Total War: WARHAMMER II

Total War: WARHAMMER II

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End Game Crises - Beyond the Chaos Invasion
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Tags: mod, Campaign
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13 feb 2021 om 11:41
9 mrt 2021 om 12:56
34 wijzigingsnotities (weergeven)

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End Game Crises - Beyond the Chaos Invasion

Omschrijving


"The Twin Tailed Comet blazed across the sky, visible to every creature in the world, both living and unliving. Witnessing its passage is a once in a generation event. All who see it interpret its omens differently, but none deny its significance, for the passing of the Dragon With Two Tails always coincides with cataclysmic events.

What new, cruel tests do the gods have in store for the world?


Enter the END GAME CRISES mod! Heavily inspired by Stellaris' multiple end game crises, this mod adds in 4 new end game crises that each have a 50% chance to trigger (can force-enable them via MCT). There is also a failsafe to make sure that you always get at least 1 crisis. I used the vanilla Chaos Invasion as a benchmark to make all of these crises, so it should feel "seamless" with vanilla. Just like with the Chaos Invasion, you will get a 'warning' event around turn 15-25, letting you know which terrible crisis (or crises) you will be getting. These crises ensure that no area of the map is immune to experiencing existential end game danger!

I did my research to make sure that these crises were as lore friendly as possible, so don't worry about your immersion breaking :).

Currently, these are the 4 main crises:

  • Undead Invasion (Shifting Sands province in Nehekhara, near the Bowmen of Oreon)
  • The Great Ascendancy (Vermintide in Lustria and Estalia)
  • Da Big WAAAGH! (in the Wolf Lands, near Snikch and Malus)
  • Norscan Invasions of Lustria and the Badlands
  • Armada of the Damned (Vampire coast invasion of Ulthuan)
  • Dark Elf Blood Crusade

Additionally, there are a few "mid game" events as well:
  • Skaven Rising - a precursor to the Great Ascendancy
  • Drakwald Exodus - a forest goblin + spider migration in the Empire
  • Doom Tide - gives Chaos reinforcements after turn 170, if they're alive.
  • "Wild Hunt" between turns 40-60. Switches all Wood Elf factions' personalities (except Drycha and the Sisters) to Aggressive. Beware the knife-ear green tide!

Difficulty: Each crisis scales based on the difficulty you choose in the MCT, otherwise it defaults to 12-15 stack spawns. (3 = Default, 4 = Hard, 5 = Very Hard, 6 = Legendary) Legendary difficulty spawns up to 30 armies!

When do the crises happen?
  • Between turns 120-160, depending on the crisis.

Future plans: MOAR CRISES!

Compatibility: it's a script mod so it should be compatible with 99% of mods. You can add it to an existing save, but the events won't fire unless you add it before turn 15. The mod doesn't touch the Chaos script in any way, so mods affecting Chaos will work just fine. Works with Flamboyant's Event Compilation. No idea about SFO (reportedly doesn't work. Need more feedback on this).

CREDITS
This mod would not be possible without the following amazing people:
  • Scotty B for his big brained coding prowess and hand-holding of a programming novice like me
  • Lutcikaur also for his big brained coding prowess and putting up with my constant scripting questions when he's trying to work
  • Flamboyant, for his amazing event mods that were a huge inspiration and learning resource for this
  • Da Modding Den (specifically Vandy) for being available to help modders like me who are trying to learn. Seriously, check them out!
  • r/TotalWar for their overwhelmingly positive feedback on this mod

[www.buymeacoffee.com]
350 opmerkingen
Delicate Steve 14 sep 2024 om 14:10 
@hardsquirrel happened to me to but I thought it was the cabal causing the problem, guess I will need to disable all 3
Boshty 7 aug 2024 om 18:26 
alpharius, considering it is the undead invasion and the armies need to be in corrupted land to not take attrition themselves, i think its is very much part of the crisis. this is bat country now
Alpharius 13 apr 2024 om 21:38 
is vampire corruption supposed to be skyrocketing after getting the Shifting Sands event?
farsani 15 mrt 2024 om 20:06 
it is possible to change when it happens? turn 120 is a very long way to go and most players finish or abandon a campaign before 100. I wish we had a slider to make it happen sooner, maybe turn 50
Nova Online 26 nov 2022 om 15:09 
funny
KhaoticSpring 3 sep 2022 om 14:31 
Will this be getting ported to WH3?
hardsquirrel 21 aug 2022 om 12:40 
Every time the Nehekhara or greenskin invasion starts I can't move any of my armies, save, or end my turn. Happened twice now, had to quit both because I couldn't do anything. Happen to anyone else?
Working Joe  [auteur] 3 aug 2022 om 22:55 
It should work just fine :)
Cristòfol 14 apr 2022 om 9:47 
Its updated or repaired? thx!
Andrew Whiteingale 18 jan 2022 om 1:15 
please update it, don't throw away the mod:(