Total War: WARHAMMER II

Total War: WARHAMMER II

TrakaanTWH2_Climates9
40 Comments
Trakaan - Adventurers Guild Inc.  [author] 12 Feb, 2022 @ 7:33am 
No update from now-on. TWH2 uninstalled to make space for TWH3 ;) . The mod will be ported to TWH3 IF needed and when I feel like it. Might not be before the combined, map might not be at all we will see !
Trakaan - Adventurers Guild Inc.  [author] 15 Jul, 2021 @ 12:41am 
Updated. Beware the new free dwarf legendary lord will have a harder campaign than in vanilla since I mad no exception for him and so, as all dwarfs, jungle is (for the time being) unhinbatitable might change it to unsuitable after I have played with it if it looks too hard.

About chaos invasion you can change the invasion difficulty on campaign launch and about the midgame greentide it's what I wanted for the old world as a midgame crisis. i won't change it for warhammer 2 but I have begun to think about the chnages I will do in Warhammer 3 mortal empire equivalent.
Sciarra di Tilea 6 Jan, 2021 @ 11:46am 
Hi Trakaan before all compliments for your mods, i use many of the ME bundle and i have a real better experience. But there is a problem that i've seen many times: greentide or chaostide. Even with new improvement mid-late game is unbalanced and greenskins become unstoppable. You could do something about this? Thanks a lot
Trakaan - Adventurers Guild Inc.  [author] 4 Dec, 2020 @ 8:35am 
Updated, will have to test how wood elves play now and how it impact vampires (since with this mod the whole sylvania is magic forest). might update depending on the results
Trakaan - Adventurers Guild Inc.  [author] 24 May, 2020 @ 5:54am 
updated for teyh warden and the paunch, be aware that Eltharion and Imrik campaigns will be harder than in base game due to some changes I made to reflect the lore. (Eltharion have Wasteland unsuitable instead of suitable and Imrik have desert unsuitable instead of suitable (but mountains are still suitable))
Trakaan - Adventurers Guild Inc.  [author] 22 Dec, 2019 @ 6:32am 
updated
Trakaan - Adventurers Guild Inc.  [author] 22 Dec, 2019 @ 12:50am 
will update today or tommorow evening if all goes well
Trakaan - Adventurers Guild Inc.  [author] 22 Dec, 2019 @ 12:50am 
yup this is exactly what it does.

Sylvania being magic forest makes it easier to make humans and other races avoid to settle in it.

Concerning dwarfs if you follow the lore they shouldn't expand at all and should have diffculty keeping what they have in the mountains. Orcs should dominate the wasteland not anymone else.
Ten Wild Badgers 21 Dec, 2019 @ 9:04pm 
Is this supposed to make Dwarves bad at inhabiting Wastelands and turn Sylvania into magic fucking jungle? Because it did both of those things.
Trakaan - Adventurers Guild Inc.  [author] 18 Sep, 2019 @ 9:53am 
should be updated I had huge problems with the upload so report any bug. Be aware that with this mod the Huntmarshall campaign will be way harder due to jungle being unsuitable. I made temple of Kara savanah instead of jungle so he can at least have one suitable city.
Trakaan - Adventurers Guild Inc.  [author] 13 Aug, 2019 @ 12:09am 
My whole game is corrupted since a test I made that got really wrong so I don't have acess to it right now ...

As soon as it is back up I will post here the tables' names and other things you have to search for.

A way you could find it by yourself is to use "global research" in the official development tool and search for the term "suitable" or "inhabitable" it will point you to where these things are taken care of.
Xenofang 12 Aug, 2019 @ 2:55pm 
@Trakaan, out of curiosity how do I change a specific faction's suitablity for a certain climate? For example if I wanted to add jungle to suitable for Bretonnia?
Jabel 15 Jun, 2019 @ 4:00pm 
Thanks for taking the time. I'm a fan of your mods and think more people should be using them.
Trakaan - Adventurers Guild Inc.  [author] 4 May, 2019 @ 2:53am 
seems to there is a bug right now as for me all climates are inhabitable with all factions, will have to find where this is coming from ...
Trakaan - Adventurers Guild Inc.  [author] 1 May, 2019 @ 7:47am 
updated for the warlock and prophet content
Trakaan - Adventurers Guild Inc.  [author] 16 Nov, 2018 @ 3:06am 
This is because he isn't meant to settle lizardmen cities all over the old world ! ^^

He can sack and claim cities but it will be very challenging for him to hold them.
In the lore he is only here to kill greenskins, not reconquer every thing.
Also in base game mortal empire campaign if climates are not modifies he ends up killing clan mors really fast, and soon after, all of the southern wastelands and sometimes some parts of nehakara (the desert) and of dwarven mountains. I didn't want that so that's why I did this.

