Total War: WARHAMMER

Total War: WARHAMMER

Warlords of Chaos: A Chaos Campaign Overhaul
59 Comments
Azok Of The Exquisite Pain Dec 21, 2021 @ 2:09pm 
Soooo I cant get dragon ogers. the building for them are not in the tree so now whats thats all about?
Warpig934 Jan 4, 2018 @ 1:38am 
Best mod for chaos !!!!! will you port this over to warhammer 2?
⋋Parad0x⋌ Sep 25, 2017 @ 6:40am 
Fixed :) You have a duplicate entry in the building_units_allowed table.

69964 is applied to both Forsaken level 3 and Aspiring Champions level 5.
⋋Parad0x⋌ Sep 21, 2017 @ 12:17pm 
Amazing! Though one issue, when I upgrade to the top tier main building, my Aspiring Champions disappear and are unable to be recruited.
Malykriss Aug 25, 2017 @ 1:11am 
Hi man! I was hoping you could help me with a mod I want to create that adds some flavor to the beastmen campaign :) If it isn't inconvenient for you, can I add you so we can talk about it?
Dr_Z Aug 18, 2017 @ 12:35am 
can you make a version that didnt delete the original skills?
Ezekiel Jul 28, 2017 @ 8:13pm 
Thanks for the great Mod. It really improved the Chaos Campaign for me and I like the new Skill Trees for the Chaos Legendary Lords.
spyritwind Jul 23, 2017 @ 8:51pm 
Love this mod :D Is anyone else having an issue where if you upgrade from Blasphemous Icon to Ruinous Altar the game no longer recognizes that Blasphemous Icaon has been built and you cannot recruit an Exalted Hero any more?
Andkat Jul 10, 2017 @ 7:38pm 
Have you considered perhaps extending these changes to the Beastmen? While ideally there'd be a little variation between them in what particular skills do for Beastmen vs. WoC, the premise of the mod would still certainly suit them.
Mud Jul 3, 2017 @ 10:16am 
Can you make the mod with just the Norscan adjustment? That is such a nice quality of life mod but I am using steel faith overhaul.
Razorhex May 24, 2017 @ 6:39pm 
Reall cool mod, best Chaos mod I've played yet. By turn two I felt like I was starting the Chaos Invasion, not looking for a place to hide. I really like the pricing structure as well, expencive to recruit, but normal upkeep with skills that can lower it is really cool. Great job!!!
YoureATowel May 16, 2017 @ 3:21pm 
I'd be forever in your debt if you could release a version that's just the skill tree perhaps minus the bottom row. I'm addicted to SFO and would like to use this mod too, but they get wonky when used together (buildings messed up, upkeep is too low for SFO). Your skill tree is by far the most interesting and flavorful custom skill tree I've seen.

Sick mod, and basically what I'm looking for for hordes so I'mma give this a long go on vanilla.
Sevatar May 10, 2017 @ 11:09am 
This is hands down the best chaos overhaul mod. It makes a huge diff.in quality of life. No longer do you need to wait half the campaign to have variety in your hordes! Can confirm compaitibility with Chaos Divided.
Dr_Z May 3, 2017 @ 3:34pm 
can you make a version that only add extra skills for lords(but not delete original skills)?thank you.
Green Raven Apr 21, 2017 @ 11:21am 
PS. This mod is fullly compatible with the new Awaken Vassels mod. If both are installed, the awakened tribe will instantly vassilize, no diplomacy required.

Im in middle of testing how the AI uses this mod when the player is not Chaos. Im pretty sure it makes no real difference, as the hordes spawn pretty much fully stocked, but Ill keep experimenting

Thanks for your work! You really saved a broken faction!
Green Raven Apr 21, 2017 @ 11:17am 
I have to say, this mod is BRILLIANT! The most annoying thing about playing as the WoC was the fact that you had to specialize in one unit type, and that even if your LL respawns, the massive amount of infastructure pushed into the Horde didnt.

Now, my Lords decide what types of units are availaible. They might get killed, but they bounce right back ready for action.

I AM THE HERALD OF THE END TIMES!!!
MC I SOLAR OP:TIPPZIED Apr 4, 2017 @ 4:09pm 
Now to make this list absolutely perfect I would need Crynsos Faction unlocker +, of which whose mods that reposition cities and lords interfere with startpos, which is unfortunate because the trade off would be between being able to play other minor factions and having tall cities which lead to a much more satisfying gamepace and gamestyle.

To make it even better I would add Zagz unit mods, if they had 65-85% less hp.

To make it the best I would want the chaos lord skills from this mods to make them more like they should be, and frightening powerhouses.

