Total War: WARHAMMER

Total War: WARHAMMER

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No Horde Respawns
   
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Tags: mod, Campaign
File Size
Posted
Updated
19.048 KB
12 Jul, 2016 @ 9:45pm
10 Aug, 2017 @ 10:50pm
4 Change Notes ( view )

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No Horde Respawns

Description
Tired of wiping out those pesky hordes, only to have them respawn a few turns later? Well time to say no more.

This mod lowers the chance of the chance of Orc Hordes respawning per turn from 5% down to 0% and Beastmen Hordes from 15% to 0%, making sure that once they are put down, they stay down.

There is a version that roughly halves their respawn chance, after all you can't keep a good Orc down. Found here:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=723510202.

The standard game did make some tweaks to respawning in the latest patch if you are curious.

Hordes can only respawn if they have been destroyed for 9 or more turns and it has been 15 or more turns since they were last respawned.
16 Comments
telinio 21 Apr, 2021 @ 11:17pm 
dunno if it exists but wouldnt mind having this in WH2...they're more annoying than dangerous
Я ЕМ ШАЛФЕЙ 28 Jan, 2020 @ 8:37am 
Please update! Dont working=(
benio1230 23 Aug, 2017 @ 11:36pm 
This is the best mod ! no baestman !
Emib 20 Jul, 2017 @ 2:03pm 
Is this mod save compatible ?
Matt 17 Feb, 2017 @ 7:11pm 
@KoenigWolf
Sorry for the late reply! Real life got in the way!
I tried as you suggested with the Pack File Manager and it works like a charm. Your feedback and dedication to helping out is truly appreciated! :)
Zetrial  [author] 7 Feb, 2017 @ 4:11am 
Okay after checking both Better AI and Lokerian's Better AI both conflict with No Horde Respawns and fight over control of the wh_scripted_events.lua for the main campaign.
If Better AI wins you will have a 33% chance of a Horde respawning 15 turns after it's death and if Lokerian's Better AI wins it goes to 15% chance after 10 turns.
Given you are getting spawns left and right of hordes I would hazard a guess that Better AI is winning the conflict war and is the one actually having an effect.
If you know how to use Pack File Manager it would be fairly easy to go in and make a quick edit to remove Horde respawns though.
Matt 6 Feb, 2017 @ 6:15am 
@KoenigWolf
These are the mods I am currently playing with. I dont think most of them should have any effect on it, but I am hardly the person to comment on stuff like that. Anyways, I really appreciate the help :)

Suspects:
Chaos please WAIT FURTHER!
Diplomatic Options - Liberate All Factions

Non-suspects (But what do I know? :P):

All Tabletop Lords
All Tabletop Lords - Resized Lords Sub-Mod
Beastmen Evolved
Better AI
Better Camera Mod
Blood Knights (Foot)
Cataph's Bretonnian Foot Knights
Cataph's Closer to Tabletop - tweaks & units
Cataph's: The Southern Realms (TEB)
Cataph's: The Southern Realms (TEB)
Corpse Maker Combat
Defensive Wood Elves
Diplomatic Options - No Confederations
Home Region Movement Bonus
LORE FRIENDLY UNITS/BUILDINGS PACK - PART 1 and 2
Lokerian's Better AI
Lokerian's Mousillon Overhaul - Feature Pack
Mogar's Militias
Realistic Climate Battle Change
Unique Empire States (Lore Friendly)
Zetrial  [author] 6 Feb, 2017 @ 5:43am 
Neither of those changed the wh_scripted_events.lua that controls the random respawns.
The Uncivilised North, No Playable Norse does include scripts for start, lords and the Chaos invasion, which does include hordes, so you wouldn't happen to have Beastmen hordes spawning as part as the invasion would you? As this mod doesn't touch that, just the faction re-emerging whenever they feel like it.
What other mods do you have in your load list, it is possible something else could be causing a conflict, but neither of those you listed should have any affect.
Matt 6 Feb, 2017 @ 5:08am 
Hello again, @KoenigWolf

So the only I can find in my load order that changes starting positions is this: 'The Uncivilised North, No Playable Norse' - others than that I am unsure if 'Campaigns of the Old World' might change some things in that area too.
Could either of these be the villain? Thank you for your time. :)
Zetrial  [author] 6 Feb, 2017 @ 3:58am 
@Deus_Solar could you link me the mod that changes the start positions and I'll take a look, if it is changing the scripted events for the main campaign it definitely could conflict.
Also if you are doing a non main campaign it could have it's own scripted spawns like Beastmen invasions during the Wood Elf campaign.