And an other very important reason is that in base game he doesn't have specific climate suitabilitie (he has the same than lizardmen) so it would be quite hard to make him a custom climate suitability since he doesn't have any (should be possible but I don't know how to do that in a mod right now)
Null_0 16 Nov, 2018 @ 12:59am 
Sweet. I wouldn't call myself a lore enthusiast tbh. I only just started to get into Warhammer this year. :-)

Why have you decided on LM climates? I was playing around with Kroq-Gar and I felt so sorry for him just being stuck in the corner of the map.
Trakaan - Adventurers Guild Inc.  [author] 16 Nov, 2018 @ 12:45am 
Well an other lore enthusiast. I like that a lot ! =)
To be honest I just didn't like teclis starting position and I wanted him to lose it as fast as possible and when I play with my other mods he confederates almost all the time before turn 20 with an other High Elf faction so that does the trick nicely for me.
But I completely understand your request and I modified his climate suitabilities before discovering I could change climates of a settlement (which I did when I worked on Alith Anar)
So I will do as you asked and change star tower to island making it a possible foothold for high elves or dark elves (since lokhir is in the area) TL;DR Fuming Serpent = island in today's update ;)
Null_0 15 Nov, 2018 @ 7:38pm 
Also Teclis' ME start is pretty harsh as well. In vanilla Teclis has Jungle as a Suitable climate as well rather than uninhabitable. I get that he basically just stays there as the AI and does a ton of diplo to confederate Ulthuan and possibly unite The Empire, Bretonnia, TEB and Kislev into defending against the oncoming tides of Chaos and Norsca. It just seems right now you can't even get the Volcanic Islands as a starting province to get commandments going. I'd suggest giving the "Fuming Serpent" the Temperate Island climate or give Teclis Jungle suitability but keep Savannah as unpleasant. Giving Jungle to Teclis makes it so Fellheart, Skrolk, and the Lizardmen and Vampirate factions just a little bit more competition for Lustria. Plus isn't it the whole reason Teclis is in Lustria is to find Old One relics to fend off Chaos? TL;DR Teclis Jungle?
Trakaan - Adventurers Guild Inc.  [author] 15 Nov, 2018 @ 1:09am 
Just updated the mod with modifications to Lokhir suitability. Keep the feedback coming ! ;)
Trakaan - Adventurers Guild Inc.  [author] 15 Nov, 2018 @ 1:07am 
you are absollutly right ^^ I've played a little with him and it is indeed a bit too challenging right know. I wanted him not to be too far from the other Dark elves I think I will go back to suitable to jungle and set frozen to unsuitable instead so he doesn't go north
Null_0 14 Nov, 2018 @ 6:14pm 
Why does Lokhir Fellheart have Jungle as unpleasant climate, if I may ask? It makes the start of his ME campaign almost impossible because of Lord Skrolks Skaven corruption.
Sciarra di Tilea 11 Nov, 2018 @ 11:01pm 
Thanks for Alith Anar, without your mod was really frustrating his campaign. 😀
Trakaan - Adventurers Guild Inc.  [author] 10 Nov, 2018 @ 8:05am 
Updated for the Vampire Coast update.
No changes for existing factions, Lokhir and Kemmler have been updated but the "Pirates" are as in base game since I have to play to see how they settle right now ( and also I wonder if climate impact pirate coves)
Full list of changes will be added in description when I update the mod to take this into account (in a week or two).
Trakaan - Adventurers Guild Inc.  [author] 22 Oct, 2018 @ 3:24am 
With this mod the mountains will be unsuitable for humans (the middle penalty) and the public order penalty will be higher than in vanilla games. Thus the Ai won't colonise it or will loose it quickly due to rebels if left unguarded . I will post the full list of suitabilities for each factions when I update this mod when the new dlc is out.
Sciarra di Tilea 21 Oct, 2018 @ 6:11am 
Hi Trakaan, i don't understand: for example this mod avoid that humans could colonize dwarfs mountains or not?
Trakaan - Adventurers Guild Inc.  [author] 21 Jun, 2018 @ 9:56am 
updated !

Instead of making frozen suitable for Alith Anar I decided to make Arnheim (his strating city) Wasteland which will grant him a foothold on the northern continent without making him a massive conqueror when he is played by the Ai. His role is to defend the north of Ulthuan not invade and conquer Nagaroth .... Also changed some suitabilities for the skavens, clan rictus shouldn't be the main ennemy in the region anymore.

