全面战争:战锤2

全面战争:战锤2

Ruins Settling Cooldown For Chaos, Beastmen And Norsca (And Others)
84 条留言
Dragon32 4 月 19 日 上午 2:08 
@darvla
Weird. I started a campaign last week with this mod and a bunch of others. Check if there's some old .pack files in Data, maybe?
darvla 4 月 18 日 下午 10:05 
Recently game wont run with this mod. Disabled everything else except this mod. Without it game runs.
Sandboxhead 2023 年 10 月 30 日 上午 7:18 
Prop Joe is correct. His mod is fine; your mods are not.
As of today, I have over 100 mods active. Including Mixu's Tabletop Lords, and Legendary Lords 1 and 2. This mod works perfectly; the AI desperately tried to but could not resettle a town I razed.
Darth ZarZax 2022 年 5 月 21 日 上午 12:00 
is there a reason max turns is set to 100? what should i edit to make max turns 1000? awesome mod btw, must have for chaos hordes imo
prop joe  [作者] 2022 年 2 月 3 日 下午 3:08 
I'm sorry if it reads like bullshit to you, but it's the truth. I have a lot of technical insight into how scripts work and what goes wrong ingame with scripts, I'm not making guesses.
Soup Felyne 2022 年 2 月 3 日 下午 3:02 
so it's everyone else that doesn't know how to code, even though their mods work 100% fine with each other's, and yours is the only one that doesn't...? ok dude, whatever you say.
prop joe  [作者] 2022 年 2 月 3 日 下午 2:50 
It's a copy paste response across all my script mods, because that's exactly what happens. Most people add script bits in their mods but don't actually know how to code and it causes issues.
Soup Felyne 2022 年 2 月 3 日 下午 2:36 
no offense but it's pretty clear you just don't want to think that your mod is buggy. saying "it's because someone broke one of the scripts" makes it look like you're laying the blame on other modders even though their mods work fine and yours doesn't.
prop joe  [作者] 2022 年 2 月 3 日 下午 2:07 
I have technical insight into the whole thing from being a modder, but I'm happy for you if you don't have any issues.
Soup Felyne 2022 年 2 月 3 日 下午 1:18 
i honestly doubt that it's more likely our games are horrendously broken and we somehow didn't notice instead of the mod just being fragile.
prop joe  [作者] 2022 年 2 月 3 日 下午 12:53 
If the mod doesn't work for you it means the scripts in your game are completely broken. A lot of the game mechanics in the background will be broken as well, this mod is the least of your worries in that case..
Soup Felyne 2022 年 2 月 3 日 上午 6:29 
tried it with a variety of mods i like to use and this only works by itself; very incompatible with many mods, unfortunately.
Mark K Marcell 2022 年 2 月 1 日 上午 5:30 
Not working anymore.
Dee 2022 年 1 月 15 日 上午 4:06 
Does This Work ?
Dom 2021 年 10 月 3 日 上午 7:59 
The mod seems to work as per screenshot:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2618379057
but this is what happens the next turn:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2618379091
Any ideas of what could be going on here? There are no script conflicts in the mod manager. I do use a few mods though...
Lampros 2021 年 9 月 5 日 下午 7:05 
Joe, would you consider a system where a razed settlement will have a delay before settling, regardless of who did the razing? That is, currently you can only enable it for the player and a few factions (e.g. Beastmen); and I wonder if this restriction can be eliminated.
Lampros 2021 年 9 月 3 日 上午 5:27 
Dragon, I see. 3 is so short though - might as well as use vanilla! ;)
Dragon32 2021 年 9 月 3 日 上午 4:37 
@Lampros
Hey dude. I'm using a minimum of 3 and a maximum of 8. Although that's in a Greenskin campaign, if I was playing as one of the factions this was intended for I'd probably use the default.
Lampros 2021 年 9 月 2 日 下午 7:38 
Anyways, what setting are people using? The default 5 minimum and 10 maximum turns cooldown? I am thinking of doubling both values, as it still seems that the AI re-settles too soon.
Lampros 2021 年 9 月 2 日 下午 7:37 
It works; and it is easy to check whether it works or not. As prop joe says, check the tooltip after you raze a settlement.
Vollhov 2021 年 7 月 30 日 下午 1:51 
Very strange. But it feels like it doesn't work, I have very few mods. I use:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2548096468
It may not work due to the new Mod Configuration Tool ?
prop joe  [作者] 2021 年 7 月 30 日 上午 3:24 
Works fine, you can always check the tooltip, see screenshot. If your scripts are broken it won't work, but that has nothing to do with this mod.
Vollhov 2021 年 7 月 27 日 上午 9:54 
Does the mod work? It feels like the mod doesn't work after the update. :steamsad:
prop joe  [作者] 2021 年 7 月 19 日 下午 12:15 
Pressed the update button, nothing changed in the mod.
Lampros 2021 年 7 月 17 日 上午 9:40 
You might just re-upload it anyways to prevent people (who don't understand that not all mods need to be updated) from constantly asking for updates! ;)
prop joe  [作者] 2021 年 7 月 16 日 下午 3:01 
works fine
Villas 2021 年 7 月 16 日 下午 2:37 
.
Villas 2021 年 7 月 4 日 下午 9:11 
This mod is a godsend.

