Total War: WARHAMMER III

Total War: WARHAMMER III

Be'lakor Gate Fix (UPDATE: AI Rift Mechanics)
60 Comments
General Brooks 13 May @ 3:29am 
That mod isn't the same thing at all, but thanks for trying.
Nertanef  [author] 12 May @ 5:39pm 
@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 May @ 3:33pm 
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 @ 8:37am 
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 @ 9:31am 
thank you, i'll give it another go :)
Nertanef  [author] 14 Apr @ 9:11am 
@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 @ 12:03pm 
hopefully you can balance it in the future, gotta remove it for now :/
NorscanWarlord 6 Apr @ 5:15pm 
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  [author] 4 Apr @ 5:50pm 
@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 @ 4:04am 
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
Mix 2 Apr @ 3:55am 
cool mod but but he disbands most his army's once thy spawn because of cash issues resulting in 30 lords with 1-3 units running around not being able to attack maybe reduce the spawn rate and massively reduce there upkeep or make them free
Nertanef  [author] 30 Mar @ 1:12pm 
@mix yes
Mix 29 Mar @ 8:32am 
is this safe to use in MP/COOP
NorscanWarlord 6 Mar @ 5:27am 
no worries, was just wondering :P thanks for the info
Nertanef  [author] 5 Mar @ 5:53pm 
@NorscanWarlord, that'd involve me building a version of this with all the old world co-ordinates and unless someones done the hard work, that's gonna be painful. TLDR this does not work on any other map
NorscanWarlord 4 Mar @ 1:44pm 
How does this map play with The Old World mod?
Newbie 3 Mar @ 2:03pm 
yeah, i think another mod might be making Be'lakor more aggressive in my campaign. i always try to close the rifts since it makes the map look cleaner, haha. looking forward to the update
Nertanef  [author] 3 Mar @ 12:39pm 
@Newbie this week i plan on delaying the trigger for the rifts to turn 10 so everyone has a little more breathing room. It could be that the mods I've used - I often see belakor dead and/or never using rifts (the AI wasn't designed to) so thanks for the feedback! Something I've done is turn those battles into ambush, and it does make it harder to cheese fights with it. Once you reach a certain level, you're basically farming them if you decide to keep the rift open.
Newbie 3 Mar @ 11:43am 
Great mod, but I think Be'lakor is too powerful with it—spawning rifts everywhere. I didn’t help myself by installing a mod that turns closing rift battles into ambushes for Be'lakor. In the end, I think this mod is actually great, as it makes rifts dynamically used by Be'lakor compared to how static they were in vanilla
Nertanef  [author] 19 Feb @ 10:33am 
The only change the script does, is run through all the factions, find a lords army that has the required strength levels to close the gate and it spawns armies. Do you have any other Rift mechanic mod running? I don't have a ton of time to troubleshoot this week, but if you wanna send me your modlist, add me on Steam and i'll take a stab at it.
Omikami 17 Feb @ 7:15pm 
When I use SCM Secessionist, normally the modded LL and Characters will spawn.

But when I turn on this gate mod, somehow it cause script error or something and SCM doesn't work anymore. No more special characters and so on.


Previously, it work for years without any problem before this AI update version.
Nertanef  [author] 16 Feb @ 5:29pm 
@omikami Can you elaborate because the script for this, all it does is spawn armies, it doesn't do anything with units or heroes.
Omikami 16 Feb @ 12:12am 
Alright, found out that after update into this current version of the mod. Some modded factions and characters doesn't work with this version anymore. While previous version work.

Do you have version that doesn't add the new AI rift mechanic??
Nertanef  [author] 12 Feb @ 10:44pm 
@omikami his armies even at turn 9-10 should start attritioning because they can't handle the amount of armies. If need be, hold up in a settlement for a turn or two then attack em
Omikami 12 Feb @ 8:34pm 
At least it is good money farming spot once you manage to survive the early game.
Omikami 12 Feb @ 8:34pm 
If he doesn't has level 25 lord with full army of a bunch of tier 5 units on turn 9 that also an ambush battle too. I mean he keep chucking out Soulgrinders after Soulgrinder while I sitll stuck with tier 1-2 units then yeah it is option.
Nertanef  [author] 12 Feb @ 5:23pm 
@omikami Close the gates and he won't be spawning armies.
Omikami 11 Feb @ 8:46am 
Umm....Why Be'lakor keep spawning full stack armies? And how do I beat him since he keeps making new home everywhere.

