Total War: WARHAMMER II

Total War: WARHAMMER II

Guv's Carnage Events: Fixed and Expanded (Update 2021-07-17)
71 Comments
Guvenoren  [author] 30 Dec, 2022 @ 9:02am 
None yet.
Mumion der Unsterbliche 29 Dec, 2022 @ 11:44pm 
WH 3 Version ?
Guvenoren  [author] 25 Mar, 2021 @ 3:34am 
I sure hope it does. I don't play WH2 atm
cybvep 25 Mar, 2021 @ 12:35am 
Hi. Does the mod still work or does it need an update?
Guvenoren  [author] 3 Dec, 2020 @ 10:38am 
Mod updated! Fixed the siege attrition amplification and some other tweaks. Check the change notes for more info
Guvenoren  [author] 16 Nov, 2020 @ 2:32am 
Not really to be honest, just need to remove 1 thing :P
piercebuster 15 Nov, 2020 @ 10:58am 
Sure, I wasn't expecting such a quick response! I was just offering an easy fix XD. Your solution would take a little more effort but I've no doubt that you'd pull it off quickly as an experienced modder.
Guvenoren  [author] 15 Nov, 2020 @ 10:53am 
or just remove that attrition type :P
piercebuster 15 Nov, 2020 @ 10:52am 
Or do 65%, if you think 61% looks too ugly on the front end. :P
Guvenoren  [author] 15 Nov, 2020 @ 10:52am 
Or just remove so it doesn't affect that type of attrition. Seems rather weird that it would affect that attrition to begin with.

I am not on a wh roll right now, so I will fix it once I feel like going back to WH
piercebuster 15 Nov, 2020 @ 10:47am 
comment pt 2/2

The AI likes to sally out before it gets wiped out while besieged as a last hurrah. It does this when it's <4% HP (since 50% attrition normally at 4% or greater will still leave it with at least 2% HP the next turn). More importantly, the last stand sally serves to alert the player that they're capturing a city (since the besieged force will inevitably die), to prevent the sort of confusion that @Scipio had. So that's why I recommend setting to 61% instead of 60%, to put the HP slightly under 4% after the second turn, so the computer accurately realizes that it's about to die.
piercebuster 15 Nov, 2020 @ 10:47am 
comment pt 1/2

@cybvep That sounds likely to me. Siege attrition default is 50%. Multiply that by 2 and you have 100% to wipe out a settlement in one turn. I personally play with a faster-sieges mod so this would come up in my games.

@Guvenoren A really easy fix is to just reduce the severity of the effect, if I may suggest, to 61%. The default threshold to still be alive while besieged is 2% HP. If it were 60% (not 61%) that would put the besieged army at 20% HP after the first turn of attrition, then 4% the turn after, then be wiped out.
cybvep 27 Oct, 2020 @ 9:42am 
Maybe it was caused by siege attrition?
Guvenoren  [author] 27 Oct, 2020 @ 7:44am 
Oh holy moly, ok I will have to change that. I will write it down the next time I get to TW:WH
Scipio 26 Oct, 2020 @ 6:27pm 
Besieged a wood elf settlement, the army within it and the settlement were destroyed once a turn passed, and I started my next turn with the occupation options
Guvenoren  [author] 26 Oct, 2020 @ 7:56am 
Really? Deleted settlements?
I have not seen that happen and I've had the event pop up several times. What causes settlements to take attrition damage? The event doesn't apply an attrition to armies, only amplifies attritions that exist.
Scipio 26 Oct, 2020 @ 1:18am 
The 200% attrition event is broken, instantly kills armies and deletes settlements
Guvenoren  [author] 4 Aug, 2020 @ 7:49am 
It should, I am using it myself currently. So it should work for you too.
graham 7 Jul, 2020 @ 12:47pm 
it's a shame Guv but real life first. Gl in whatever you do in the future.
Guvenoren  [author] 20 Jun, 2020 @ 10:29am 
Right now, the community is their QA testers.
cybvep 20 Jun, 2020 @ 9:59am 
I'm not surprised by your decision at all. Personally, I will wait at least a week after the release of the next DLC before buying it in order to ensure that there are no major bugs/issues. Both S&B and W&P were in a very bad state on their release date. There is not enough testing and too many bugs. CA needs to focus on QA more.
Guvenoren  [author] 20 Jun, 2020 @ 8:14am 
Just to let anyone know, there will be no new mods, mod updates, changes and fixed etc unit CA fixes the condition of this game. Last patch apparently broke even more things than fixed from what I have read in the comments. So far, I am not satisfied with this DLC release, which is pretty much ANY DLC release to date.

