Total War: WARHAMMER II

Total War: WARHAMMER II

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Guv's Carnage Events: Fixed and Expanded (Update 2021-07-17)
   
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Tags: mod, Campaign
File Size
Posted
Updated
40.799 MB
10 Oct, 2018 @ 6:30am
16 Jul, 2021 @ 11:01pm
18 Change Notes ( view )
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Guv's Carnage Events: Fixed and Expanded (Update 2021-07-17)

Description
Frequently Asked Question (FAQ): WORKS WITH SFO/Radious?
Frequesntly Answered (FA): Seriously, stop. I have really no clue.
Frequently Asked Question (FAQ): Ok, then make a compatible version?
Frequesntly Answered (FA): Sigh, absolutely not.

First of all
I wanna give thanks to the C&C Modding Den Discord channel for helping me with the script. This mod has been in the works for quite a while due to the fact I was stuck on the script. They helped me, shoutout to Drunk Flamingo, Vandy and others on the modding_tech2 channel.

[UPDATE 2018-11-02]: Thanks a lot to lbmaian from the discord channel at modding_tech1 for taking his time and helping me with things like this. I refuse to let help like this go unappreciated. Thanks a lot man, and everyone else on the channel that called out to help!

Greetings!
It has been a while. This game stagnated quite a bunch for me but I got renewed inspiration to mod something. Now, What are Carnage Events? They are global events that occure from purchasing the "Blood for the Blood God" DLC which also includes the blood particles. But not many people noticed that it also includes one of the only sets of global events in the game. They had a bug that made it so any army that wasn't spawned at the turn of the event gained no effects from the global event, making it redundant. This has now been fixed and I decided to expland on this formula, adding a lot more events to the pool. Some nutty, some of quite even powerlevel with a twist.

  • I present to you, Carnage Events: Fixed and Expanded.

I've expanded the roster of global events to a total of 10 (originally I wanted 12, but I lost my inspiration. Feel free to inspire me) and added (global) to easily identify Global events when they arrive. Some are more rare than others. In vanilla, the events have 20 variation chance. The Legendary events (painted with a golden colored (Global) text) can only occure after turn 50 and has 3 Variation chance, making them very rare to see, but once they appear you will feel like you've hit the jackpot, or the bottom of the dumpster. Which is amazing.

Here's a greater list of the events and some explained details[docs.google.com] [LINK]
You're free to comment here for suggestions on anything!


Update 04-14-2019!
Long time no see friends! I got a wiff of inspiration and I have updated the mod with a few QOL improvements. I managed to find out how to restore the old Carnage Event images that CA decided to remove on the Vampire Coast update a while back. I missed them so badly that I had to roll back, get back the assets and then readd them to all factions. I have also added two new events that are revolving around the existence of the Maelstrom and the Vortex and their mystical powers that can affect the world and the creatures that inhabit it. It is different from the rest as they offer a debuff along with a powerful buff. It can change things dramatically, but they're set with a new type of rarity called "Very Rare". So they should appear to frequently.

Enjoy! Tell me what you think!


Compability
Well, Hard to say. First of all you need to have the required DLC and to function properly you should start a new game. I would say even that Starting a new game is mandatory. Overall, I am sure it will function with just about anything.

Known Issues
1. The blood splatter decals on the event message is something I have yet to figure out how to apply, or even if it is possible at all. Some argue if that is hard coded. Meaning, out of our hands.

2. the major bug that made "dead" or "spawnable" armies have a stacking effect should be resolved, but you never know. Keep your eyes peeled for cracks.


New here? Want to find more of my units and mods? Simply type Guv or Guvenoren in the searchbar at the Workshop or you can press here to go to my workshop right the way!

Please consider joining my Steam Group for complaints and requests!

Please do post a comment here if you find any errors!
*Rate and Favorite if you fancy this!*
71 Comments
Guvenoren  [author] 30 Dec, 2022 @ 9:02am 
None yet.
Mumion der Unsterbliche 29 Dec, 2022 @ 11:44pm 
WH 3 Version ?
Guvenoren  [author] 25 Mar, 2021 @ 3:34am 
I sure hope it does. I don't play WH2 atm
cybvep 25 Mar, 2021 @ 12:35am 
Hi. Does the mod still work or does it need an update?
Guvenoren  [author] 3 Dec, 2020 @ 10:38am 
Mod updated! Fixed the siege attrition amplification and some other tweaks. Check the change notes for more info
Guvenoren  [author] 16 Nov, 2020 @ 2:32am 
Not really to be honest, just need to remove 1 thing :P
piercebuster 15 Nov, 2020 @ 10:58am 
Sure, I wasn't expecting such a quick response! I was just offering an easy fix XD. Your solution would take a little more effort but I've no doubt that you'd pull it off quickly as an experienced modder.
Guvenoren  [author] 15 Nov, 2020 @ 10:53am 
or just remove that attrition type :P
piercebuster 15 Nov, 2020 @ 10:52am 
Or do 65%, if you think 61% looks too ugly on the front end. :P
Guvenoren  [author] 15 Nov, 2020 @ 10:52am 
Or just remove so it doesn't affect that type of attrition. Seems rather weird that it would affect that attrition to begin with.

I am not on a wh roll right now, so I will fix it once I feel like going back to WH