Total War: WARHAMMER

Total War: WARHAMMER

Da Green Threat (expanding the horde spawn script)
Showing 11-20 of 32 entries
< 1  2  3  4 >
Update: 17 Jan, 2017 @ 4:28am

- added appropriate image to greenskins event

all changes are saved game compatible.

Update: 16 Jan, 2017 @ 10:28pm

- fixed error in spawn points assignments

all changes are saved game compatible.

Update: 16 Jan, 2017 @ 2:28pm

- added more spawn points
- revised faction spawn distribution across the map

all changes are saved game compatible.

Update: 16 Jan, 2017 @ 1:55am

- added treasury to spawned factions
- added unique message event for non savage orc greenskins
- since I already nerfed early game armies beastmen now spawn with full stack again
- removed the sub-group cd logic.. was not working as intended. Current logic should be enough to achieve spawning balance across the map
- added more diplomatic changes to spawn armies to make things interesting

all changes are saved game compatible.

Update: 15 Jan, 2017 @ 12:03am

- all spawned factions now spawn with low/mid tier units in the early game.
- factions will spawn with elite units after a certain fixed threshold.

all changes are saved game compatible.

Update: 14 Jan, 2017 @ 10:09am

- beastmen spawn with 2 units less. (slight nerf)

all changes are saved game compatible.

Update: 14 Jan, 2017 @ 6:48am

- separated faction reemerge CD. This should apply the CD turn timer on each spawn point group individually, basically increasing script occurrence without overcrowding a specific area.
- minor Beastmen armies spawn with slightly less elite units
- Beastmen armies now start at war with all wood elves factions when they spawn.
- Greenskins and savage orcs now start at war with Warriors of Chaos.

all changes are saved game compatible.

Update: 13 Jan, 2017 @ 10:27am

- added new spawn points. (credits to Leylos for providing them for me)
- divided spawn points into more groups and spread the factions between them.
- added playable greenskin(greenskins, bloody hand, crooked moon) factions to the script. These factions will spawn with more elite thematic armies than the rest.
- removed minor beastmen faction from the vanilla invasion script. Minor factions will stop spawning extra armies in estalia each time they spawn. Only Beastmen major faction will spawn an extra army in the invasion script.
- moved invasion script spawn point from estalia to southern brettonia
- Beastmen major faction now spawn with more elite army than the minor factions.
- spawned armies are now immune to homeless attrition (again credits to Leylos for pointing this issue out)
- add script to help spawned army with there upkeep

all changes are saved game compatible.

Update: 1 Jan, 2017 @ 12:48pm

- fixed a tiny mistake where scaby eye minor faction was spawned in north edge's mountains instead of red eye minor faction.. too many eyes.

credits to Leylos for pointing this out, thank you ^^

all changes are saved game compatible.

Update: 1 Jan, 2017 @ 11:58am

- implemented new army composition logic
- new logic will still randomize army but will maintain the balance between infantry, cav, ranged, monsters etc
- new logic helped me include new unit types without fearing I will ruin the balance.
- trade off is now all difficulties armies are the same like VH difficulty.. was kinda hard for me to balance armies in all difficulty.

no more wonky armies with 5 giants and few infantry for example :)

all changes are saved game compatible.