This mod randomizes region ownership of all regions, to have more diverse campaigns and starting positions. Works for both campaigns and all factions. Compatible with Crynsos' Faction Unlocker, which I highly recommend using together with this mod. Obviously you have to start a new campaign for it to work. You should be able to turn off the mod, once randomization is finished and you have saved the game.

THIS MOD IS IN BETA AND ALTHOUGH IT IS PLAYABLE RIGHT NOW, IT MAY NOT MAKE SENSE WHEN PLAYING AS CERTAIN FACTIONS AND CAN CAUSE SOME WEIRD AI BEHAVIOUR. PLEASE READ THE DESCRIPTION AND/OR DISCUSSION THREADS FOR SPECIFICS AND REPORT BUGS AND UNUSUAL BEHAVIOUR.

! Might be incompatible with other mods that use scripts for character spawning, change of region ownership etc. or mods that change a huge parts of the game. Please check the discussions section for known issues and whitelist.

! If you don't have vision on your new settlement(s) or cannot build any buildings, skip 1 turn or randomize again.

Full Description

So here is what this mod does exactly (in that order):
- shuffles faction_list, region_list and list of spawn positions for horde & rogue factions
- assigns each faction to a random region, where it will start, while abandoning their previous settlements (prefers suitable climate zones)
- makes TOTAL PEACE for each faction (don't worry, normally there are at least 10 declarations of war in the first turn)
- moves horde & rogue armies to random spawn positions
- gives each faction the chance to receive additional regions (adjacent, or adjacent to adjacent)
- moves all characters of each faction close to their new settlements (except the agents, they are wounded for 1 turn)
- all inhabited settlements will be repaired/upgraded to tier 1 (only the main building chain and ports!)
- applies an effect_bundle to each region, adding +100 of the new owners' religion for 5 turns (to somewhat counter corruption of previous region owner)
- centers camera on first settlement of player's faction (only works for unlocked factions)

Known Problems

If you know a solution to one of the listed problems, please contact me, thanks!
- in some rare cases the game may crash while randomizing
- in some rare cases a faction's army will not be teleported to their settlement (as it is currently not possible to check whether a position is within the walkable area of the map)
- known factions / diplomacy still includes previous neighbours
- major factions still have the introductory camera tour across their previous starting lands
- advisor still talks bs for major factions
- since all regions are initially destroyed, you might notice some lag when moving the camera to new regions for the first time; also all garrisons need to replenish!
- previously owned / visible regions are still visible
- In some rare cases some enemy factions will be completely passive, won't recruiting anything and won't move their armie(s)

Notes

This is my first real script mod and it took me quite some time to create, so I have not tested it further than turn 50 in campaign. I have learnt much, which is why I decided to put lots of comments in the script, maybe it will help somebody else. There are many things I'd like to fix and/or change, but for now I am pretty satisfied with how it turned out and I really wanted to get it out there, so people can try it and give feedback. It might be incompatible with other mods. I will not be trying to make it compatible with anything.

Check out my other mods

- Skink Roster Expansion: adds 13 new units, 1 legendary lord and 1 agent to all Lizardmen factions & adds "The Red Host of Tehenhauin" as a faction for custom battles.
- Unique Skink Agents: adds 3 lore friendly units (2 unique campaign agents & 1 hero unit for custom battles) to all lizardmen factions.
- Skink Campaign Agents: adds 3 new campaign agents to all lizardmen factions as subtypes: 2 heroes and 1 lord.
- Lizardmen Regiments of Renown: adds 9 lore friendly regiments of renown to all lizardmen factions.
- Colorful shield variants for Lizardmen: adds some color and variety to lizardmen shields.

Special Thanks

- Marthenil, Drunk Flamingo, Vandy, Mixu and everyone else who provided assistance with lua scripting on C&C modding discord. This would not have been possible without you guys!
- Crynsos and Cataph: for setting up a discord channel, where modders can talk.

If you have any ideas or comments on how to improve this mod, please let me know in comments or discussions section. All feedback is appreciated!

thanks for your time and may the Old Ones watch over you,
Roy

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Yet another recommendation from the ModDB team, this time a brand new mod called Totally Random Total War Generator created by Roy W. Winchester.

What does it do? Totally Random Total War Generator randomizes region ownership of all regions, to have more diverse campaigns and starting positions and it works for both campaigns and all factions. Being compatible with Crynsos' Faction Unlocker, it is highly recommended to use both mods together. Naturally, you have to start a new campaign for the mod to start working its magic. You should also be able to turn off the mod once randomization is finished and you have saved the game.

Radious + Totally Random Total War Generator Radious + Totally Random Total War Generator

(Totally Random Total War Generator + Radious Total War)


Disclaimer

THIS MOD IS IN BETA AND ALTHOUGH IT IS PLAYABLE RIGHT NOW, IT MAY NOT MAKE SENSE WHEN PLAYING AS CERTAIN FACTIONS AND CAN CAUSE SOME WEIRD AI BEHAVIOUR.

Campaign screenshot Campaign screenshot


So what does the mod do exactly?

- shuffles the faction list, the region list and the list of spawn positions for hordes & rogue factions
- assigns each faction to a random region, where it will start, while abandoning their previous settlements (prefers suitable climate zones)
- makes TOTAL PEACE for each faction (don't worry, normally there are at least 10 war declarations in the first turn)
- moves horde & rogue armies to random spawn positions
- gives each faction the chance to receive additional regions (adjacent, or adjacent to adjacent)
- moves all characters of each faction close to their new settlements (except the agents, they are wounded for 1 turn)
- all inhabited settlements will be repaired/upgraded to tier 1 (only the main building chain and ports!)
- applies +100 of the new owners' religion (i.e. untaint or corruption in Warhammer) effect for 5 turns (to somewhat counter corruption of previous region owner)
- centers camera on the first settlement of player's faction (only works for unlocked factions)

Campaign screenshot Campaign screenshot


Download and more info on

Steam Workshop


You can also follow ModDB news and features on

Mod DB Follow us on Twitter Fan us on Facebook Watch us on Youtube Join us on Steam


Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Total War: Warhammer II
Developer
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

-

0 votes submitted.

You Say

-

Ratings closed.

Embed Buttons
Link to Totally Random Total War Generator: Warhammer II by selecting a button and using the embed code provided more...
Totally Random Total War Generator: Warhammer II
Statistics
Last Update
Watchers
9 members
Articles
1