I play at very hard (modded) with better AI, adding these mods would make the game a challenge again. I just want to make T:WWarhammer great again.
MC I SOLAR OP:TIPPZIED Apr 4, 2017 @ 4:09pm 
You're very right, this mod does not offer modification to exp or skillpoints but to have the best gaming experience possible I tested around with numerous mods for some 200 hours to see what works the best, whats balanced and what gaps need to be filled, I came up with this.

http://steamcommunity.com/workshop/filedetails/?id=879382838
WillW  [author] Apr 4, 2017 @ 2:42pm 
This mod does not increase skill points per level, but should be compatible with mods that do. However, I have not designed the skill trees with additional points per level in mind. You may possible end up with more skill points than you can actually use.
Lyle Crocodile Apr 4, 2017 @ 1:03pm 
Does this mod increase skill points gained per level? Is it compatible with mods that alter this?
MC I SOLAR OP:TIPPZIED Apr 4, 2017 @ 4:26am 
Sigvald should be able to unlock all four paths, this is not lorewise but he needs to be stronger, previously he was a duelist beast with that fairy armor but now with the tradeoff in skills he dies to fast to make use of that sustain, "duelist role" nullified.

^ = Easy route.

Make Sigvald great again, give him his own customized Slaneshi skillset.

You're an amazing modder, this is an amazing mod, I love your balancing and your final decisions but having these two lords so lackluster in evolutionary options is sad! You should feel great for making this amazing mod which is why i bothered to sit here and write this wall of text, I care because I love it and want to play with it, that is why I urge you to make this mod so much better with these little tweaks!
MC I SOLAR OP:TIPPZIED Apr 4, 2017 @ 4:26am 
This is an amazing mod - But! It feels incredibly lackluster not being able to have a strong and fast cav while having the stats Kholek is supposed to have.

I'm on turn 160 in a multiplayer (modded very hard, better ai et al) with a friend so I've had the time to feel this mod out thoroughly and here is where its unfortunately lacking, while its great to be able to spawn throwaway armies they are still very expensive popwise to create, with lvl 60 as max and three skillpoints a level you quickly get a good army customized and buffed up but once thats done its gets boring. With previous added skills, of which three are still active and working with your amazing mod, its still not enough skills, and it feels like Kholek and Sigvald had more options and got stronger armies with their previous trees - which is not ok! Kholek can flatten mountains, he is chaos undivided, herald, i want him to have a skill tree similar to Archaon.
HAVOC5150 Apr 2, 2017 @ 8:11pm 
I'll still run your mod even without a fix, i'll just not upgrade to the dark portal
WillW  [author] Apr 2, 2017 @ 4:32am 
Unfortunately this isn't something I can't really fix without duplicating a great portion of Chaos Divided inside my mod, which would cause problems for people who don't use Chaos Divided. I'll contact Demon Spider and see if we can work out some sort of fix.
HAVOC5150 Apr 1, 2017 @ 1:02am 
@author they are units from the chaos divided mod. All those still have their original mod assigned buildings. I suppose thats why the issue exists. I'm upgrading a structure to one that CD does not recognize
Frenzlin Mar 31, 2017 @ 10:07pm 
I absolutely love this mod. Playing Chaos is actually enjoyable now! Do you plan on changing the technology tree at any point?
WillW  [author] Mar 31, 2017 @ 2:30pm 
FlippityFloppity: Exactly which units did you lose access to? In this mod you don't actually recruit units from the Magic chain any more, other than sorcerers, so upgrading it shouldn't make any difference. It's possible there might be a conflict with another mod.

I'll look into doing something with Varg and Skaeling.
HAVOC5150 Mar 31, 2017 @ 1:52pm 
When I upgraded to Dark Portal I lost the ability to recruit the units from the previous tier. bummer. please fix
HAVOC5150 Mar 31, 2017 @ 1:25pm 
also maybe lower new horde cost a bit. pretty please
HAVOC5150 Mar 31, 2017 @ 1:18pm 
I like this mod, but im having some trouble with skaeling and varg. even if we are allies i don't have the opportunity to ask for military access. so no matter how friendly i am, i am always trespassing through their land. so in order to avoid inevitable trouble i have to conquer, hoping to awaken a tribe thats actually useful. Any chance you can make military access with the tribes possible and easy to get.
ShockMeSane Mar 30, 2017 @ 7:23pm 
Wrote you some extremely long feedback in your suggestions, v3 is a great improvement.
Matthias Mar 30, 2017 @ 1:02pm 
@boliviantreemonkey can you make the satoreal recruitable for choas iin the mod and give him teenzch skiill tree please?
AGES99 Mar 30, 2017 @ 2:58am 
CA, recruit this guy for Game 3.
WillW  [author] Mar 30, 2017 @ 12:45am 
ShockMeSane: You'll be pleased to hear that in the upcoming build the "God's Gift" ability offers melee defence on top of leadership to Exalted heroes.

