Total War: WARHAMMER II

Total War: WARHAMMER II

Chaos Towers (Updated for S&F)
322 Comments
You Look Lonely 8 Apr @ 6:28am 
Does this remove the infighting?
Purge8642 17 Jan, 2023 @ 3:15pm 
Hey, love this mod. Will you be making this for TWW3?
Purge8642 17 Jan, 2023 @ 3:15pm 
@Oracle That's how it's supposed to be. You don't upgrade them past tier 1.
Öracle™ 28 Sep, 2022 @ 8:03pm 
The only problem is that its telling me to upgrade a building but i cant cause I cant go any further then tower lvl 1 from the settlements, It doesnt show any way to upgrade the tower past lvl 1 its like stuck there. is annoying having to keep skipping all of them just to end my turn.

(update) you can use SFO but the only bug was what I wrote ^^^
Marcus Aurelius 30 Aug, 2022 @ 10:00pm 
Hey, does anyone know which specific main cities have special outposts/buildings? I can't seem to find any information on it and was rather curious. I'm assuming Middenheim and Altdorf maybe? Kislev and none of the Norsca cities had anything unique.
igorpc 30 Jul, 2022 @ 2:54pm 
Also is it possible to be able to raze the province with populace bonus still?
lwhのsama 30 Mar, 2022 @ 9:39pm 
included in sfo but works amazing:hunterprofile:
💀Drezden💀 26 Mar, 2022 @ 10:08am 
amazing mod. id love to have one for beastmen.
igorpc 25 Mar, 2022 @ 6:45am 
Is it possible to disable public order for chaos?
Mumion der Unsterbliche 10 Feb, 2022 @ 5:18am 
News Or Update ?
MICHAEL MYERS 29 Nov, 2021 @ 8:04pm 
super mod, thank you so much
NorscanWarlord 22 Nov, 2021 @ 8:04am 
if only the chaos towers had walls, either way it a fun mod to use in coop
Warsonger  [author] 18 Nov, 2021 @ 11:35pm 
A bug or maybe a mod conflict, I'm sorry
bluesquarerug 18 Nov, 2021 @ 3:24pm 
hey i love the mod but when i occupied altdorf i was unable to build public order or anything like that except the skaven detection building? is that a bug or part of the mod?
Macallan 22 Sep, 2021 @ 10:53am 
ty warsonger. I'm a noob in modding but learning a bit with guides and amazing modders like u :D . I'll experiment later
Warsonger  [author] 22 Sep, 2021 @ 10:35am 
@123 Probably they would only occupy, if you take out the other options.
Warsonger  [author] 15 Aug, 2021 @ 11:45pm 
@CJ3200
I can't take your collab offer right now, but this concept sounds really nice, one I would use too!
You can use my mod as base, I'm looking forward the results!

Btw anyone can use my mods for their own, as long as you give some credits or a mentioning.
CJ3200 15 Aug, 2021 @ 11:28pm 
Must have for Chaos campaigns. I'm actually working on a WoC bloodgrounds/herdstone mechanic. Full details here: https://discord.com/channels/373745291289034763/386587199711346689/876711431628791848 . For my current testing, I'm using your excellent mod as a base. Are you interested in collaborating?

At the very least, can I get your permission to keep your mod as the base when I'm ready to post? My plan is to sub-mod in a unique special building, which triggers the script to lock adjacent settlements. Your mod would be a required item when I finally post (no schedule as of now).
SDgamer 7 Aug, 2021 @ 10:26am 
Sorry about the request then Warsonger. you just keep on doing what your doing right now then
Warsonger  [author] 7 Aug, 2021 @ 12:50am 
@SDFgundam Yes, a bit much for me. I don't have as much time for modding as I used to, and I don't even know how to make the official version of Bloodgrounds for the WoC.
SDgamer 6 Aug, 2021 @ 7:26pm 
is it to much to ask for a modded rework of the official version of the Beastmen Blood Grounds? i would really like that since the Radious mod makes it so you can build other structures in the settlement where the Herdstone is at
Dwarf Dwarfich 4 Aug, 2021 @ 8:54pm 
Bug: chaos invasion stops near first camp and camping there without a move(6 armies of all), disgusting
Mike 4 Aug, 2021 @ 8:39am 
Just an FYI this mod does seem to work in the Vortex campaign. I'm using "Mixu's Legendary Lords 2" and "Mixu's Unlocker"
Dragon32 17 Jul, 2021 @ 3:36am 
@Warsonger
My local chaos_tower.pack has a Modified Date of 15th July 2020. CRC32: 746409A3

