Total War: WARHAMMER II

Total War: WARHAMMER II

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SFO better chaos invasion (early invasion)
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18 iul. 2020 la 1:19
27 dec. 2021 la 15:27
18 jurnale de actualizare ( vizionare )
Ai nevoie de DLC pentru a folosi acest obiect.

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SFO better chaos invasion (early invasion)

Descriere
This mod has been made and optimized for SFO - The Last Kiss patch.
In this version first invasion starts on turn 65 and second invasion starts on turn 120.
For later invasion (turn 100/160) please download THIS MOD instead.
USE ONLY ONE OF THEM PER CAMPAIGN!



Requires new game. Not compatible with vanilla or non-SFO overhauls. Propably not compatible with additional mods that add chaos lords or alter victory conditions. Not tested in multiplayer/coop.
Should be placed before any other chaos-altering mods in the load order in KMM or default CA's mod manager.
As of february 2021, some (but not all) spawn areas introduced in this submod have been integrated into SFO main mod.
Still, if you'd like to have an invasion earlier, stronger than default SFO, and with many additional features listed below, please stay subscribed to this submod.

Main features (for details please check changelog):
- first (smaller) chaos invasion without legendary lords on turn 65;
- depending on invasion difficulty, first invasion consist of 8/12/16 fullstack armies per chaos faction (up from 4/6/8/12 armies total);
- first invasion leaders start at level 40;
- spawns all over the world with Warriors of Chaos, Warherd of Chaos, Chaos Puppets, Vessels of Chaos and Servants of Chaos factions/subfactions;

- second (main) chaos invasion with Archaon & Company on turn 120;
- second invasion consist of 48 fullstack armies per chaos faction on legendary invasion difficulty, 36 armies on vh difficulty or 24 armies on normal/hard (up from 8/12/16/24 armies total);
- second invasion leaders, including all 4 LLs, start at level 40;
- chaos agents spawn all over the world and have level 40;

- chaos armies & agents stay on the map even after Archaon, Kholek and Sigvald are dead/wounded;

- this submod fixes base game bugs that sometimes prevented invasion from starting and/or caused chaos armies to be stuck in encamp/raiding modes;

- spawns all over the world with Warriors of Chaos, Warherd of Chaos, Bjornlings, Chaos Puppets, Vessels of Chaos and Servants of Chaos factions/subfactions;

- all Beastmen, all Norscans and all Chaos subfactions automatically become vassals to Warriors of Chaos on second invasion (unless played by human);

- so in total that's up to 80 armies early and up to 288 armies on turn 120 on the whole map (on legendary difficulty) - every faction will be busy fighting them, not only those in the Old World;
- because of that please let the game load all of them on start of the turn 120 - there might be slight freeze and unresponsiveness, so after the movie just wait patiently until the chaos armies show up on the screen;

- this mod should be placed before any other chaos-altering mods in the KMM or default CA's mod manager;
- if chaos invasion somehow doesn't start - look at the point above;
- chaos invasion script works (and has always worked) differently if player is Beastmen, Norsca or Chaos, so please don't report "doesn't work" if playing one of those factions. Same for the multiplayer games - most mods in coop are a mess, and this one is propably no different.

I recommend playing the game at the very hard campaign/battle/invasion difficulties.

Thanks to Venris & Team for their constant work on improving SFO.
124 comentarii
Mosley was right 28 febr. 2023 la 9:46 
Thank you. It got pretty damn boring watching Tyrion twiddle his thumbs, roll his eyes and check his hourglass over and over again wile he waited for Chaos to get off its lazy ass and actually do something, lol.
liusha 11 aug. 2022 la 6:52 
thanks man
Hemaka  [autor] 9 aug. 2022 la 8:03 
And you waited for 65 turns? Right.
Well I just checked it in-game with the races you mentioned (dwarfs, woodelves) and everything works fine. Can't help you without more details. Do you use KMM? What's your load order for sfo and this submod?
Gerald 9 aug. 2022 la 2:08 
I wrote last massege after starting a new game :)
Hemaka  [autor] 7 aug. 2022 la 9:01 
If you just loaded earlier saves and turned off other mods it won't work that way. Chaos invasion script runs from the start of campaign, first "event" with this mod happens on turn 20 when you get the message "chaos stirs in the northeast" or something like that. If the script was broken already then and there, it can't suddenly start to work correctly 40 turns later for the 1st invasion.
Basically if it doesn't work because of conflicts with other mods - and I warn about this in the mod's description - it won't work for this save, period.
Start a new game, wait till turn 20 and you'll see. Or, if you know how, enable debug mode in this mod using rpfm so invasions start faster. Or change turn timers to something like 2nd, 3rd, 4th turn.
Gerald 7 aug. 2022 la 8:09 
I switched off all mods and left only grimhamer and early invasion. Sadly this didnt change anything.Invasion didnt occur on turn 65,75 or even 88.
Hemaka  [autor] 6 aug. 2022 la 3:57 
It works as usual so for the 1st invasion camera runs to the chaos wastes and shows chaos armies spawn. There's also an ingame message in event log. In your case, if it really didn't start, it's a confilct with another chaos-altering mod or something that alters victory conditions as stated in the description.
Gerald 6 aug. 2022 la 3:46 
Is there any confirmation that chaos started the invasion? Im asking becouse was playing as a dwarfs and wood elfes and had no info and im on turn 70 and 77 in campaigns
LEPIDVS 30 iul. 2022 la 5:33 
GREAT WORK TKS
Hemaka  [autor] 18 iul. 2022 la 11:23 
@Yigit1007
Thanks so much! Glad you're enjoying it :cozybethesda: