Total War: WARHAMMER II

Total War: WARHAMMER II

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Leroy May 26, 2021 @ 9:36am
Any mods to prevent random spawns in Vortex campaign?
I recently got the game and completed the Vortex campaign for the first time with Tyrion. I really had struggled to decide whether to get WH1 or WH2 first and decided to go for the WH2 because of some story and more polish overall. While this is great indeed, the actual strategic aspect is zero to nonexistent because of random spawns.

I mean this big crater is the very definition of a natural fortress and putting strong defenses on its entrances makes totally sense. Yet the only time one of the gates got even attacked was some random raid party. But all the time I had to run arround mostly outside of the crater and either hope that I guessed the next mass spawn correctly or load again from older saves. I got spawns arround the crater and also in the crater and there was only like 1 turn to react. Later in game it didn't even take this ridicolous one turn to siege a city and any city that doesn't have a full 20 units army within simply gets overrun instantly. It takes about 10 turns to even reach to point of the random spawns with some armies because they are so slow and speed seems not to be afffected by the unit type either.

So whenever you finish a ritual it's like, "here have some bunch of armies to battle". No ships are required, they don't come of a portal and are also not even targeting the marked cities. And for the final battle the other factions are just teleported to the center of the crater. Maybe using Skaven tunnels?! So the whole natural fortress thing is pointless, What a frustrating and bad design! Also the AI is very stupid. One time I reloaded until the spawns appeared where I wanted them and they just went for the center of my army group instead of any of the cities arround, including the marked ones. 4k-5k enemies gone with a mouse click, yeah great victory!

I already found I mod to handle this absurdly annoying micomanagement in having to distribute a single skill point for like 20 heroes and commanders every some turns. Is there perhaps a mod that somehow fixes the random spawns, like having them at least arrive from the sea or something and actually trying to reach the marked cities. So that there is at least some basic illusion of some invasion force.
Last edited by Leroy; May 26, 2021 @ 9:41am
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Showing 1-15 of 23 comments
Elitewrecker PT May 26, 2021 @ 10:04am 
Dats not it, he's talking about the ritual armies.
Leroy May 26, 2021 @ 2:06pm 
Thanks for the replies! There's so much content and mods, hard to get an overview. ;)d
Cosmic Cat May 26, 2021 @ 3:29pm 
That Vortex spawn mechanic is soooo ridicilously badly designed....

Those spawned chaos armies can sit and destroy your regions/provinces and you can't even attack/declare war on them...
In my game I had 2 appear out of nowhere and raid my home province for 20-30+ turns non-stop, forcing me to abandon that province because I couldn't counter the corruption and PO malus.
They just sat there at the beach and looked north while raiding me (I assume whoever triggered their spawn was up north, past the water).
Last edited by Cosmic Cat; May 26, 2021 @ 3:29pm
Aleera May 26, 2021 @ 3:36pm 
Originally posted by Starlet:
That Vortex spawn mechanic is soooo ridicilously badly designed....

Those spawned chaos armies can sit and destroy your regions/provinces and you can't even attack/declare war on them...
In my game I had 2 appear out of nowhere and raid my home province for 20-30+ turns non-stop, forcing me to abandon that province because I couldn't counter the corruption and PO malus.
They just sat there at the beach and looked north while raiding me (I assume whoever triggered their spawn was up north, past the water).

They only last for 10 turns at most.
They cannot attack you, they can only be hostile to the faction that started the event.
Yes, their raiding and corruption is annoying. But other then that they will never harm you.
Unless you make the event yourself.
Cosmic Cat May 26, 2021 @ 3:53pm 
Originally posted by 76561198049842757:
Originally posted by Starlet:
That Vortex spawn mechanic is soooo ridicilously badly designed....

Those spawned chaos armies can sit and destroy your regions/provinces and you can't even attack/declare war on them...
In my game I had 2 appear out of nowhere and raid my home province for 20-30+ turns non-stop, forcing me to abandon that province because I couldn't counter the corruption and PO malus.
They just sat there at the beach and looked north while raiding me (I assume whoever triggered their spawn was up north, past the water).

They only last for 10 turns at most.
They cannot attack you, they can only be hostile to the faction that started the event.
Yes, their raiding and corruption is annoying. But other then that they will never harm you.
Unless you make the event yourself.

Like I wrote, mine lasted for 20-30 turns. I actually did a search here on the forum after it happened to me and saw that others also commented that they supposedly despawn after 10 turns.
But I was also not the only one who had them longer than that.
Xaphnir May 26, 2021 @ 4:39pm 
Originally posted by Starlet:
Those spawned chaos armies can sit and destroy your regions/provinces and you can't even attack/declare war on them...

They can't destroy anything of your's, but yeah, the raiding that you can do nothing about is obnoxious.

Originally posted by Aleera:
They only last for 10 turns at most.

They can last for more than 10 turns.
Last edited by Xaphnir; May 26, 2021 @ 4:41pm
Cosmic Cat May 26, 2021 @ 5:17pm 
Originally posted by Xaphnir:
Originally posted by Starlet:
Those spawned chaos armies can sit and destroy your regions/provinces and you can't even attack/declare war on them...

They can't destroy anything of your's, but yeah, the raiding that you can do nothing about is obnoxious.

Originally posted by Aleera:
They only last for 10 turns at most.

They can last for more than 10 turns.