I hope CA fix hordes and revamp them, but until then this mod is a must. Thank you author! Please let us know if this will need update when the incoming DLC arrives.
Lampros 2021 年 2 月 22 日 上午 11:10 
Cybvep,

I see. I was inclining toward 10-20 myself; the default 5-10 seems a bit too soon. But I thought 5-10 would be what most folks would have experience with, given that it is the default.
cybvep 2021 年 2 月 22 日 上午 11:05 
5-15 or 10-20 work quite well IMO.
Lampros 2021 年 2 月 22 日 上午 11:01 
By the way, what values are folks playing with? Default 5 to 10 down cd? Or longer?
Lampros 2021 年 2 月 22 日 上午 9:45 
Ah, okay. I didn't realize you put an option to adjust it!
prop joe  [作者] 2021 年 2 月 22 日 上午 9:29 
Use MCT.
Lampros 2021 年 2 月 21 日 下午 12:30 
Can you make this one apply even when the human player is not playing either Beastmen or Chaos?
DakotaDad214 2021 年 2 月 2 日 下午 8:04 
Doesn't seem to be working for us in ME multiplayer everyone rushes the ruins and border gore ensues even one turn after herdstones and chao gates are raised.
Legionarius 2020 年 12 月 25 日 上午 9:05 
Thanks for the mod - is there any way to remove the icons on top of the ruined settlement? The ruins I left behind has a pink dark elves symbol.
cybvep 2020 年 12 月 4 日 下午 1:52 
No need. Just turn it on for the player.
fireball900 2020 年 12 月 4 日 下午 1:51 
Would you consider add the WElves to this trio?
cybvep 2020 年 12 月 2 日 下午 11:11 
Yes and no. This mod prevents AI recolonization for X turns. The patch will make the AI less likely to colonize recently razed settlements (no idea how "recently" translates into turn count), but it won't be 100% foolproof. We will see how much impact The changes have.
Guts 2020 年 12 月 2 日 下午 5:52 
The patch notes seem to indicate this feature has been implemented into vanilla.
Xeonzs 2020 年 11 月 16 日 上午 11:40 
that tooltip change is wicked.
prop joe  [作者] 2020 年 11 月 16 日 上午 4:34 
Updated:
added the number of turns to the settlement hover tooltip, see screenshot
prop joe  [作者] 2020 年 11 月 16 日 上午 4:33 
yeah, if you use SFO don't use this mod as well
DakotaDad214 2020 年 11 月 13 日 下午 10:14 
Rats still seem to be colonizing ruins in multiplayer. Empire is not.
Dragon32 2020 年 10 月 15 日 上午 10:54 
@HughJanus69
I don't use SFO but my reading of that line is you don't use another mod you leave it to SFO.
HughJanus69 2020 年 10 月 15 日 上午 7:19 
Does that mean I have to stick with the old version when using sfo or can i also use this new version to utilise the MCT?
Dragon32 2020 年 10 月 10 日 下午 6:26 
@HughJanus69
This mod is embedded inside SFO, but it's an older version of the mod that lacks the MCT options above.
HughJanus69 2020 年 10 月 10 日 下午 4:38 
is this incompatible with sfo? I raze a settlement from one faction and next turn a different neutral faction colonises it when i have min turns set to 5
prop joe  [作者] 2020 年 9 月 16 日 上午 8:10 
I checked and it works fine for me. Sounds like your scripts are broken.
Carnival 2020 年 9 月 13 日 上午 12:57 
hey. none of the torn down settlements will be taken again, not even after 50 rounds