Total War: WARHAMMER II

Total War: WARHAMMER II

Radious Total War Mod - Part 1
Submod Request (I'd Like To Make It & Manage It)
Summary:

@Team Radious I'd like to ask about the possibility of me being granted permission to make an official Radious submod that completely overhauls the Chaos Invasion? My idea is to name it "Radious: Apocalypse", and for this to be used for those who want an epicly difficult, and true-to-lore end times event (since they were truly op and there were few who could stand against the forces of Chaos). If so, I would need a little guidance, I've never modded before, but I'm very technically saavy and I'm an IT professional, just in infrastrucure and not development lol.

In my opinion, the chaos invasion pretty much across the board has always been very very underwhelming. By the time it launches, all of the chaos factions get wiped out really quick because they're just waaaaayyyy weak compared to all the other factions who've been around for 100+ turns.

Here's my idea in bullet points to make it a little shorter:


What The Mod Does:

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Set the chaos stirs event to trigger on turn 10. Set the first chaos invasion wave "Chaos Rises" to always trigger on turn 50. This is long enough for most players and factions to get well developed and established, without having becoming OP yet, and most still haven't unlocked full T4 or T5 units yet that will destroy everything they touch... Then, have the final Chaos Invasion Wave begin at turn 100.

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All Lords for all chaos factions ( Warherd, Servants, Puppets, and main WC faction) start with lvl 20 Lords in the first invasion wave, with armies full of well-balanced T3 unit armies (maybe 2 or 3 T4 just to really make them stand out)...

*
All Lords for all chaos factions (same as above) spawn with lv l30 Lords in the final apocalypse wave (you know the cinematic "can you feel it" part), with armies full of well-balanced T4 and T5 unit armies, but probably more full of T5, like a 60/40 balance.

*
Wave spawns remain unchanged, with new waves always spawning whenever each previous wave is wiped out. Final Apocalypse chaos invasion stops spawning new waves once all Chaos Legendary Lords are defeated (but only if none of them have respawned to take the helm of leadership! Meaning all 3 WC LLs still have be injured/killed at the same time window in order to stop new waves from triggering).

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Set both the initial and the final chaos invasion stages to spawn with 3 times the number as the vanilla game has them set to, with each invasion stage and each wave spawning with the same tripled amount of legions as it's vanilla counterpart values... This is because vanilla, or even slightly increased numbers are not near enough to truly bring the apocalypse to every faction. 99% of the time, each horde is only able to slowly (and very slowly) focus on small areas at a time where only one or a few factions are feeling the heat... Making this change and having them set to attack all factions will spread the hurt to everybody simultaneously! A true invasion!

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Make a custom LL leader for the Puppets and Servant and Warherd factions, just because it would be cool and makes sense for there to be a head hancho over each global invasion point.

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The forces of chaos are not alone in their quest, just as they were in the lore. When the first Chaos Rises invasions begin, all NPC chaos, norscan, skaven and beastmen factions become military allies with the chaos factions and each other across the board, bidirectionally, with exception to all NPC Norscan factions becoming vassals to the main WC faction. This makes up the true forces of destruction. This continues and remains unchanged until the final chaos invasion is stopped. Once the last wave is defeated, the remaining non-chaos factions start to adopt an "every man for himself attitude", opening up all sorts of diplomatic possibilities.

*
Likewise, factions that are considered good, or forces of order will immediately establish military alliances (The Empire, Bretonnia, Southern Realms, Dwarf and High Elf factions will immediately become military allies with with each other in their efforts to withstand Chaos and destruction. Neutral factions like the Lizardmen, Wood Elf, Tomb King, and Vampire Coast factions will retain their political state as before, with exception to still being at war with the forces of chaos. Evil factions like the Dark Elf factions, Vampire Counts, other vampire factions and greenskin factions will tend to ally together in order to preserve themselves, but will otherwise retain their previous political agreements and affiliations as well as being at war with the forces of chaos.


NOTE: If the player is playing as one of these chaos alliance (skaven, beastmen, norsca) factions, they remain in a neutral state with the forces of chaos/destruction, opening up the ability to either help or stand against the invasion. If you're playing as any other faction that is not skaven, beastmen or norscan, you are immediately at war with the forces of chaos, while still retaining previous wars and other political agreements.

Mod does not work if you are playing as the main WC faction. Mod would be made as an optional mod but also made to where it is fully functional with the Hordes Redone submod for those who want it even more difficult!


Let me know your thoughts and if I have permission to do this :) I'd also love (and probably need) some of your help.

Thanks!
Last edited by InquisitiveBard; 9 Oct, 2019 @ 11:49am
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Showing 1-2 of 2 comments
Radious  [developer] 8 Oct, 2019 @ 9:52pm 
Good day Sir, most of these things can be done in 1-2 script files (our mod is already editing these so you can check). You have full permission to do this submod (just remember it must require 2 main parts to be used with). Creating new lords on other hand is far more difficult task to do and without complete knowledge how to make them it could be very hard for anyone without experience.

Also for any compatibility stuff with Hordes Reborn, contact our team member Synthetic Man, he could help with that if needed.

I would very much like to help myself, but as you probably know i am super busy with our own work in WH2 and 3K, plus all stuff and social media around it.

Have a great day!

Radious
Last edited by Radious; 8 Oct, 2019 @ 9:53pm
InquisitiveBard 9 Oct, 2019 @ 5:58am 
@Radious Thank you! This is great news! So just a single script can do all of this, with exception of the custom LLs for the Servants and Puppets factions, but I think it can do without that until I get more experienced with modding hehe. Eventually, I'd like to maybe become part of the team when I get experienced enough. Radious mods have always been my favorites :D

So, what's the best way for me to start on this? Do I copy and edit the existing chaos invasion script in Radious, or do I just start from scratch and make an entirely new script file while referencing the current one in your pack file? I'll do it however you advise me to.

Also, are there any other specific tools I'm going to need in order to do this? I'm thinking the CA Assembly Kit and PFM, and then I can use Kaedrin's mod manager to test with? Should those suffice, or will there be any other resources and tools that I will need in order to complete this?

Thanks again!
Last edited by InquisitiveBard; 9 Oct, 2019 @ 7:07am
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Showing 1-2 of 2 comments
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