Total War: WARHAMMER

Total War: WARHAMMER

Summon the Elector Counts: Empire Campaign Mechanic
95 Comments
bearfieldlee 9 Jul, 2019 @ 1:25pm 
Yeah, I don't get any result from restoring the ancient borders either. Unsubscribed.
SolariDenton 25 Jul, 2018 @ 1:35pm 
I'm using this mod along with legitmacy, however, nothing happens when I'm given the choice to restore the ancient borders. I also don't know how to gift settlements.
IfThenOrElse  [author] 24 Feb, 2018 @ 10:27am 
Hey Belisar, unfortunately I don't have the time to support my mods for Warhammer Game 1. All ym mods were stable and highly compatible at the time I last updated them - and should be so still. I cannot guarantee this however.
Timujin 22 Feb, 2018 @ 12:09am 
You mention this working alongside legitimacy. But is the legitimacy mod currently working? It was last update in April.

Also, do you know if these two mods are compatible with SFO and Cyrsnos' faction unlocker?

There was also mention of it not being compatible with the cyrsnos' submod allowing for more building slots?
IfThenOrElse  [author] 1 Feb, 2018 @ 11:04am 
Hey evo: no more plans to update the old world version of the mod. However this might be something I would consider adding to the Mortal Empires version!
evodevofreak 1 Feb, 2018 @ 9:05am 
I would love to beable to vasslise sylvania with a human elctor count. is there anyway you could make that happen?
Rankein 2 Jan, 2018 @ 1:20pm 
Thanks for the reply. Mod looks awesome.
IfThenOrElse  [author] 2 Jan, 2018 @ 12:18pm 
Hey Rankein, this does not require that mod. However it should work alongside it if you wish.
Rankein 23 Dec, 2017 @ 5:08am 
Just a question, does this require the legitimacy mod?
IfThenOrElse  [author] 5 Nov, 2017 @ 3:16pm 
After a lot of work - I have a build ready for ME campaigns : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1193013133

Huzzah!
IfThenOrElse  [author] 2 Nov, 2017 @ 4:00pm 
and It's almost ready for mortal empires!
joeskens 2 Nov, 2017 @ 2:09pm 
thank you! This mod makes the Empire campaign so much more enjoyable!
IfThenOrElse  [author] 2 Nov, 2017 @ 12:00pm 
Thanks Jim! I think issues occur becuase certain scripts will persist over saves so when scripts are updated, the game gets confused - becuase it is running multiple instances of the same script.
Jim 2 Nov, 2017 @ 9:27am 
Hi folks, I just want to chip in and give my two pennies. The mod does work and will allow the player to properly vassalise the other Elector Counts provided that the conditions are met. As thesniperdevil knows, I too have had a couple of small issues in a campaign, namely that Averland would not vassalise.

I unsubscribed from all of my mods* and resubscribed, cleaned out old save files (to be sure) and started a new game - everything works as intended. I can only surmise that if you are having issues it is because you are either running an old save file with the new version or running a new save file with the old version (for whatever reason). The mod works in conjunction with 'Legitimacy' just fine and seems to behave well with other larger mods. Your mileage may of course vary, I am not sure if it runs with Radious/Steel Faith and so on... I don't use them.

