Total War: WARHAMMER III

Total War: WARHAMMER III

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Murranji's High Elf Gate Invasions Mod
   
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File Size
Posted
Updated
900.643 KB
20 Nov, 2024 @ 5:24am
15 May @ 8:51pm
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Murranji's High Elf Gate Invasions Mod

Description
Description

This mod adds a new campaign feature to the High Elves by adding new invasion based events styled on the Great Bastion attacks that target and seek to destroy High Elf Gates and then nearby armies. The key features of the mod are:

New Threats

The High Elf Gates (Phoenix, Eagle, Griffon, Unicorn) can all be targeted for invasion when a player has taken control of each of these forts. Each turn you control the fort the local threat meter will increase. Once the threat meter passes 100 an invasion will be launched to attack the Fort, attempt to raze it, and if successful, they can attack nearby settlements and armies.

Track the threat meter in the province effects panel in the bottom left to see when an invasion will occur and prepare.

Varied Enemies

Invasions can be launched by numerous races including Dark Elves, Vampire Coast, Norsca, Warriors of Chaos, Khorne, Nurgle, Slaanesh, Tzeentch, Skaven.

Extra Defences

The turn before a gate will be attacked a variety of mercenary armies from different factions will offer you their services in exchange for a one time fee. Each time a gate is to be attacked you have the choice of replacing the mercenary option with a different choice, or if you prefer the current mercenaries you can stick with the ones that you have.

When the fort is attacked these mercenaries will be summoned as reinforcements for the next battle. The mercenaries will also help defend the fort from any other attacks in the intervening periods. These mercenaries apply across all three forts - so if you hire High Elf mercenaries to defend the Phoenix Gate the same type of mercenaries will defend the Eagle Gate if you choose to keep them.

Mercenaries can be a variety of High Elf armies, Empire, Bretonnia, Wood Elves, Ogres, Cathay and Lizardmen.

Bonus Rewards

When the player wins a battle in a Gate province their faction immediately performs an Invocation of Asuryan rite without the need for a rite cooldown. This can be stacked with the Rite version of the Invocation of Asuryan.

Difficulty Additions
The invasion system offers an easier and a more difficult challenge for difficulty. Hard, very hard and legendary difficulties can attract an extra army depending on the game length.

Additional Information

Recommended mods
Consider using ChopChop's Additional Buildings: Bastions, Forts & Gates
Consider using Empire Fort Invasions mod for the same campaign feature for the Empire.

FAQ:
How often are the invasions?
Invasions occur every 20 turns on a Gate by Gate basis.

Do invasions occur at the same time?
No, invasions are tracked on a gate by gate timer. Depending on when you take control of a Gate it can cause invasions to be closer or further apart.

What happens if I lose an invasion?
The invading army will remain in the Gate province and attack any nearby player armies. When a Gate is captured or destroyed invasions will cease until you have recaptured the Gate.

Does this work for AI?
No - invasions and mercenaries only trigger for the player.

Compatibility
Only works on Immortal Empires and Immortal Empires Expanded

Socials
🛠️ I’ve launched a Patreon! If you enjoy my mods and want to support my work, you can now help me create more by joining here:
🔗 https://www.patreon.com/murranji
Follow me at murranji[bsky.app] on bluesky to keep up to date with my modding.

Bugs:
If your reinforcement army general is killed in the battle the reinforcement army will not despawn after the fight. It’s recommended to disband the army afterwards in this case.

Sometime reinforcements arrive at the field side of the map. The reinforcement timer for them is significantly decreased which allows them to either arrive near instantly and head to the fort gates, or you can move the reinforcement marker to spawn inside the fort, the timer increases to approximately a 3 minute arrival in this case.

The enemy invaders use the Kurgan Warband faction which means that nearby AI factions might assist you by pre-maturely attacking the invaders, and if you kill a general but not the invasion force he will be replaced by a Norscan Chieftain.

Mercenary general names will still use High Elf names

Please report any other bugs in the Steam comments or contacting murranji on discord.

Credits
Scripting and db work - Murranji (with assistance from ChatGPT 4o)
Thanks to RFPM
28 Comments
Crosspike 1 Jul @ 9:56pm 
@Murranji Ah ok, I still enjoy using this mod.
Louie04k 1 Jul @ 6:34pm 
hey murranji i can comfirm it "works" however for some reason it causes a desync when you attack a spawned army, after resync you can continue the game but it's disruptive. dunno if its something in your script
Murranji  [author] 1 Jul @ 6:30pm 
@Louie04k - I havent tested it in multiplayer so cant confirm.

@Crosspike - its a limitation of the game, the script function allows the game to spawn in a certain radius around a settlement but the direction is random which means they can sometimes spawn in the inner ring.
Crosspike 1 Jul @ 12:29pm 
Why would the armies spawn on both sides of the gate instead of just on the outside? It makes it impossible to reinforce the siege battle and makes it more likely for it to be a land battle.
Louie04k 28 Jun @ 2:17pm 
work in MP?
Murranji  [author] 15 May @ 8:52pm 
Have also addressed the issue that could prevent the reinforcement army spawning.
Murranji  [author] 15 May @ 8:32pm 
I have updated the mod with a fix to handle cases where the player does not own the Omens of Destruction DLC. This should enable the ogre army to spawn correctly when the DLC is not owned and to include DLC units where the player owns the DLC.

I have also updated the thresholds for the strength of armies to spawn to tune down the difficulty, enemy forces will increase in difficulty 10 turns later.
Invicta 10 May @ 5:29pm 
The Empire Fortress mod works perfectly fine from my previous campaign a day ago, It's just the High Elf Gate invasion that doesn't work properly for some reason.
Invicta 10 May @ 5:28pm 
I've also had the same problem where High Elf Reinforcements don't spawn to reinforce my gate and I own all High Elf DLC so far.
Murranji  [author] 18 Apr @ 7:42am 
@Athos, thanks. I might remove the DLC units as an option to ensure the ogres don’t fail to spawn if people don’t own the DLC.