Sorry I should have worded it differently - I meant that they destroy the area by corrupting and raiding it to such an extent (when there's 2 or more of them doing it in the same spot) that it wasn't feasible to stay there.
Android Poetry May 26, 2021 @ 8:29pm 
How does not knowing where the enemy is coming from = zero strategy? It challenges your strategic ability in many ways, sounds like you're just not up to the task.
Leroy May 27, 2021 @ 4:13am 
If whole army groups can spawn randomly everywhere near any of your settlements and instantly out of nowhere and it's also not even possible to build fortresses which at least hold a few turns before backup arrives, then NO. There is nothing to do about, no strategic decisions to be made and it's not like it EVER was in actual history!

Since mankind started to build the first palisades and dig the first trenches, there were always fortresses build to keep control about a certain area and they were always designed to hold against an attacking force that is many times as strong as the defending force. I can't remember that I ever played a game with strategic elements so that implemented this strong-point idea so badly.

On top of this, if you already start in a big giant natural fortress like that crater, it's even more ridicolous that large attacking armys just spawn inside of it within a single turn. That defeats the whole idea of using that crater as a fortress!

Also the fortress elements in the actual real time battles are quite unimpressive, Even the "gate fortress towns", are a joke! They look absolutely great but I'm not sure if these little walls are even slow down an attacking force much. In this game if the forces are about 1:1 there's a good chance to conquer a fortified town. That should not be possible, it IS and WAS always expensive to just run against the wall with you troops!
Last edited by Leroy; May 27, 2021 @ 4:18am
Empukris May 27, 2021 @ 6:01am 
That army is designed to appear in area that is undefended. Although it has some general direction that changed depends on which ritual you do.

The best way is to park your main army somewhere in the middle, not overextend, keep a lord with lightning strike as reserve, keep all RoR intact, summon heroes, RoR and your lord with LS the moment you start the ritual.

If you build walls in all province you should be able to defend it a few turn till your main army force marched and reinforced.

It is the most annoying mechanics in the game, which is why most people choose total domination instead of ritual 90% of the time.

Always park 1 army in your capital no matter what you do, AI will always send interference army all the time in the last 3 rituals.
Last edited by Empukris; May 27, 2021 @ 6:02am
Invisible May 27, 2021 @ 6:12am 
My HE intevetion armie rampaged many turns after the ritual has failed through Naggarond. It was very funny to give the 10.000 gold stack commands where to attack next.
Invisible May 27, 2021 @ 6:17am 
Originally posted by Leroy:
If whole army groups can spawn randomly everywhere near any of your settlements and instantly out of nowhere and it's also not even possible to build fortresses which at least hold a few turns before backup arrives, then NO. There is nothing to do about, no strategic decisions to be made and it's not like it EVER was in actual history!

Since mankind started to build the first palisades and dig the first trenches, there were always fortresses build to keep control about a certain area and they were always designed to hold against an attacking force that is many times as strong as the defending force. I can't remember that I ever played a game with strategic elements so that implemented this strong-point idea so badly.

On top of this, if you already start in a big giant natural fortress like that crater, it's even more ridicolous that large attacking armys just spawn inside of it within a single turn. That defeats the whole idea of using that crater as a fortress!

Also the fortress elements in the actual real time battles are quite unimpressive, Even the "gate fortress towns", are a joke! They look absolutely great but I'm not sure if these little walls are even slow down an attacking force much. In this game if the forces are about 1:1 there's a good chance to conquer a fortified town. That should not be possible, it IS and WAS always expensive to just run against the wall with you troops!

You bought a fantasy game with magic, weird creatures and fantasy races. It doesn't make sense to compare it with human history. There are many ways in TW Wahammer to ignore a fort: underway, beatpath, worldroots, waystones.

The only unlogic thing is, that other High Elves let Morarthi and Noctilus through their gates if they not at war with them.
burningmime May 27, 2021 @ 7:30am 
Originally posted by Leroy:
If whole army groups can spawn randomly everywhere near any of your settlements and instantly out of nowhere and it's also not even possible to build fortresses which at least hold a few turns before backup arrives, then NO. There is nothing to do about, no strategic decisions to be made and it's not like it EVER was in actual history!

Since mankind started to build the first palisades and dig the first trenches, there were always fortresses build to keep control about a certain area and they were always designed to hold against an attacking force that is many times as strong as the defending force. I can't remember that I ever played a game with strategic elements so that implemented this strong-point idea so badly.

On top of this, if you already start in a big giant natural fortress like that crater, it's even more ridicolous that large attacking armys just spawn inside of it within a single turn. That defeats the whole idea of using that crater as a fortress!

Also the fortress elements in the actual real time battles are quite unimpressive, Even the "gate fortress towns", are a joke! They look absolutely great but I'm not sure if these little walls are even slow down an attacking force much. In this game if the forces are about 1:1 there's a good chance to conquer a fortified town. That should not be possible, it IS and WAS always expensive to just run against the wall with you troops!

I'm not going to defend the mechanic; it sucks. None of the new DLC have the vortex mechanic because CA realized players don't like it.

But you're really not engaging with it at all. The game expects you to lose a couple cities. Instead of trying to save scum, try letting a few cities be razed and trying to bounce back. I promise you'll have more fun that way. When you lose big cities, other AI sense that weakness and declare war on you and the game becomes more challenging and interactive. You might not have the money and need to disband an army, and suddenly you're a few steps back, but you still have lords and tech.

Be like Russia -- every major land war in Russia they lose tons of land and cities but seemed to bounce back.

Also, the reason attacking armies spawn inside the toilet is at least loreful -- they're coming from inside the vortex. That big whirlpool next to the drain that the continent is around is where they're actually entering the world from.
Last edited by burningmime; May 27, 2021 @ 7:33am
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Date Posted: May 26, 2021 @ 9:36am
Posts: 23