Balance is something I'd be keen to hear more detailed opinions on. I don't mind the abilities feeling strong vs other factions - I feel the Chaos campaign should be a bit of a power fantasy - though obviously I don't want to make the campaign to easy. What I'm most interested in is internal balancing: do the abilities all feel like attractive options? Are multiple builds interesting and viable? That kind of thing.
WillW  [author] Mar 30, 2017 @ 12:40am 
Football4life02: to explain my logic a bit more,it’s impossible to completely lock units behind skills. So my workaround was to multiply the base recruitment cost by four (enough for it to be prohibitive), and then have the skill bring it back down to its normal level. (So if, say, warriors cost 800, I bumped up the cost to 3200, and the -75% takes it back down to 800)

The problem is that recruitment cost reductions are additive, not multiplicative. So if you add, say, another 15% reduction from a different skill, it doesn’t take 15% off the new total (e.g. take it down from 800 to 680) you take 90% off the original cost, so it would go from 800 to 320. In effect, it makes other recruitment cost reductions about four times as effective, so I’ve most ended up weakening them/getting rid of them and replacing them with other, hopefully more interesting effects
ShockMeSane Mar 29, 2017 @ 9:22pm 
Outside of the obvious weird upkeep problems, there are a lot of good ideas here. Some of the balancing is pretty questionable, and I don't love that Exalted Heroes have no options to increase melee defense, but keep up the good work.
Theobald Mar 29, 2017 @ 1:56pm 
That's not what he said.

You won't get reductions from other sources, only from the lord. And that's a very interesting concept.
Kornelius Mar 29, 2017 @ 12:48pm 
mcoig Locking up the other god skill trees after selecting one would weaken chaos LLs combat abilties. But here's something more loreful and reasonable.
- When going down Slaanesh path lock Khorne and vice versa
-Going down the Nurgle path should lock Tzeencth and vice versa
Kornelius Mar 29, 2017 @ 12:41pm 
Wait so your saying the cost reduction investment will no longer matter after further investment in cost reduction. What sense is that? Just reduce the percentages.
WillW  [author] Mar 29, 2017 @ 5:15am 
Mcoig - good catch. The problem isn't that the bonuses were too strong - rather, they were stacking with a couple of left-over recruitment cost reductions that I thought I'd managed to eliminate. I've just hotfixed out a few more from the tech tree - let me know if it's made a difference.

My intention is that the lord skills should be the *only* wait to reduce the recruitment cost of any units above marauders. If you come across any other left-over recruitment cost reductions I'd appreciate if you could point them out.
mcoig Mar 29, 2017 @ 5:02am 
The bonuses you get are too strong, i could recruit chosen for free after 40 turns
You should reduce the amount of recruitment cost skills

Also the other god trees should be completely locked out when you worship one
The last skill tree should only allow two or tree skills, it would be better in terms of strategic planning
Sandlolz Mar 28, 2017 @ 7:49pm 
This is awsome; I love it. I have one request however, is there any way you could make it compatible with the chaos undivided mod? Currently they work together, and I am using them together, but the new lords added by the mod do not have the new skills you have added for chaos lords. Other than that the mdos work great together and it adds an intresting dynamic to the game. Keep up the great work and thanks!
Bob Mar 27, 2017 @ 12:44pm 
I really looking forward to it, Great ideas! :steamhappy:

I hope Doc Festus will come with lot's of friends from the only true Dark God!!! :steammocking:
Pelinal Mar 27, 2017 @ 11:11am 
I'm watching this mod really closely, can't wait to try this when you've added all the traits to the chaos lords.
steelmidnight Mar 27, 2017 @ 12:06am 
Are you any good with characters? I have been asking around since day one for someone to add the Norscan Marauder Lords (the NPC only ones) to be added in the chaos roster as maybe a Lord or Hero option. Gorebulls would also be great (They were a Chaos warrior choice until 8th edition as well)....But if you cant I fully understand, as from what I am told, adding Lords and heros is a bitch! But if you CAN...Well, that would rock. Every other aspect you nailed, so I dont see any other suggestions that would improve what youve done. I assume your also a TT player? I have played since it was first released in the 80s, and played Chaos since they introduced them, and can safely say you have given them the "feel" CA should have.
Mars Mar 26, 2017 @ 7:14pm 
@boliviantreemonkey You're the man! Thanks so much dude, Chaos has needed this for a long time.
WillW  [author] Mar 26, 2017 @ 5:46pm 
Thanks everyone for the feedback so far. The next version of the mod is well underway and should be uploaded within the next few days.

Mars - the Norscan vassal problem is something I'm working on, though it's been tricky to solve. However, I've developed a workaround which should in theory allow easy vassalisation of Norscan emergent factions through a tweak to their diplomatic AI. This will likely be included in the next version of this mod, but I've thrown an early version up on the workship here: http://steamcommunity.com/sharedfiles/filedetails/?id=892299563
steelmidnight Mar 26, 2017 @ 2:18pm 
WOW! Its like Christmas for Chaos fans today! Kick ASS mod! Now THIS is how Chaos SHOULD have been done from the start!
Cornelius Crispus Mar 26, 2017 @ 4:27am 
Greetings, love the outlook of the mod! Was wondering if by new skills for sorceror (lords), you're planning to mayhaps include the Chaos lores like in the Chaos marks mod?
Justaerin Mar 25, 2017 @ 7:34pm 
Great Mod