Total War: WARHAMMER II

Total War: WARHAMMER II

Flamboyant's - Additional Events for Wood Elves and Empire
38 Comments
Flamboyant Schemer61  [author] 20 May, 2022 @ 7:12am 
Yeah man if you are using too many scripted mods that might be the issue
NuGuNz 19 May, 2022 @ 5:01pm 
Nora can invasión bugged out for me spammed like 10 messages and armies spawned on top of each other. I have a heavy mod order so that might have contributed.
Lobuno 27 Dec, 2021 @ 11:57am 
Thanks!!! Got'em all in the compilation :D
Flamboyant Schemer61  [author] 27 Dec, 2021 @ 11:09am 
I've cut the armies from forest goblin invasion and plague events a lot but it still is difficult. Not even close to what it was tho. I would love to make more dilemmas too but its too time consuming mate. I really am sorry. Too much work for one guy to do
Nox 20 Sep, 2021 @ 11:28pm 
I would generally prefer, if these invasions would be pinned to decisions with benefits and drawbacks like the Beverage or Observatory event. The Followers of Nurgle event e.g. could be tied to the plague building up.

Like event:
Level 1 - Rumors of Plague: Options could be suppress rumors (public order -4 for 6 turns), find a cure (pay 3k money), ignore (Chaos corruption for 6 turns).

Level 2 - Outbreak of the Plague: Quarantine (Trade -100, Growth -10, Public Order -4 % for 6 turns), Continue to find a cure (pay 5k money), Slay the infected (Chaos corruption, but also public order increase for 6 turns).

Level 3 - Dead Men Walking: Followers of Nurgle spawn 4 stacks. Minus 2 stacks for each find a cure; minus 1 stack for Quarantine.

Level 4 - Time of Splendor: Some boni to choose from, after everything is done, to negate some overall negative impacts of the event, like higher chances to detect undercities etc.
Nox 20 Sep, 2021 @ 1:20pm 
The Followers of Nurgle Event is kinda far too brutal, especially if played with SFO (which every sane person does). Especially since they spawn shortly after the plague event, which increase recruitment time for a tremendous amount of campaign time (12 turns from 60 turns is 1/5 of total campaign time at this point).

7 full stacks of chaos is by far too powerful. I recommend to reduce it to around 2 stacks (which is already insanely powerful for turn 66 in SFO) or to drastically reduce the amount of Chaos Warriors in the stacks and fill it with Cultists/Norscan instead.
Flamboyant Schemer61  [author] 4 May, 2021 @ 3:45am 
events are coming a bit later now
Flamboyant Schemer61  [author] 4 May, 2021 @ 2:46am 
I'm updating all my scripted mods and I'll check this one too everyone. Will try to fix it and maybe make the invasions a bit later? I dunno for sure but I'll give details in the description
Circuleer 26 Mar, 2021 @ 11:45am 
Did some of the turns on which the events happen change?
Bleinz 5 Mar, 2021 @ 2:51pm 
I feel like there should be some chain of events leading to the nurgle invasion. Right now, even if it gets nerfed (I'm using your event compilation mod) it feels very sudden and if you want to be prepared you just have to metagame and take bretonia before uniting the empire or have armies on your province the turn before the invasion without a single event having pointed to an invasion coming. I dont know, it just feels weird. Maybe adding some text events some turns before or a chain to help you prepare would be nice. Just an idea though, this is a brilliant set of mods.
unilateralism 28 Nov, 2020 @ 2:22pm 
Played 3 playthroughs with the compillation active as Empire, and I am not seeing an effect from either the beverage or observatory (unless you pay to stop them, which all it does is take away the funds). Unless they cause the plague outbreak or something? Any one know what effects they are supposed to have?
ZerJunkenstein 15 Nov, 2020 @ 6:58am 
what does the mysterious beverage do? Played for a long while and did not se any clear negatives
riki_cappelletti 21 Oct, 2020 @ 10:05am 
@Flamboyant Schemer61: Love this mod and many others of yours. Just a note concerning this: i find the chaos invasion at turn 68 to be... devastaiting.

