Total War: WARHAMMER III

Total War: WARHAMMER III

39 ratings
Horde Emergence Tweak Mod -Extreme Mode-
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
477.047 KB
9 Apr, 2023 @ 2:36pm
1 Jun, 2024 @ 9:18pm
10 Change Notes ( view )

Subscribe to download
Horde Emergence Tweak Mod -Extreme Mode-

In 1 collection by MrSoul
Soul's WH3 Mods
20 items
Description
Simple one script mod that is a variation of this mod which edits the wh_horde_reemergence.lua script. Will make horde events spawn with larger armies and bit more frequently versus the default and Guv's which has less op load lists for the spawning armies.

It takes Guv's original tweaks to the Beastmen army lists and removal of limits for chaos factions with beastmen spawning from their Beastmen Overhaul mod here(highly recommend using with this), and adds:
- my tweaks to the Orc and Lizards lists, as well as a few extra tweaks here and there to Guv's list now,
- Increases army size of re-emerging hordes,
- Randomises where they spawn thus taking them off only spawning on the player,
- Decreases amount turns between when another horde may re-emerge after one already has(15-12)
- increases the chance by 5%(5-10)

Army size increases
local army_size = 8->12-- easy
army_size = 10->16-- normal
army_size = 12->18-- hard
army_size = 14->20-- very hard
army_size = 16->20-- legendary

FAQ

Q: Is this compatible with Guv's Beastmen Overhaul?
A: Yup. After we finally figured out how to break out the spawning from the player, Guv' decided to take out the version of the script from their overhaul so people can pick or choose which version you want of the script. (the main difference between mine and Guv's version of this script is just that Guv' removed the buffed up lists now that only spawning by the player, I, as a fan of invasion mods like my chaos one for 2 saw fit to leave them, if not buff them up a little more...what can I say, I like big hordes and I cannot lie ;D )

Q: Compatibility with other stuff?
A: As it is a single script, it should be good with anything that doesn't edit the same script, and even then one should just override the other based on load order/naming.

Q: Wait so, this is compatible with Guv's Overhaul and they have their own script, where's that at?
A: Right here, remember though, just pick one or the other. Guv's variant on the script

Q: Why is the mod file name and your workshop title called "emergence" when the script in the game's db is called "reemergence"?
A: Next question, oh that was the last? Whoops, all outta time.



Some of my other mods for TW3
Organic AI AI overhaul mod to provide more organic, and balanced campaign in IE(parts of it work for RoC but bulk of work done for IE)
Da Mega Mod All me stuffz in onez place ya gits
Druchii Overhaul Mod Contains a growing list of changes and tweaks to Dark Elves.



I recommend using Prop Joe's mod manager. If you haven't seen it yet, here is the link.
Download link is in the description, not the mod itself.

Like this mod? You can help others find it too!
20 Comments
Phoenix 3 Nov, 2024 @ 1:07am 
save gamr compatible?
Mumion der Unsterbliche 7 Jul, 2024 @ 6:57am 
Update ?
danwright405 15 Jun, 2024 @ 2:07pm 
Does this mod work with sfo
MrSoul  [author] 11 Jun, 2024 @ 6:20pm 
@zanoroun lol it's been feeling froggy lately I guess. When testing the declare war function added recently the first horde that spawned whipped itself straight at the oak of ages.
@danwright405 cha, always did
zanoroun 2 Jun, 2024 @ 10:46pm 
'randomly spawn' (first one spawns right in the middle of settlements)
i dont even think its the mod's fault. that's just divine punishment for playing daniel
danwright405 5 Dec, 2023 @ 4:44am 
is this mod working? and can you use it with sfo?
MrSoul  [author] 25 Nov, 2023 @ 3:06pm 
Hey, not sure, havent had time to check that one out yet. Only use IEE, and it seems to work fine with that at least...so maybe?
rome2 14 Nov, 2023 @ 3:51pm 
Hi man! Your mod compatible for The Old World mod?
MrSoul  [author] 24 Apr, 2023 @ 10:09am 
Weirdest part to me is absence of a vanilla chaos invasion along lines what you’re saying after all build up for 3 games too.

But I guess blew their loads designing RoC and went with “they’re just here forget about vortex having to weaken etc”

I appreciate we got full fledged factions (unlike the arguable half life that WoC existed within before CoC update) for each god, that is awesome but ya if we can have dawi invading world, a dying race, it just seems odd nothing in game for proper chaos invasion now inspired by lore and way cults work like you’re saying. Eh, way too busy these days but food for thought for something this script could help build one day.
ConsiderableFlux 24 Apr, 2023 @ 10:02am 
Okay :) That would be great. I never understood why they didn't do that to begin with (build in a daemons of Chaos respawn mechanic), as you can't really destroy them. Just beat them back temporarily.

That way, the rest of the world could also benefit from N'Kari's presence, instead of him just gracing Ulthuan in the early game ^^

I always imagined that the implementation of the Daemons of Chaos would be something about events of say, heretics in Nuln, with a corresponding growth in corruption, after which a daemonic host might manifest itself to be fought off. Preferably both with the settling mechanics of the current implementation, but also combined with a horde mechanic, allowing a Khornite faction to run around and collect as many skulls for the skull throne as possible, before being beaten back, etc. To add flavor and life to make also longer campaigns keep being interesting.