Total War: WARHAMMER II

Total War: WARHAMMER II

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Random Diplomacy (Reuploaded)
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Tags: mod, Campaign
File Size
Posted
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542.416 KB
6 Oct, 2021 @ 9:03am
13 Oct, 2021 @ 2:34pm
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Random Diplomacy (Reuploaded)

Description
I only partially made this and I barely know anything about modding this game. Please don't count on me to try balancing it or adding new features yet.

Original Mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2276759983

Westonsammy and CJ3200's Random Diplomacy mod, respectfully bugfixed and reuploaded in their extended absence. Please don't kill me.

Thanks to Heimdall for actually figuring out how to initially fix it.

If it doesn't work for some reason, Sigmar help us all.




The mod's original description is as follows:


It's diplomacy but random


What does this mod do?

Mainly, two things. It removes the games default racial aversion and other starting negative/positive diplomacy values, and replaces them with R A N D O M D I P L O M A C Y






How does it work?

When you start a new campaign, a script is triggered that allocates a series of diplomacy modifiers per faction, per race. So for example, Tyrion will get his own set of diplomacy modifiers, one for each race in the game, then Allarielle will, then Alith Anar will, etc etc.

The modifiers are pulled from a set, with each having different percentage weights attached to them. Those are as follows:

+25 relations - 25%
0 relations (no bonus or debuff) - 25%
-25 relations - 25%
-50 relations - 10%
-75 relations - 10%
-100 relations - 5%

So most factions will get a -100 relation with one race, -75 or -50 with a few more, but well over half of their relations will be set somewhere between -25 and +25. This skews things towards war and aggression, but not too extremely.






Is this mod compatible with X?

Since the main component of this mod is a script, it should be compatible with basically anything. The only place there may be issues is the aspect that removes the vanilla aversion modifiers. If a mod changes those values or inputs new ones, they will not be affected by this mod and will still be in place.






The balance on this mod sucks!

Probably. As of the day we're making this public we both haven't had much time to playtest the mod, only develop it and make sure it works. We're both working full time and have busy personal lives, and thus would love to hear feedback from all of you! If you have any feedback for us on how campaigns feel with the mod (are things too peaceful? Too aggressive? Too much like vanilla still?) please let us know in the comments!





Credit to Westonsammy's friend Liz for the thumbnail image!
34 Comments
DarthHunt51734 5 Dec, 2024 @ 2:20pm 
@Cinqmongler I want to repeat what the previous guy said. Honestly right now I have been gathering a huge mod list on TW3 and just by reading the description alone, this seems like it will be fun on TW3. So will this ever be uploaded to TW3?
Holy Order of PIZZASALAD 19 Sep, 2022 @ 6:35am 
WIll this ever come to WH3 this was one of my favorite modes on 2. it legit made every campaign feel unique. I dont really like that the same people always fight each other in vanilla
Jenssons 3 May, 2022 @ 1:16pm 
i hope we get a version of this on 3
lwhのsama 8 Jan, 2022 @ 4:25am 
now I cannot play without this mod.thanks ,Cinqmongler,you really do great work:lunar2019coolpig:.It changes the world.Can you make a new mod besides OVN new factions :steamhappy:?
lwhのsama 8 Jan, 2022 @ 3:50am 
:steamthumbsup:
Cinqmongler  [author] 31 Dec, 2021 @ 12:26am 
The mod isn't tuned in particular to any new factions - however, it should go through all factions present and modify their relations with at least the races defined in the base game: wood elves, vampire counts, norsca, greenskins, empire, dwarfs, beastmen, chaos, high elves, dark elves, skaven, lizardmen, tomb kings, vampire coast, and bretonnia, in that order.

In other words, if any factions have been added by another mod, expect their diplomacy to only be affected with vanilla races - or factions borrowing those vanilla settings.
lwhのsama 30 Dec, 2021 @ 11:57pm 
besides OVN new factions?
Cinqmongler  [author] 7 Dec, 2021 @ 8:32pm 
There shouldn't be any way for this mod to produce that. I would assume another mod is doing that adjustment, as "ruler's tolerance" is the default description of a relationship modifier for most factions (save for a few, like wood elves, where it defaults to "Technology" instead). In any case, I haven't personally seen such anomalous values yet.
TheNatural_1985 7 Dec, 2021 @ 6:58pm 
sorry I keep bugging you but I noticed something else yesterday. Dark elves all had a tolerance for ruler +80. since that number does not match any of your modifiers is it possible its a bug? I thought maybe it was a researched tech but usually it says technology on the relations breakdown. Anyways all the dark elves allied and pretty much crushed everyone.
Cinqmongler  [author] 30 Nov, 2021 @ 8:53pm 
Lol, interesting. I don't know any specific reason as to why this mod would cause that. It makes fairly few changes, most of which are done and saved by the start of the first turn. I never want to say it's impossible, but I wouldn't expect this mod to be the culprit for something like that.