Steam's downloaded other updated .pack files so I don't have a Steam download pending.
Warsonger  [author] 16 Jul, 2021 @ 9:49pm 
I updated from the tw launcher, and there it says it's up to date, the steam workshop timestamp works differently
TrueChaoS 16 Jul, 2021 @ 9:33pm 
Steam workshop is at it again apparently
Deschain 16 Jul, 2021 @ 6:03pm 
Are you sure you updated it? it says: Updated 15 Jul, 2020 @ 9:54am.
Warsonger  [author] 16 Jul, 2021 @ 12:26am 
The mod should be working now, let me know if you encounter any major bug!
spacesource 14 Jul, 2021 @ 10:59am 
chance to update?
TheNatural_1985 24 Jun, 2021 @ 7:13pm 
just a FYI.... this mod is making nakaij's vassal defenders of the plan abandon every settlement in a turn or two after capture. Either this mod or beastmen or both are causing it. Think you can fix?
MrSoul 31 May, 2021 @ 8:28pm 
@Goshdarn, for what it is worth it works with my chaos invasion script mod, so I imagine should work fine unless that mod has a similar function.
Yo"rr gamma ix bae 8 May, 2021 @ 5:02pm 
so the only thing that seems a bit unbalanced is that you can sack/occupy on the same turn.
lwhのsama 8 May, 2021 @ 3:35pm 
what an excellent mod in WH2 :steamthumbsup:
Gutvald 17 Feb, 2021 @ 2:06am 
You should give public order bonus for those settlements, we re getting revolt everytime.
Incorporeal 15 Feb, 2021 @ 7:46pm 
Anyone know how compatible this is with Ultimate Chaos? I would assume not very but figured I'd check if anyone's tried.
Cheek Clapper 6969 6 Feb, 2021 @ 3:03pm 
A quick warning: don't use this with the gates of chaos mod, use one or the other because otherwise you get infinite vassal armies conquering swathes of territory in no time.
Ciaphas Cain 1 Feb, 2021 @ 2:02pm 
Oh I would love a Wood Elf version that allowed them to take settlements as normal such as Empire.
linkfire12 1 Feb, 2021 @ 1:27am 
Thank you for clarifying, I haven't tried SFO as of yet. I imagine a full town based off the horde buildings would be quite bland, I much prefer this system.
Warsonger  [author] 1 Feb, 2021 @ 1:03am 
SFO Bloodgrounds are actually very weak, and with Chaos, it only lets to occupy at specified locations, but with full settlements, not outpost. So Chaos Fortresses are much stronger.
linkfire12 1 Feb, 2021 @ 12:50am 
SFO seems to tweak your blood ground/tower system as well, do any of those changes seem reasonable, or are they too strong/overtuned for vanilla balance in comparison to SFO's?
linkfire12 1 Feb, 2021 @ 12:48am 
Something else I noticed is that with the Wood Elf rework, Racial Capitals provide custom buildings with a stronger custom garrison and extra building slots for Wood Elves, and they each add a unique global bonus. That might be a fun system to retrofit, since the mods already gives small recruitment level bonus's for racial capitals. Blood Grounds could get something custom for world trees as well. Allow some semi-permanent settlements as strongholds of a sort, since obviously the majority of outposts are supposed to be small garrisons/small bonus's that aren't mean to be held long term, but rather stop the AI from instantly resettling while you assault them.
linkfire12 1 Feb, 2021 @ 12:42am 
Thank you for the response, perhaps a simple solution would be an option to turn off outposts for the AI with the MCT?
Warsonger  [author] 1 Feb, 2021 @ 12:34am 
@linkfire12
My campaigns got me to the same conclusion, this mod is really best when the player is the horde faction. It's okay when the Chaos invasion set to legendary, cuz they have so many armies, the AI donesn't try to play that defensively.
I tried some AI manipulation, but with no results, tbh I not really know how to fix it.
On the other hand, I might just wait for the game's development to get further, maybe we get some horde faction upgrades and changes, (Beastmen or Chaos dlc?), and then I may look into modding this again.
linkfire12 31 Jan, 2021 @ 11:39pm 
In relation to Xeonz point, this and Bloodgrounds seem to really gimp their AI, Beastmen armies turtle at their blood grounds and let their bestial rage plummet and don't raid or pillage anything. Chaos Invasions don't walk past Kislev, instead hovering around their handful of settlements just below Norsca.

I really like the other changes this mod makes, like ambush, march and zero cost camping, and the settlements work superbly for the player and allowing the destruction of factions without the merry go round. But I feel like some kind of tweaks need to be made to the AI, whether it means the option to disable outposts for the AI or change their priorities so they don't obsessively try to defend settlements that aren't even supposed to be kept/maintained beyond wiping out a faction, hopefully something could be done.
The Covenant 27 Jan, 2021 @ 10:54am 
Is this Radious compatible?
Ciaphas Cain 21 Jan, 2021 @ 11:55am 
Awesome :D
Warsonger  [author] 19 Jan, 2021 @ 2:07am 
It's up to date
Ciaphas Cain 18 Jan, 2021 @ 5:48pm 
Does this require an update?
Joe 4 Jan, 2021 @ 8:48pm 
Mod is essential when playing as Chaos. What's the point of razing a settlement when the enemy is going to resettle it right in the next turn.
MrSoul 3 Jan, 2021 @ 8:14pm 
mod is a lot of fun, works with mine as well and four factions I make chaos invasion spawn dedicated to each of four gods settle as well, after done main phase of invasions like have whole second campaign of mopping up the "realms of chaos" after the fact :D very cool mod!