Total War: WARHAMMER III

Total War: WARHAMMER III

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Frodo's Dynamic disasters
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185.188 MB
Sep 29, 2023 @ 7:51am
May 2 @ 3:57am
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Frodo's Dynamic disasters

Description
Development of this mod has been ended.Dynamic Disasters reloaded by Necromantien is a fork of Frodo's Dynamic disasters.
https://steamcommunity.com/sharedfiles/filedetails/?id=3242351845

NOTE TO ALL
Development of this mod has been ended, so I made some modifications for new version.

What's this mod?

TL;DR: Campaign may go from cakewalk to hell on earth. Also, beware of the Green Shine of Morrslieb.

Not TL;DR: This mod is an extensible framework that allows to easily implement configurable disasters. Kinda like the endgames crisis, but also with early/mid-game crisis, running all on the same campaign based on certain conditions, and way more configurable. Feel free to use it to implement your own disasters.

MCT dependency is optional, and both MCT versions are supported, but if you install it you will be able to configure the disasters.

Implemented disasters

Currently, there are 14 new disasters implemented:

The Vermintide: Endgame Skaven invasion, based on the skaven attacks of the End Times + added some parts of the vanilla "Vermintide" endgame. Triggers based on random chance + a bit more probable the less skaven factions that are still alive. Needs at least one skaven faction alive to trigger. Does not trigger if at least one player is a skaven. High chance of triggering during the Chaos Invasion.
The Enactment of the Great Plan: Endgame Lizardmen invasion. The lizards are tired of everyone else and launch a naval invasion around the world. Triggers based on random chance + a bit more probable the less lizardmen factions that are still alive. Needs at least one lizardmen faction alive to trigger. Does not trigger if at least one player is a lizardmen.
Raiding Parties: Mid-Endgame repeteable invasions by Dark-Elves/Vampire Coast/Norscan invaders over wide coastal areas. Triggers for all factions, but invaders are never the same faction as the player. Stops if all major factions that can be the attacker are dead.
Chi An Chi's Assault: Only for Cathay. Repeteable. If the bastion is left at max invasion level for too much time, Tzeench may send reinforcements. If the bastion falls... he may double down on defeating you.
Chaos Invasion: The forces of chaos have united under Archaon. And they start marching south. You can imagine the rest. Contains risk of rifts.
Realm Divided: Early game disaster. Only for Cathay. Only for SinglePlayer. If you expand too fast inside Cathay, the emperor will notice... and will send the rest of Cathay after you. Triggers if you own a almost half of Cathay before turn 35.
Skaven Incursions: Mid-Endgame repeteable overexpansions of the underempire by skavens, which will end up in vermintide armies spawning once the expansion reaches critical mass. Stops if all major factions that can be the attacker are dead.
Last Stand: Early-Endgame repeteable minidisaster which causes factions that are pushed to their last settlement to have a chance of receiving armies to help (or to be betrayed by them). Chance of getting armies depends on race, alliances, and if the faction is a chaos one or not.
Empire of Faith, Steel and Gunpowder: Endgame generic disaster for the empire. The empire goes full expansionist.
For The Motherland: Endgame generic disaster for the Kislev. Kislev goes full ♥♥♥♥♥♥.
The Dragon Emperor's Wrath: Endgame generic disaster for Cathay. They decide that all land shall be under the rule of the dragon emperor. This includes a small invasion force to lustria which, if it managed to make landing and take some land, will continously receive reinforcements from the mainland until it's expelled from Lustria.
The Greatest Crusade: Endgame generic disaster for Bretonia. Bretonia goes on a crusade against... everyone.
Bretonian Crusades: Mid-Endgame repeteable sea-borne invasions by bretonian factions in search of glory and a neutral/chaotic target to attack. Similar to raiding parties, but they'll only focus on coastal provinces. If they succeed taking all the settlements they're crusading for, there is a chance they get some extra reinforcements to target another extra settlement.
The Great Bastion, Improved: Replaces the Great Bastion mechanic from Cathay. Does the same, but with less bugs, armies composed using this mods' templates (and sometimes containing daemonic units) and a small integration with the Chaos Invasion.

Also, this mod implements custom versions of the vanilla endgames with the following tweaks:
A Grudge Too Far: Added Clan Helheim, Greybeard Prospectors and Spine of Sotek dwarfs to the disaster. Added custom mission rewards for completing the disaster. Now all dwarf factions are allied and declare war on everyone around them, not just the player.
Pyramid of Nagash: The Pyramid now flyes when the disaster triggers. Now the owner of the Pyramid attacks everyone around him, not just the player.
Vampires Rise: Added minor vampire factions to the disaster. Now all vampire factions are allied and declare war on everyone around them, not just the player.
The Greatest Waaagh: Added ALL minor greenskin factions to the disaster (not all spawn, only a few based on difficulty). Now all Greenskin factions are allied and declare war on everyone around them, not just the player. Goblin and Savage orc factions now have specialized armies instead of generic orc armies.
The Wild Hunt: Added minor Wood Elf factions to the disaster. Now all wood elf factions are allied and declare war on everyone around them, not just the player.

For detailed information about what each disaster does, it's documented in their script, at the start. You can check it by opening the script in RPFM, or by checking the script in the github repo of the mod (link at the end of the description).

Extra

This mod also contains a bugfix for vanilla issues:
Kurgan armies fail to spawn at the bastion, resulting in 100->0 thread in one turn. The fix for this is included because it partially affects the Chi'an Chi Assault spawns too.

For MODDERS: How to add disasters, make integrations and submods

Check the documentation in the github link at the bottom.

Credits
Frodo45127: Did the mod.
The guys at the C&C Discord Group (Da Modding Den), specially Vandy: Helped with the problems I had with Lua.

For extensive documentation on the disasters behavior, for reporting a bug, and for more detailed info for modders, feel free to check the mod's repo on github.
https://github.com/Frodo45127/tww3_dynamic_disasters
283 Comments
DALLK May 6 @ 2:53pm 
Hi! Thank you for the mod and the update. Do we need to enable each disaster manually in settings via MCT or checking "enable dynamic disasters reloaded" is enough to trigger some of them?
Salty May 4 @ 10:45am 
I similarly got the events both in french before turn 50. It was both exciting and problematic trying to figure out what was happening on the world map.
Pepe Silvia Apr 21 @ 5:59pm 
French?
Sordragon Apr 19 @ 3:29am 
Hello! Thanks for your mod. But the quest battles in it are triggered twice. Could you fix this bug?
Doge Reincarnated Apr 12 @ 10:30pm 
Why is it French lol
Minii Apr 7 @ 10:13am 
Is there a way to reduce the amount of turns the warning is? It's like 12 turns on some and that's kind of lame.
Sigmar's Left Nut Apr 6 @ 9:37am 
Did anyone figure out the issue with events going early? Got 2 events before turn 50 and both were in french?
Archon Apr 4 @ 5:10am 
The crisis of elves and rats does not work, and when you try to launch them, the game freezes on the next turn. Has anyone encountered a problem?
Luckie Mar 30 @ 1:01pm 
What is the difference between this and Necromantien's version?
karcen Mar 29 @ 9:54am 
i also have been getting the dark elf crisis in french starting early