Total War: WARHAMMER

Total War: WARHAMMER

Rifts & Ruins Cause Corruption
58 Comments
Dark Zagi 6 Mar, 2018 @ 8:37pm 
great mod ! this is what i needed
IfThenOrElse  [author] 29 Oct, 2017 @ 4:41am 
Heh, I am assuming that many of the rift corruption changes that came with the norsca patch are on their way for ME soon, so I'll probably focus on ensuring vampire ruins cause corruption. If for some reason when Norsca come to ME the rift corruption is not added - I will add that too :)
Archemyre 27 Oct, 2017 @ 1:52pm 
It is very much needed. :)
IfThenOrElse  [author] 16 Oct, 2017 @ 11:53am 
Hey Darth - I'll port it if it's needed :)
Darth Alpharius 16 Oct, 2017 @ 4:05am 
Will this be coming to Mortal Empires
IfThenOrElse  [author] 2 Sep, 2017 @ 2:33pm 
Mod Updated :D
-Changes to rifts have been removed because the base game now has rift corruption.
-Vampires now create Haunted ruins when they raise.
-Haunted ruins now provide vampiric corruption (regualr ruins do not).
Mumion der Unsterbliche 11 Aug, 2017 @ 8:35pm 
Ok Thanks
IfThenOrElse  [author] 11 Aug, 2017 @ 2:13pm 
Updating this mod is sort of on the agenda - I am trying to figure out what to do - Chaos rifts now cause corruption in vanilla so a huge chunk of this mod is now redundant.
Mumion der Unsterbliche 10 Aug, 2017 @ 3:56pm 
Update pls.
OoOwot 11 May, 2017 @ 10:09pm 
The real problem is settlements you can't occupy - instead you need to rely on the AI colonising
IfThenOrElse  [author] 25 Apr, 2017 @ 11:46am 
Hey Darkness - I sort of wanted the ruins to be a risk for a number of reasons:
1 - if you make a buffer region around you it will help to weaken potential invading armies.
2 - If it's a region you want to take you will think twice about leaving it as a ruin for exnteded time.
3 - It adds additional penalty if you losea region through razing
4 - Compatability. If I were to create a separarate ruin it makes the mod pretty high maintenance & I don't have the time to support it :(
Zoey 25 Apr, 2017 @ 6:37am 
this mod is great if you are playing vampires, but in all other cases it just causes major annoyances

is it possible to get a version of this mod that means when vampires raze a settlement they create one that spread vampiric corruption, where any others dont have the corruption
lastspartacus 28 Feb, 2017 @ 11:47am 
thanks for update
Revelation 28 Feb, 2017 @ 11:45am 
honestly I play on Vhard co-op and have this issue if we play as bret/elves or emp/other/non ork or dwarve...

I enjoy the extra fight. when you're playing camps into the 300-500+ turns, that is always the case though.
IfThenOrElse  [author] 28 Feb, 2017 @ 11:18am 
Hey, I had the same issue too, though decided to roll with it until the "Ai colonises more often" mod gets updated :)
[HN] 27 Feb, 2017 @ 5:36pm 
Welp, I love that mod but I think i'll have to unsub if I want to play with the new Bretonians.

Here's the problem, right next to Couronne there is an Orc camp in the mountain that you have to clean really early, but with that mod you got a vampire influence that you can't stop since you can't colonize dwarf ruins.

I'll just take the light "Rift spread chaos" from Maga since it also made me realize that having vampiric influance spawn every where without vampire is silly anyway.
Revelation 16 Feb, 2017 @ 7:18am 
It really should be in the base game. Would you consider doing a mod to strait cancle out chaos corruption within the elves regions? I'm pretty sure the Forrest is technically a chaotic realm and is actually impossible to be 'corrupted'. Hum it's a shame they didn't add stuff like this, but this mod will go well with the new vampire faction and so :)
IfThenOrElse  [author] 16 Feb, 2017 @ 6:54am 
Thanks @agememnon. I always like to hear nice comments :)
Generally speaking all my mods are lil' changes that I feel should be vanilla.
Crashbox 15 Feb, 2017 @ 3:51pm 
This should be in the vanilla game honestly.
IfThenOrElse  [author] 5 Feb, 2017 @ 1:34pm 
Hey @Burnin - unfortunately not right now. This would make the mod a pain to keep up to date & make it incompatible with pretty much everything! @(random korean characters) Thanks!
Revelation 5 Feb, 2017 @ 10:48am 
this is awesome.
Burninalways 31 Jan, 2017 @ 4:40am 
Can you change it so vampire factions create haunted ruins; like chaos create chaotic ruins/rifts and beastmen create beastmen ruins, then have normal ruins produce untainted.
Inheritor 28 Jan, 2017 @ 4:53pm 
thanks sniper :P
IfThenOrElse  [author] 28 Jan, 2017 @ 11:51am 
Quick Update: I have added vampiric corruption to the Asrai outpost ruins. This should ensure consistency with regular ruins. Note that I have NOT added corruption to the ruins of the evlen settlements in the forest of Loren.
IfThenOrElse  [author] 11 Jan, 2017 @ 10:24am 
hah! your welcome @Lamia can never have too much immersion!
Inheritor 11 Jan, 2017 @ 1:02am 
thanks for the mod, loved it makes it more immersive hahax @_@
IfThenOrElse  [author] 9 Jan, 2017 @ 10:43am 
hey @Dzntxst. Thanks for showing some interest. This mod does it for all ruins, regardless of who created them.
Dr. Dzntxst 9 Jan, 2017 @ 9:02am 
does this mod make it so ALL ruins generate it, or just ruins you create?
IfThenOrElse  [author] 6 Jan, 2017 @ 3:20am 
Thanks for the kind words @DarkZagi & @Warrior of Light! @Malthael - thanks for the fedback. I doubt I will make alternate versions of the mod, it opens a can of worms for creating multipe variations of the same mods to suit different needs (and messes with mod discoverability) - but you are more than welcome to tweek the figures to suit your needs locally on your PC. @PJC you still getting this? It's a pretty huge bug and nobody else appears to be reporting it. @bh5496 - take a peek atthe description- I link to a mod that has jsut chaos corruption.
Dark Zagi 5 Jan, 2017 @ 8:53am 
thank you , i love this
Working Joe 1 Jan, 2017 @ 2:39pm 
Thank you very much for this!
Dr. Oz The Great And Powerful 31 Dec, 2016 @ 5:23pm 
Can you make a version without the vampire corruption?
The Black Kaiser 25 Dec, 2016 @ 1:01pm 
So after the previous update I'm having issues with vampire ruins/regular ruins causing chaos corruption? Ideas?
Bitcoin Barry 15 Dec, 2016 @ 8:59am 
Honestly, I would almost prefer if ALL ruins gave +1 +1.
Bitcoin Barry 15 Dec, 2016 @ 8:54am 
Any chance you could reduce the effect? I really want to use this, but I want it to be VERY subtle, and also not make it too easy in my chaos/vampire campaigns. Perhaps reduce minor ruins to +1 +1, reduce major ruins to +2 +1, and reduce special cities to +3 +2? Maybe not exactly those numbers, but you get the picture. Thanks so much for your work!
masterj132 15 Dec, 2016 @ 5:58am 
Great mod, love it! Keep up the good work! :)
Prophet of The Constitution 12 Dec, 2016 @ 2:14pm 
Hey,
No problem, I am glad to show whatever support I can for the awesome mod authors of my favorite mods!