Also He seem to have Gandhi's extreme level of aggression.
Nertanef  [author] 1 Feb @ 9:54am 
@shatilov

in RPFM it's here:

-- Spawn logic
if data.duration == 1 then
out("DEBUG: Turn 1 - Creating countdown marker for turn 2")
create_countdown_marker(rift_key, 2, 1)
elseif data.duration == 2 then
out("DEBUG: Turn 2 - Spawning initial army (10 units)")
spawn_rift_army(rift_key, 10)
elseif data.duration == 6 then
out("DEBUG: Turn 6 - Creating countdown marker for turn 5 and spawning 20-unit army")
Shatilov 1 Feb @ 7:55am 
how can i edit this line value.

If the AI controls Be'lakor, it will spawn progressively stronger armies to defend the rifts.
LOn3 30 Jan @ 9:26am 
@Nertanef thanks for the response hope everything goes well :steamthumbsup:
Nertanef  [author] 30 Jan @ 9:04am 
@l0ne Thanks for reporting this, I have seen issues with armies spawning and not being clickable, but i've never seen the portal in the air.

I might have to make a custom teleport gate for a few provinces and move the gate from Vanilla's co-ordinates
LOn3 30 Jan @ 6:11am 
Cool mod but small problem in the spawning for some chaos lords that come out of the portal are either floating in the air so you can right click them or are in a weird spot that doesn't allow you to fight them. The two spots that i found is if they spawn near vlads capital and talabecla near the river.
Nertanef  [author] 28 Jan @ 10:28am 
Report any bugs you find, thanks everyone!
Nertanef  [author] 28 Jan @ 10:19am 
@shatilov it should be good to go
Shatilov 27 Jan @ 11:49am 
can this now be used for SP game ? or are you still testing it?
Serj Targarien 26 Jan @ 3:05pm 
Me too!
Dissolution 26 Jan @ 11:46am 
@Nertanef Looking forward to it!
Nertanef  [author] 26 Jan @ 11:42am 
@dissolution i'm currently attempting to alter the mechanics, it needs some tweaks but it's now an AI rift spawner as well. I didn't think anyone was still using it.
Dissolution 26 Jan @ 11:31am 
An optional patch to just have the portals up all the time would be wonderful! I love the idea of this mod, but nobody in my play group runs belakor.
NorscanWarlord 18 Jan, 2024 @ 2:15pm 
Ah alright got it :)
Nertanef  [author] 18 Jan, 2024 @ 2:08pm 
@NorscanWarlord there's no AI script that CA implemented to make him use his own, I made this a long time ago for PVP in mind.
NorscanWarlord 17 Jan, 2024 @ 2:23pm 
Does the ai Be'lakor even use the portals? i have never seen him spawn any new portals on the map or teleport through them.
Nertanef  [author] 20 Aug, 2023 @ 2:46pm 
@Kerrberos you could create a script file that creates this every X turns but honestly, the only person who would benefit would be the player as the AI refuses to use the rifts.
Kerrberos 25 Jul, 2023 @ 7:01am 
Anyone know of a mod or possible table/scripts to edit to place rifts somewhere on the map? I'd like to use this mod combined with an ability via scripts to create portals in other locations (if the player is not Belakor)
Nertanef  [author] 21 Mar, 2023 @ 3:18pm 
@frenzybee it should, nothing I know of ever edits the gates.
FrenzyBee 17 Mar, 2023 @ 11:59am 
Does this mod still work with current patch?
Winny 7 Nov, 2022 @ 8:06am 
my savior!!!
ty
Nicol Bolas 4 Nov, 2022 @ 8:39am 
@Nertanef Your idea sound ideal to me! especially with travel time (or maybe unit get damage after going through the portals, scary chaos is killing people:P) I hope you find some help for this i think this would make so much sense and balance belakor a little bit, but makes it even more interesting! :)
Nertanef  [author] 4 Nov, 2022 @ 8:28am 
@Be'lakor. I Originally wanted it so Belly wouldn't have to pay for this, and that everyone else would get a 'fee' and also increase the travel time, however it's not feasible (at my skill level) to create duplicate keys pertaining to the gate. Simply because of the DB key for the gate is the same, maybe if someone has more experience than I wants to jump on and help me navigate it might be possible. As it stands though, Belakor makes bank from fights, vassals etc and 1k is the balance i came with. As it stands, the AI (i haven't seen them, not even Be'lakor) doesn't use the rifts.