Total War: WARHAMMER III

Total War: WARHAMMER III

51 betyg
Be'lakor Gate Fix (UPDATE: AI Rift Mechanics)
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
campaign
Taggar: mod
Filstorlek
Lades upp
Uppdaterades
689.455 KB
28 okt, 2022 @ 9:36
8 sep @ 9:59
23 ändringsnotiser ( visa )

Abonnera för att ladda ner
Be'lakor Gate Fix (UPDATE: AI Rift Mechanics)

I 2 samlingar av Nertanef
Patriarchy Homebrew
49 artiklar
IEE Variant
69 artiklar
Beskrivning
Be'lakor Gate Fix

This mod turns Be'lakor's gates into interactable rifts, like the ones in the Realms of Chaos campaign.

When Be'lakor's mechanic dropped in IE, my immediate thought was "this is broken; in a PvP matchup, this guy can take my capital with no risk, and this clearly needs to be changed."

Features
  • Be'lakor has a garrison for each rift he generates.
  • Shadow Rifts are now closable, but will spawn an army to defend it, owned by Be'lakor's faction.
  • Be'lakor can close his own rifts.
  • Rifts are traversable by anyone, so you can take the fight to pesky Be'lakor himself!
  • Cooldown for the ritual is reduced from 15 to 10.
  • The AI will now actively target rifts.
  • If the AI controls Be'lakor, it will spawn progressively stronger armies to defend the rifts.
  • Rifts become 'inactive' after turn 60.(turn 60 of them being active. Each rift has its internal timer. If one spawns on turn 70, 60 turns from then is when it'd be 'inactive')
  • Rifts and invasions stop spawning altogether if Be'lakor is defeated.

Known bugs Additional Features
  • You can't see the defending army, But I will tell you I've defeated it using a 20 stack of Drycha units turn 6 (normal AR)
  • Markers don't clean up if you clear a rift
  • Markers are simply there to let you know that an army is spawning
  • Markers may not spawn (yeah idk,)
  • Caveat: I designed the AI targeting with SFO values in mind, so I do think the AI will target and kill rifts in vanilla, but it won't be until they have a strong army to do so.

Additional Credit
scehr - for making the original work with his scripting skills. You can find his workshop here.
60 kommentarer
General Brooks 13 maj @ 3:29 
That mod isn't the same thing at all, but thanks for trying.
Nertanef  [skapare] 12 maj @ 17:39 
@General Brooks There's another rift mod that adds rifts and lets you simply jump through them without a defensive army mechanic or closure mechanic available by another modder.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2877163852&searchtext=rift
General Brooks 11 maj @ 15:33 
Could you make a variant version without the AI rift mechanics? I get what you're trying to do but I'd rather not use them in their current state, its not really what I downloaded the mod for.
NorscanWarlord 26 apr @ 8:37 
it works better now, but if u don't close the portal right away when it spawns, he spawns insanely big high tier armies :P

by turn 20 ish he had spawned 3 armies through that portal at once

14 ish he had 2
NorscanWarlord 14 apr @ 9:31 
thank you, i'll give it another go :)
Nertanef  [skapare] 14 apr @ 9:11 
@norscanwarlord I've moved it to turn 10 to initialize, so that means the first army won't spawn til turn 12 if I can recall. Should be plenty of time to build an army and wipe it.
NorscanWarlord 10 apr @ 12:03 
hopefully you can balance it in the future, gotta remove it for now :/
NorscanWarlord 6 apr @ 17:15 
im on turn 7 now, Be'lakor spawned an army with 3 Chaos warriors of khorne, 4 bloodletters, 2 plaguebearers, 3 daemonettes, 1 pink horror and 6 soulgrinders of khorne, im playing vanilla with a few graphical mods and this

seems a bit busted, or is it intended?
Nertanef  [skapare] 4 apr @ 17:50 
@Mix They do close it, but they're probably losing due to their army comp. I tested it again and I've seen armies close the gates. It's a bit of a fine line, i can crank up the strength requirement again - i'd prob have to add a check like "is SFO running, strength = ****."

As for the latter I do know there's a way to remove upkeep. But i'd need to bug another coder for that.
Mix 2 apr @ 4:04 
note i am playing with sfo and AI overhaul in case its a conflict

the ai attack gate but thy do not close i have witnessed ai loop attack the same gate multiple turns in a row