To note : when you play Alith Anar with this mod on very hard or legendary, the game becomes quite hard due to the climate public order penalty and you will need to either loot, raze or if you establish colonies to build the culture buildings to maintain public order. Also beware of confederation. I confederated with Avelorn and Queen Alarielle had no public order problems but for me since it was unsuitable it took time to truly take control of this land (which is great from a lore perspective but I didn't thought it would be this impactfull)
Trakaan - Adventurers Guild Inc.  [author] 10 Jun, 2018 @ 11:47pm 
That would be complicated and it would need a strandalone mod dedicated to that which I have not the time to do right now.
Achilles 10 Jun, 2018 @ 4:17pm 
could you add norsca to your mod so they dont use ouposts and are able to occupy any city like the other factions?
Trakaan - Adventurers Guild Inc.  [author] 9 Jun, 2018 @ 12:20am 
I thought about this too but didn't want to change too much from other high elves at first. I will continue playing with him and Herebron and I might also have to modify clan Rictus and Khatep as the presence of Alith Anar will most certainly impact their developpment.

I will update their suitability step by step when I consider something needs changing and do a more global verification of all suitabilities when the hotfix patch is released by CA.
Baron von Noodles 8 Jun, 2018 @ 3:48pm 
@Trakaan Should his starting position in the Frozen climate still be unsuitable for him while the savannah to the south stays suitable? It would seem to put him more at odds with the Lizardmen than the Dark Elves.
Trakaan - Adventurers Guild Inc.  [author] 8 Jun, 2018 @ 10:27am 
Small update to correct an error on my part where Wasteland would be unsuitable for Alith Anar. Now WasteLand is suitable and Island Unsuitable for him (from a lore perspective it could come from the fact that locale high elves populace don't consider him as a true high elves but more as a shadowy figure and himself don't like the political game of the other elves.)
Trakaan - Adventurers Guild Inc.  [author] 5 Jun, 2018 @ 9:30am 
updated for the norsca update (and back to modding after a long break) !
Vorondor 3 Apr, 2018 @ 3:52am 
Any news on "to do" list?
Trakaan - Adventurers Guild Inc.  [author] 7 Feb, 2018 @ 8:25am 
Hi ! My aim with sylvania was to avoid sylvania being completely conquered by the empire and vice versa. The "right" solution will be to implement a new "sylvanian" climate.

For lizards/ island climate I agree with you that it should be suitable for more factions but not the "chaos/vampire/tomb king" one since the vortex is sucking out all teh winds of magic.

And finally on the dark elves I agree again but right now there is no difference between Dark elves factions but it should be possible to do it as they did it for tomb kings for example.

As I'm working on an update of this mod I will make sure to take your feedbacks into account but I don't know when it will be out since I'm pretty busy right now.
Ordev 7 Feb, 2018 @ 3:48am 
Hey Trakaan,

Some thoughts on the mod.

I think Sylvania's inhospitability in vanilla is meant to be represented by the local corruption it has. Perhaps upping that value a bit is a better solution than making it magical forest, as some weirdness can result from that with Elfs/Vampires happily occupying each other's settlements.

I also don't think it was necessary to make temperate island inhospitable for lizardmen instead of unpleasant. IMO it just makes sense if temperate island is more or less suitable for all factions, and rely on the high elves defensive position to keep those lands, and the 'guardian' personality.

Chaos wastes being pleasant for Dark Elves doesn't seem very reasonable either. It helps Malekith expand but he should focus on Ulthuan instead anyway. And in lore chaos wastes are completely twisted zones with screwed up physical laws where only chaos followers live. It might make sense to give chaos wastes suitability for Morathi's faction only.
Trakaan - Adventurers Guild Inc.  [author] 24 Jan, 2018 @ 3:15am 
Updated to work with the Tomb King Update. Values are same as before until I see if some changes are needed due to the arrival of the Tomb Kings. I have not changed tomb king/thretch climate suitability yet since I want to play with/against them a little first. Kept the dwarf as before with this mod since my mod is still going further than the changes made by CA.
Trakaan - Adventurers Guild Inc.  [author] 19 Dec, 2017 @ 12:57am 
It changes what is inhospitable for whate race and makes it less likely for the AI to colonize an unhabitable city (they should raze or sack it).

As of right now I use the vanilla "profiles" for which I modified values. Those "profiles " are : normal, greenskins, skavens, dark elfes, and hordes (chaos + beastmen).
In the futur I intend to create knew "profiles" or at least modify the default one a little more so they are even less likely to colonise unhabitable lands.
Sardaukar 18 Dec, 2017 @ 6:53pm 
Does this mod make the AI less likely to occupy inhospitable cities and more likely to sack/raze the cities instead, or does it just cause the AI to avoid inhospitable areas?
Trakaan - Adventurers Guild Inc.  [author] 17 Dec, 2017 @ 5:09am 
Small update as I forgot to modify cimate public order penalty to be more severe (-6 instead of -3 in inhabitable and -3 instead of -1 in unsuitable). The aim is for the Ai (and you) to have more chance to have a rebellion in provinces not "designed" for you.