Total War: WARHAMMER II

Total War: WARHAMMER II

Chaos Invasion Mod - Soul's The End Time Comes 2.3
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Update: 8 Oct, 2020 @ 3:47pm

-Fix typo in text SkullTakers now should read "Skull Takers", "You are defending against the Skull Takers" etc
-double checked spawns, etc, please let me know any oddities trying to focus on just having script run flawlessly right now.

Update: 7 Oct, 2020 @ 1:44pm

-First public upload
-Testing diff factions/campaigns still, consider this a Beta
-Planned changes; incorporating other units out of mods within Vanilla with Sprinkles(ie stuff I know already plays nice with this), using popular Chaos Dwarf Roster mod and adding another group of hordes which is new chaos dwarf faction/invasion element
-???
-Doom and Destruction?

Looking back: So it begins.
I remember having a hard time finding an invasion mod that made me *happy* being completely anal retentive about playing TW games as I am in certain aspects. I hold dear memories of Attila Total War for example because the Hunnic invasion was, imho, an amazing campaign event.
So it had to be 'perfect'.
Like Ikit Claw I began experimenting; ripping apart the innards of the invasion script and cobbling them together in a mad attempt to create my own. Over, and over, save, load, test, crash until I had something that worked in an attempt to at least use in-game factions to beef up the invasion like I had seen other mods capable of doing.
Then it struck me, my other pet peeve was never seeing my fav' mods for chaos IN the invasion. So I had my first "Eureka!" moment when I realised you could pull in units to the spawn script for the invasion...from other mods, and down the rabbit hole we go.