Also, that is good to know.

Thanks for the fast response.

Thanks again and take care!
IfThenOrElse  [author] 12 Dec, 2016 @ 10:58am 
Hey Phelan, thank you for the kind words - it is very rewarding for mod authors to know their work is appreciated! As for your question- Chaos beastmen do- in fact they do in the base game by CA and it as those figures I based the changes I made for the other factions!:steamhappy:
Prophet of The Constitution 12 Dec, 2016 @ 2:24am 
Hey, first off, I would like to thank you for this awesome mod. My mates and I all think this is an essential mod that greatly improves upon the game. We appreciate the time, effort, and work you put into this mod!

I do have a quick question though, do cities ruined by beastmen produce chaos corruption?, or only chaos?

Thanks again for this awesome mod!
IfThenOrElse  [author] 28 Nov, 2016 @ 10:41am 
Hey DeathBringer, I jsut had a check on Vanilla game- and it seems that none of the Norse settlments create rifts when sacked by Chaos. My hope is when the WE dlc is released I can take a peek at how their outposts are implemented so that I can do something similar to fix this issue from the base game.
DeathBringer 25 Nov, 2016 @ 4:52am 
Only with this mod, in lands tthat are from norsca factions. Not from the other
IfThenOrElse  [author] 23 Nov, 2016 @ 12:03pm 
@DeathBringer Does this only happen with my mod installed? I didn't edit anything around that aspect of the game. Infact I wish I knew how so I could ammend the vanilla game to make chaos factions all consistently create rifts!
DeathBringer 21 Nov, 2016 @ 4:45am 
When I raze a city with archeon instead of chaos rift it builts a ruined village that ads vampire corruption
IfThenOrElse  [author] 15 Nov, 2016 @ 11:16am 
@Not_A_Cockroach: My mod can be switched on/ off during a campaign so if it is too strong, you turn it off and after a few turns corruption levels will revert back to normal. If this is the case, check out the link in my description to some old mods (that still work) which split out the effects.

@Versidious: happy to change the balancing of the mod compared to user feedback. I havent really had a concensus either way as of yet. Currently I have based stats on the beastmen totums.
Versidious 15 Nov, 2016 @ 7:12am 
A suggestion, as a devoted Vampire player, the Vamp ruins' effects are a bit too strong. It makes sense for Chaos rifts to affect adjacent provinces, as corruption is more fundamental to the Chaos faction AND the notion that it's a rift, flooding and tainting the world, but not really the Vamp ones, which I imagine as more being just haunted ruins, ripe for necromancers to exploit.
Bleh 14 Nov, 2016 @ 7:50pm 
How is everyone finding this mod? It sound slike a cool idea, but also like an extreme change. Have you considered changing this mod to only emmanate Vampyric corruption if Vamps sacked the city?
☾Clanzzy yzznalC☽ 14 Nov, 2016 @ 9:21am 
Also, not just chaos rebels, the chaos faction itself creates ruins, not chaotic rifts. :sad_creep:
☾Clanzzy yzznalC☽ 11 Nov, 2016 @ 12:42pm 
Just as I thought, I'll have to sort out all the mods I have on then. Because the thought of ruins having vampiric corruption seems really awesome.
IfThenOrElse  [author] 11 Nov, 2016 @ 12:38pm 
The edits for this mod are pretty light. Just new lines to the buildingeffects table. The only conflicts I can imagine would be other mods that fundamentaly edit ruins...which is none at present.
☾Clanzzy yzznalC☽ 11 Nov, 2016 @ 12:32pm 
What do u think would conflict with this mod?