* I track all of the mods I use in a collection on Steam. It helps to see what has been updated and when.
IfThenOrElse  [author] 1 Nov, 2017 @ 12:18pm 
Are you guys running any other mods? If other mods are altering some of the vanilla game db entries in some way that mikght be causing the triggers to not fire properly. Furthermore, how new are your campaigns? If you're campaign has persisted across updates- that might cause unexpected behaviour (please see change notes tabs for timings of updates).
King Gwynsen 1 Nov, 2017 @ 11:57am 
To me its impossible, i did the campaign in legendary (its a one try everytime), but i've test your mod before (when you have to make a choice) and THIS time i choose to let the borders at the ancient owners, but i'll try again soon.
joeskens 31 Oct, 2017 @ 4:43pm 
I also deployed a Captain within Averheim and do not have Averland as appeased
IfThenOrElse  [author] 31 Oct, 2017 @ 4:32pm 
I just spent this evening extensively testing the mod. Both deployments worked as did the Nordland requirement of owning the province of the Wasteland. Would you be able to provide a screenshot showing the issue?
King Gwynsen 31 Oct, 2017 @ 1:04pm 
Also when i have see your mod yesterday, it was JUST what i wanted to "unite" the Empire, but today i've test some requirement.
First i've beat a norscan leader, i have appease Ostland and i think the same thing beastmen/Hocheland work too, BUT, when i have conquer Marienburg and Gorssel, Nordland is not appeased at all (he made war with me 2 turns later) and when i deploy a captain in red circle of Avenheim it doesn't work too (so i guess if i do the same with a witch hunter in Bechafen it would'nt work).. I don't know if i do things wrong of 'cause of some bugss.
Need your answer '-' !
IfThenOrElse  [author] 31 Oct, 2017 @ 12:10pm 
Hey Happy, you need to own both marienburg and gorssel at the same time (e.g. be able to issue an edict for the Wasteland). This should be the only requirement to appease Nordland.
King Gwynsen 31 Oct, 2017 @ 7:01am 
For Nordland, we have to occupy Wasteland.. But you mean Marienburg indeed, but we need to CONQUER or something else ? Because when i conquer Marienburg and Gorssel, it didn't change anything.
Is there some others conditions ? Even for the others ?
IfThenOrElse  [author] 30 Oct, 2017 @ 11:38am 
ME update: Having a little issue getting the various messages to display, however it seems that the scripts work :)
Jim 29 Oct, 2017 @ 5:40am 
There's no rush really, Mortal Empires is a mess right now and likely won't be in a reasonable state for at least another week.
IfThenOrElse  [author] 29 Oct, 2017 @ 4:39am 
Thanks folks. I am visiting my fiancé this weekend so haven't been able to get this ported over yet. It should be mostly done (had to bring back vassaling), and if all is well I'll try to get this live this evening when I get home(UK time). I may then do an update quickly next week to have the mod work alongside Crysnos's script framework. Galle, great to hear. more than happy to work with you to share best practices and assist in debugging etc. There were some aspects of bolivian's scripting that could have better implementations :)
Jim 29 Oct, 2017 @ 3:49am 
Oh Sigmar, I trust that both of you can whip up some fantastical work. Really, the two mods work excellently with one another and I cannot wait to see the potential realised.
Galle 28 Oct, 2017 @ 3:27pm 
Hey, Jim J. Digby wanted me to inform you that I just finished porting Legitimacy over to Mortal Empires, so you may want to take that into account.
Malykriss 27 Oct, 2017 @ 5:59pm 
Wonderful :D
Jim 27 Oct, 2017 @ 12:16am 
Excellent!
IfThenOrElse  [author] 25 Oct, 2017 @ 1:45pm 
For all: update incoming changing Averland & ostermark conditions. You will now need to deploy a captain in Averheim and a witch hunter in Bechafen to appease them :)

-potential changes coming for Stirland and Nordland too.

@Samuel: This mod doesnt really deal with confederation - but vassaling. I always intended this mod to strengthen the idea that the Empire is never truly united. Saying that it is entirely possible to get the "appeaed" bonus for all the states just in time for the first chaos invasion.
@Sigmar: yup - I am doing fine tuning now in prep for the release.
Malykriss 24 Oct, 2017 @ 1:58am 
Hey man, any plans on adding this great mod to mortal empires in the future? :)
Samuël 23 Oct, 2017 @ 9:20pm 
This sounds really great! Could you input a mechanic to confederate all Electors when the Chaos invasion comes?
IfThenOrElse  [author] 15 Oct, 2017 @ 8:57am 
Should be bug free :)
klaysdnd 15 Oct, 2017 @ 3:00am 
it looks great...
klaysdnd 15 Oct, 2017 @ 3:00am 
so to be clear this is good to go right? no bugs...? or very little?
IfThenOrElse  [author] 9 Oct, 2017 @ 3:59pm 
First things first - with regards to the first bug - if vassaling is broken - as a workaround try to re-vassal the faction. The "appeased" trait should still be present.

