Total War: WARHAMMER III

Total War: WARHAMMER III

Ruins Settling Cooldown
34 Comments
Player 8 Feb @ 6:59pm 
There seems to be a new ruins settling cooldown mechanic with some nice art in this patch. I wonder how to mod it to extend the time.

I love your mod so much, it really adds character to the world but while I leave it on 50-100 turns I’d rather make it 100-200 to really differentiate ages and regions over a long campaign, and so areas actually stay ruined for a campaign. 100 is unfortunately the max in the MCM, would it be possible to increase the limit?
lahcenal117 3 Dec, 2024 @ 2:17pm 
hi, the mod still works for "normal" ruins but for ruins marked with a herd stone (the small blue diamond) it doesn't work, the cooldown is displayed but the AI ​​colonize
Player 1 Dec, 2024 @ 6:13pm 
Yeah like the previous poster, a range of at least 200+ turns would be way better. I use 50-100 turns and that makes great ruined areas that still aren’t permanent, but I would rather 100-200 turns for even more.

Thanks so much for this mod it’s awesome and adds a lot!!
cveteca 21 Jul, 2024 @ 11:50am 
Hi. Can the cooldown be increase to lets say 9999 or something like this, so that the ruins can never be re-colonized?
Kharn the Bloody 1 Jul, 2024 @ 5:02pm 
If you're having issues with this mod not working, go into the settings via in game Mod Manager, or MCT or whatever it's called in your campaign. In your campaign guys, not from the main menu. There you can set parameters for the mod. The problem I'm experiencing is that Ai factions never settle any ruins anywhere when I have the mod set to "Player Only". The top left box checked in the Mod Manager menu for this mod.
gitrekt 30 Jun, 2024 @ 11:00am 
don't work. everything checked off been using this for almost a year now.
iCT 19 Jun, 2024 @ 10:07am 
This mod needs update. It apply cooldown but factions still be able to colonize. WoC factions are not fun without this mod.
Kharn the Bloody 17 Jun, 2024 @ 4:29am 
Mod looks great. I opened the Mod Config Tool and I'm not sure which boxes to check.

I want the mod to only put the cooldown duration in effect for settlements that I raze. I only want the cooldown applying to ALL AI factions when they try to immediately move into settlements I raze. Which boxes to check in the MCT?

My main problem is AI riding my coat tails when I raze settlements and they swoop in right after I move on. I want this crap to stop. I don't want to effect Beastmen and other Horde armies from being able to do their thing as usual far away from where I'm operating.

Thx
Potato_Aim 7 Jun, 2024 @ 11:20am 
This mod still work... you guys need to go to MCT menu and enable for "Human" or "AI" to make it work, the default is in disable state:steamthumbsup:
NorscanWarlord 29 May, 2024 @ 11:17am 
Wish this would get an update or picked up by someone else temporary.
Pork Chop Sandwiches 25 May, 2024 @ 8:13pm 
This doesn't seem to work for me. There is a label cool down on the settlement UI, but AI keeps coming over to settle.
Rys 9 Apr, 2024 @ 5:16am 
I dont think this mod works :(
Zeyon 1 Mar, 2024 @ 3:39am 
does this mod work until MCT get updated?
Holy Order of PIZZASALAD 29 Jan, 2024 @ 8:39pm 
does this still work such a good idea
Grand 22 Oct, 2023 @ 10:50am 
hmmm i edit it.... for dev - if you need to rly block settle you can simply use "cm:set_region_abandoned(region_key)" bcs if ai settle it you can set it as abandon again :)
Grand 17 Oct, 2023 @ 12:48am 
not working now :/ *im crying :D*
FullAutoAttack 1 Oct, 2023 @ 1:58am 
I set mine both to 40min/40max in MCT and the AI took it the next turn after razing a settlement.

Maybe I should try a lower number...
DonAndresDeUlloa 20 Sep, 2023 @ 12:21am 
@FullAutoAttack

mod works, using MCT set the minimum and max turns to colonize to the same value. I set mine to 25 min and 25 max and its working... I found settlements the AI razed that had been cooling down for 15 out of 25 turns. Great mod. so f***ing annoying to raze a city, leave, come back, and find it level 3 four turns later, lol
FullAutoAttack 17 Sep, 2023 @ 6:49pm 
Does this mod work?

Only ruing this mod and the required mod config.

I set the resettlement to 40 but the AI seems to be able to resettle anytime it wants which is usually right after I raze it, which makes playing the beastmen very tedious.
Rhinoxerous 7 Sep, 2023 @ 11:50am 
if I wanted to just by default turn off resettlement completely, is there a specific table I could alter?
Shatilov 27 Aug, 2023 @ 2:37pm 
i know this may be a hard shot, but can I import this to other TW games, such as Troy ?
Dragon32 10 Jun, 2023 @ 9:39am 
@Chuckawookie
There's some information here, including some symptoms
https://tw-modding.com/index.php/Troubleshooting#APPENDIX:_Scripts

From what I understand a fatal error in one mod script will stop any further processing of mod scripts, breaking all those other mods.
Chuckawookie 10 Jun, 2023 @ 8:53am 
@prop joe Don't know if you read the comments but I just have a general question and da modding den always ignores me. So script errors can break other scripts? How do I know when I have a script error? Does it show up in the script log in the data folder? I found a mod that said "BIG FAT SCRIPT ERROR" in the log and unsubbed from it but was still getting broken script mods.
Lulfd 9 Jun, 2023 @ 1:41pm 
this needs an update or smth, playing as khorne, tomb kings colonize everything.
FullAutoAttack 29 May, 2023 @ 2:28pm 
OMGTY!
prop joe  [author] 13 May, 2023 @ 12:11pm 
you need to enable ti with MCT, if it works you'll see the icon line in the screenshot
Swallowed_Light 8 May, 2023 @ 5:53pm 
I cant get it to work. After three turn of raising a settlement the former occupier just takes it back and doesn't even have to rebuild it. They got it at level 1 with a fully replenished garrison.
Fibrewarrior 18 Mar, 2023 @ 8:57am 
Great mod ! Would it be possible to create a mod to create a mod that stops razing from using all of your movement, just like sacking does it
Holy Order of PIZZASALAD 5 Mar, 2023 @ 1:23pm 
its all coming together! been really missing this one. cant thank you enough you have my most humble appreciation
Omnplayer 27 Feb, 2023 @ 12:12am 
It seems that ai Karl Franz is still able resurrect elector count from ruins
Decomposed 22 Feb, 2023 @ 2:26pm 
<3
The_Inquisitor 22 Feb, 2023 @ 2:25pm 
Amazing work! I've been waiting for a mod like this.
Deeyourelf 22 Feb, 2023 @ 2:19pm 
Thank you so much! I really miss when colonizing a settlement damaged thw army, I wish there were a setting to bring it bacj
Kalash 22 Feb, 2023 @ 1:33pm 
VERY GOOD!