Total War: WARHAMMER II

Total War: WARHAMMER II

!!TEST VERSION!! Chaos Invasion Mod - Soul's The End Time Comes 2.3 - Vanilla
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Update: 7 Sep, 2021 @ 8:09pm

Hotfix
This is for all versions of the mod.

We've had to drop Norsca/Oblivion Raiders due a clash with the vanilla script for Empire Politics and the invasion dilemma battles causing a CTD(thanks to Alamatar for reporting/helping test this).

Best I can tell it isn't about any one specific faction, but more something to do with a limit to how many factions can be loaded up with the random army manager. I have hopes though I can create a better work around in the future, but this is best way to prevent this CTD for now.

FYI this was not caused, or worsened, by any other mods(OvN, Mixu's, etc;see bug thread discussion); it appears to simply be a limitation of the game with too much script stuff going on while they all are trying to work with same tools in the game.

To compensate for their absence their spawn locations have been allocated to all remaining forces as well as beastmen spawns bumped to 15
and base number of hordes for other factions bumped to 6 for the mid game, and 10 for the end game(+2 each).

I am going to try and work them back into the invasion with their own side script in the future too.

Tested with ongoing saves, should be good there/just a script change.
Apologies though if this causes any unforseen circumstances for on-going campaigns, seems fine with my actual playthrough not just a test save, so fingers crossed and I didn't want to leave any Empire players hanging with what was a serious bug.

Update: 28 Aug, 2021 @ 2:45am

2.3 Update, The Gist:
-- No db updates this time, just bit of a script overhauling
-- Used Chaos Mutations mod in my load list to test the declare war fix while working on new update (Thanks to Alamatar for reporting this mod compat issue)
-- Tested both with new campaigns AND my on-going campaign, all good there.

Changes and Updates:
-- Added new script with consideration for OvN factions araby culture, grudgebringers and amazons for declare war steps in script (welcome to the party ya'll!)
-- Reworked the fail safe in the script for factions not declaring war (expanded earlier fix for internal bug, still take 1 extra turn when a faction fails to declare war upon spawning(game hits a limit best I can tell) but this should help with running with script heavy mods like mutations, etc)
-- Adjusted chaos invasion horde bonus funds from lump sums per-stage, to per-turn allowances of 5000(so that they're not stupid OP finacially as they were for bit there, but still never totally broke either, hopefully strike nice balance)
-- Updated the starting buildings of all main chaos hordes, they now all have immediate access to higher tier units, to even further help with their recruitment
-- Bumped up Oblivion Raider(Norsca) spawns from 4(one of last hold outs from vanilla values) to 10 in line with earlier beastmen adjustment


Next on the to do list:
-- Playtest 2.3 for balance, bugs,etc with my current campaign (20 turns off from first wave)
-- Defeat Archie? AGAIN?!
-- Also, keep trying to figure out MCT script for the next update

Update: 21 Aug, 2021 @ 7:35pm

- Small script tweak to norsca loadout

Update: 21 Aug, 2021 @ 1:39pm

Update: 21 Aug, 2021 @ 1:04pm