Secondly, I designed this mod to work alongside the legitimacy mechanic - which already had the revivie functionality (iirc) so that's why I didnt put it in (avoid conflicts).
Jim 9 Oct, 2017 @ 11:31am 
I am almost certain that it was occurring.

Also (and I realise that I am a pain, sorry)... would you consider allowing the reviving of dead factions? For example; Averland has been destroyed in my current game, it would be nice if occupying Averheim (was ruins) would allow the region to be gifted back to a restored EC. I recall there been a mod that did this last year although it was not updated sometime around the release of the Wood Elves.
IfThenOrElse  [author] 9 Oct, 2017 @ 10:27am 
Hmm thanks for the heads up! I'll check this out. That shouldn't be the case!
Jim 9 Oct, 2017 @ 10:14am 
I am not sure dilemmas are working correctly but perhaps I am misunderstanding it.

I periodically have the option to restore or retain as explained, however restoring lands overrides all existing states that have been vassalised, it breaks the vassal and sets them independent again. Seems counterintuitive towards what the module is about - gaining EC as vassals and keeping borders tidy.
IfThenOrElse  [author] 8 Oct, 2017 @ 6:04am 
Update done: see change notes.
Jim 6 Oct, 2017 @ 2:16am 
Well, that's my weekend sorted then. Cheers man... I'm looking forward to the combined campaign too.
IfThenOrElse  [author] 5 Oct, 2017 @ 3:10pm 
Update Incomming: Non diplomatic region trading
1. If you sack an empire region, it will now restore to it's orignal owner.
2. periodically you get a dilemma that will allow you to restore empire regions to original owner if you or one of your vassals own them. (for a cost to keep the counts happy.

Hopefully, this is something I can apply to the combined campaign :)
IfThenOrElse  [author] 1 Oct, 2017 @ 3:07pm 
been mostly working on mod today :)
I now have a script working that will return settlements to correct owners when sacked. THis should also work with "punish" optionm (which is techncailyl a sack).

I am also trying to modify the dilemma script so that it also restores provinces not just from those you own - but also those of your vassals.

Modding game two is still too much of an unknown to say anything atm :)
Jim 1 Oct, 2017 @ 11:40am 
Excellent. And of course, there are folk who play Empire campaigns without Legitimacy (although I am not sure why ;) ). If I may ask, how is the update coming along and, I see you have spent time in W2, is there any inspiration in there for a possible 'Mortal Campaigns' update?

Warmest regards.
IfThenOrElse  [author] 27 Sep, 2017 @ 9:53am 
Once this aspect is done, I intend to look at a way of gifting provinces as they are conquered, then looking at a way of gifting lands owned by vassals. Hopefully I can do so in a manner that works with the legitimacy mod (but also bear in mind I need to consider non Legitimacy users too!)
Jim 27 Sep, 2017 @ 12:29am 
The only issue may arise with using Legitimacy. There is a large malus associated with taking land that rightfully belongs to the other Counts, I personally rarely use the occupy function and instead prefer to punish the Count - it's a massive boost in legitimacy, rather than a decrease.

Unless you can tie it in to provide a similar boost?
IfThenOrElse  [author] 26 Sep, 2017 @ 3:06pm 
Yeah - assuming that you (as the empire) owned every province and every other faction was still alive (roaming with their armies) you would restore everything to it's original owner. Setting up a Dilemma to trigger this is howver, prooving harder than I anticipated! (every day is a learning day)
Jim 26 Sep, 2017 @ 1:50pm 
Jesus! You are doing the LORD'S work man...
Is this... every province? All I dream of is being able to restore Elector Counts to their rightful and proper land boundaries.
IfThenOrElse  [author] 26 Sep, 2017 @ 12:59pm 
Update on progress: I am implementing a system where periodically the Empire player is given the choice to return conquered lands back to the original Elector counts (If they are still alive).

Good news is the script works. Now I jsut need to figure out how to create a dilemma to trigger the event!
Jim 21 Sep, 2017 @ 5:05pm 
I've played a few hours tonight. It works flawlessly with Legitimacy. :)
IfThenOrElse  [author] 21 Sep, 2017 @ 2:41pm 
-Update landed. Figured I'd give you folks the weekend to play the mod with the Likes of legitimacy :)