年7月14日 17時02分 
was wondering if it needs to be updated as well
lordmalorne 2021年7月14日 12時31分 
Will this need an update?
Psycho  [作成者] 2021年4月25日 3時48分 
I'm not seeing any issues here from a quick test, so not much I can tell you beyond the basics that you should make sure it's enabled in the launcher's Mod Manager and that you clicked Play and not Disable Mods when you started it from said launcher. Maybe muck about a bit with the load order if you have multiple mods that affect the penalties.
Reqqi. 2021年4月25日 3時16分 
hi i just subscribed to this but my unsuitable climates still show the penalties like -7 etc ?
Sgori 2021年4月24日 3時55分 
Many thanks!
Psycho  [作成者] 2021年4月24日 2時11分 
@Sgori Done, thanks for pointing out concisely what was missing, makes things a lot easier for me :D:

SFO keeps adding more and more penalties, huh. Third time I'm having to add compatibility for their mod.
Sgori 2021年4月23日 15時25分 
Could you make sfo version?
Unpleasant have +1 recruitment duration and -10% campaing movement range. Uninhabitable have -20% campaing movement range.
alexscrima 2021年4月19日 5時20分 
@Pimpin I think that AI is however a little boosted compared to that player so I think the AI doesen´t care about climates because its penalties are a trascurable compared to its boost
Pimpin Pippin 2021年4月14日 9時34分 
To be honest due to campaign difficulty buffs the AI barely suffers any penalties from bad climate.
I think they are programmed to somewhat avoid bad climate cities but numerically speaking AI does not care all that much about climate penalties.