So, until the more major fixes are fixed, I will game something else.
Guvenoren  [author] 12 Jun, 2020 @ 3:04am 
Good question. Not gaming WH2 atm
cybvep 11 Jun, 2020 @ 10:34pm 
So... does it work it not? :D It was a really good mod. One of things which should have been fixed in Vanilla TBH.
Guvenoren  [author] 2 Jun, 2020 @ 2:38pm 
Yeah, I rebalanced them and I have had difficulties forcing out the events to take convenient images. So, I would just read the change notes. Sorry.
(v)1GHTY )v(4V$ 2 Jun, 2020 @ 2:07pm 
Global a couple in particular blessed fortifications but with different stats as in screen above
Guvenoren  [author] 2 Jun, 2020 @ 11:20am 
Got a global event? did anyone pop up? Which in particular?
Guvenoren  [author] 2 Jun, 2020 @ 11:20am 
Oh? That's good news then :D
(v)1GHTY )v(4V$ 2 Jun, 2020 @ 10:31am 
seems to be working
Pullo 28 May, 2020 @ 5:29pm 
Havent played in while mate, if i get get a chance ill let you know :cozybethesda:
Guvenoren  [author] 28 May, 2020 @ 3:57pm 
If anyone still uses this mod, does it still work?
Guvenoren  [author] 21 May, 2020 @ 3:31pm 
As of now, I have yet to make this script work. So right now it's set as disfunctional
Guvenoren  [author] 7 Feb, 2020 @ 12:45pm 
Made a few balance changes :P Shouldn't interrupt anything friends.
Pullo 3 Nov, 2019 @ 3:20pm 
Great work man
Guvenoren  [author] 30 Oct, 2019 @ 8:23pm 
Greetings users! I have updated this mod to now be functional. I have also added a myrad of changes to most of the incidents. Please read the change notes. Images are now incorrect.
Guvenoren  [author] 18 Oct, 2019 @ 6:52am 
Anyone has any requests or suggestions for Guv's Foundation Skills for Old World Legendary Lords' 2 year anniversary the 17th of December? :) Maybe it's time to implement something new or something smaller?

For more details, head to this recently created discussion on my group:
https://steamhost.cn/steamcommunity_com/groups/GuvsReskins/discussions/0/1607148447813347076/
Guvenoren  [author] 19 Apr, 2019 @ 4:39pm 
You're welcome :cozybethesda:
Pullo 19 Apr, 2019 @ 4:09pm 
sry mate. Its working now ty for the great work :cozybethesda:
Guvenoren  [author] 19 Apr, 2019 @ 2:41pm 
No? I am playing right now and the effects appear.

Are you aware of the CA launcher disaster that is going on?
Pullo 19 Apr, 2019 @ 2:14pm 
guessing the new patch broke this :tcry:
Guvenoren  [author] 13 Apr, 2019 @ 4:22pm 
If any of you find any bugs, please report to me!
Guvenoren  [author] 13 Apr, 2019 @ 4:19pm 
Hello! Long time no see! I have returned with some goodies!
I decided to give this mod some love. So I have done some quality of life improvements as I have restored the old Carnage Event artworks! Yippie!

I have added 2 bonus new Very Rare events, which introduces a new rarity! These events are unique as they're the only ones that comes with a debuff for gameplay changes.

Enjoy! Images updated!
Guvenoren  [author] 6 Feb, 2019 @ 11:56am 
@Veni Vidi Vici I have no idea what event that does that, but this mod does not do this. Carnage events is something you get from Blood for the blood god DLC. And This mod only extends on that formula and fixes it up.

I have no interest for such things atm, sorry. Check the forums on join the modding den discord and talk to other modders about it.
Veni 6 Feb, 2019 @ 11:23am 
This seems to be a fun mod, but it was not the mod I am looking for. It does not appear to exist. Guv, would you be interested in making a similar mod that balances the dillema events some factions get? I just had a problematic skaven campaign start where my second and only full army was low morale. I could make it rebel or take a minus 10 leadership and minus 20 damage for 20 turns buff. Obviously that meant the units were hitting for 6-15 damage. If you don't want to, its ok. I can ask around.
Guvenoren  [author] 8 Jan, 2019 @ 9:02am 
@rubyismycat yeah, basically this mod follows the same formula as the other global effects.
rubyismycat 8 Jan, 2019 @ 8:31am 
oh well i tried lol
Guvenoren  [author] 8 Jan, 2019 @ 4:01am 
@rubyismycat hmm, no that doesn't sound very inspired that suits all factions xD
rubyismycat 8 Jan, 2019 @ 2:11am 
possible inspiration missing cheese event vast amounts of cheese goes missing from the royal foodstores fail to investigate it and your capital city gets hit with absolutely no warning by a huge skaven army you have to defend against hope that sounds fun
Guvenoren  [author] 1 Dec, 2018 @ 3:06pm 
@parsec sometimes they do that. the super rare events appear only after turn 50.
The others after turn 10 with 20% chance
perl 1 Dec, 2018 @ 2:41pm 
This is odd, turn 90 and I haven't gotten a single one of these events.