is there any way I can "cut" the number of armies entering the Empire's borders?
Flamboyant Schemer61  [author] 21 Aug, 2020 @ 4:47am 
yes it forces you to stay somewhat smaller and help other electors instead of taking them (especially the southern ones)
deathdealerus 21 Aug, 2020 @ 3:50am 
amazing mod. i am using it in compilation and it brings a new depth of hardcore for my reicland company (playing with sfo). the only problem is, for defending my starting province, Karl has to occupy most of bretonia and probably dont touch vissenland or golden order before the nurgl invasion ))
Flamboyant Schemer61  [author] 19 Aug, 2020 @ 4:44am 
you are welcome man have fun! and a side note, if you have rpfm, or pfm you can just try the event and see the armies in turn 1
Marcus Aurelius 19 Aug, 2020 @ 1:36am 
Well I just saw that you updated this one recently and nerfed the event (while reading the comments) I was using the event compilation so i think that's while the event is too OP with SFO because the rebalance you did in July to the nurgle event is not up to date in the event compilation version. So will retry while using all your mods in standalone instead before trying your easy version ^^ Hope it will be Ok :steamhappy: Thanks for the answer
Flamboyant Schemer61  [author] 18 Aug, 2020 @ 3:23pm 
Oh I know its too hard for many people man I just love it that way lol but its ok write me in discord and I'll send you a version of this mod with much easier armies mate
Marcus Aurelius 18 Aug, 2020 @ 11:40am 
Hey, Love your mod but the nurgle event is too Strong with SFO, tried two times with Reikland and Golden Order and it's impossible, I have only one not end game good army and one another mid/fill with garbage and i must face too much army. The event spawn around turn 58 for me btw. Dunno im the only one in this case but maybe spawning 1 army per province would be better to be balanced or 3 army in the starting province. I don't know but that's sad because other events are good but this one is just too op :steamhappy::steamhappy:
Flamboyant Schemer61  [author] 27 Jul, 2020 @ 12:08pm 
I already changed that mate you need to update your mod it isn't main chaos faction anymore
Vollhov 11 Jul, 2020 @ 3:58pm 
Those who cry that the Nurgle event is killing the Empire, they probably like how the Empire and Kislev have 100+ cities each.
I advise you to return everything as it was, since the event at the moment is broken. Instead of the appearance of the Challenger of the Crow, the Warriors of Chaos appears and thus breaks the victory script. In addition, the Chaos Armies in Reikland stand and do not do anything, but one of the lords becomes Archaon.
Flamboyant Schemer61  [author] 8 Jul, 2020 @ 7:57am 
yeah u should be able to tho some events won't happen cuz they were before turn 55 mate
is mud wet dirt 6 Jul, 2020 @ 8:27pm 
Can I add this mod mid campaign? I am on turn 55
Flamboyant Schemer61  [author] 3 Jul, 2020 @ 9:45am 
oh I made every armies much weaker yesterday, sorry I forgot to announce probably. If you are playing sfo you'll have bigger enemy armies tho but even those are nerfed compared to the old armies
Regent 3 Jul, 2020 @ 12:53am 
Agree with him the nurgle event is just too much for empire to handle
Flamboyant Schemer61  [author] 17 Jun, 2020 @ 6:05am 
are you playing with golden order or reikland mate will look into the armies in both.
-=JkJkLoL=- tk421storm 16 Jun, 2020 @ 6:04pm 
chiming in to agree with previous commenter - chaos "nurgle" event basically eliminates in the empire from the game - and i am not playing with any extra chaos strength mods. All the events seem to focus on keeping the empire weak and on the back foot; in the 4 games I've played since installing this mod, the Empire ceases to exist soon after the nurgle event. I will follow the advice re: removing the individual script, however I feel like it is not working as intended.
Flamboyant Schemer61  [author] 6 May, 2020 @ 3:31pm 
are u using other mods that makes chaos stronger? And you can simply delete the events that has those stacks in it in mod files literally 10 secs. for you mate. And if u do that before they arrive u can continue ur save too its fully save game compatible to delete scripts in this mod
Walideen 6 May, 2020 @ 2:49pm 
I loved this mod until the invasion at turn 68.Chaos came with 7 stacked armies between 18 and 19 units and even my best unit could not get an even rated fight. I have to uninstall I have tried 5 different scenarios all ended the Empire or set it back 30 plus turns. Thank you.
Flamboyant Schemer61  [author] 10 Apr, 2020 @ 7:55am 
no it doesn't mate
Laughing Forest 9 Apr, 2020 @ 8:26pm 
Does this add a Colleges of Magic dilemma where you choose a college to support and then get a wizard?
Flamboyant Schemer61  [author] 24 Jan, 2020 @ 8:36am 
I want to make an additional event chain mod for skaven mate, which will include some attacks on imperial territories.
Vollhov 24 Jan, 2020 @ 8:21am 
Can make this invasion more than one-time ? 51 101 151 :steammocking:
Vollhov 24 Jan, 2020 @ 7:46am 
cool :steamhappy:
Flamboyant Schemer61  [author] 24 Jan, 2020 @ 7:21am 
chaos armies a lil bit weaker and they will come at turn 51
Vollhov 24 Jan, 2020 @ 1:28am 
At 31 it's too cruel. Please make the Followers of Nurgle appear to turn 80.
cryohellinc 13 Jan, 2020 @ 10:53pm 
Great idea. Thank you!
Invincible under the Heavens 11 Jan, 2020 @ 5:25am 
nice