Total War: WARHAMMER II

Total War: WARHAMMER II

Flamboyant's - Norscan Migration
25 Comments
ThrobbingforMorbius 17 Apr, 2023 @ 10:16pm 
does this still work?
Flamboyant Schemer61  [author] 26 Dec, 2021 @ 1:53pm 
because suppose someone other than a norscan killed the factioon, then they need money sadly lol
Flamboyant Schemer61  [author] 26 Dec, 2021 @ 1:53pm 
@Karner15
north
@Nightwing
maybe will do the cost thing but I dunno. You can disband them and I want AI to have that little edge
JohnnyCJK 19 Oct, 2021 @ 7:31am 
Where do they spawn ? At the north cost right ? Not in the middle of the empire right ?
Nox 19 Sep, 2021 @ 11:29am 
A Norscan player can unfortunately immediately confederate the migration army, granted them an instant army with nearly no upkeep. I would appreciate it, if this new army/faction cannot be confederated or costs normal upkeep for the player.
Flamboyant Schemer61  [author] 21 May, 2021 @ 3:31pm 
it doesnt add anything for custom battles mate. It's a campaign event mod.
James Yan 21 May, 2021 @ 5:10am 
is this mod playable in custom battle?
cybvep 1 Nov, 2020 @ 2:17pm 
I've recently witnessed the Varg migration to Ostland and it wasn't even 1 full stack. I get that they shouldn't be strong, but at the very least they should be more numerous than that.
天启 5 Jul, 2020 @ 6:28am 
good
MoncherFrag 4 Mar, 2020 @ 9:32am 
If I use time destroyer all clans migrated after the first turn, other than that it's amazing, thanks
cybvep 3 Mar, 2020 @ 12:46pm 
The strength of the army and the level of its lord should depend on the turn count (for balance reasons) and the number of rifts around the world (for fun and lore reasons). The rifts in the player's territory or the territory of the player's vassals would be permanent, so the player would have to deal with them eventually. However, for balance, every rift in AI-controlled territory would dissipate after 40 turns, because the AI doesn't know how to interact with the markers. Obviously, there is nothing stopping the player from interacting with the rifts spawned on AI-controlled territory.

IMO such a system would both make the world feel more alive and make the Chaos threat feel more real.
cybvep 3 Mar, 2020 @ 12:46pm 
- Laurelorn Forest (count as 2) - occupation by non-WE faction (only the WE "belong" there), sacking or razing by anyone;
- every Karak Eight Peaks region (KEP itself count as 2, other regions count as 1) - occupation by non-Dwarf faction (Dwarven runesmiths help to improve the waystone network), sacking or razing by anyone.

Every time the Chaos Rift is spawned, the player would get an event which would also allow the player to check the location of the rift (by using the standard "zooming in" option). In case of Chaos Rifts, bribe option would be replaced by magical "containment". After a 5-turn cooldown (so there are no annoying instant-spawns), there would be a chance of spawning Chaos, Beastmen or mixed Chaos/Beastmen army. If the WoC faction exists, the spawned army would immediately become the vassal of WoC.
cybvep 3 Mar, 2020 @ 12:43pm 
Based on my understanding of the lore, IMO these places should include:
- every Ulthuan region (capitals count as 2, so 2 rifts are spawned; minor cities count as 1) - occupation by non-HE and non-Lizardmen faction (besides HE, only the Lizardmen truly "understand" the Vortex), sacking or razing by anyone (MOAR CHAOS);
- every Lustrian province capital and ritual site (Itza count as 3, other capitals count as 2, ritual sites count as 1) - occupation by non-Lizardmen faction (only the Slann help to keep the Vortex stable from their temples), sacking or razing by anyone;
- every Athel Loren region (they count as 1, while Oak of Ages count as 3) - occupation by non-WE faction (only the WE "belong" in Athel Loren), sacking or razing by anyone;
- every Albion region (province capital count as 2, other regions count as 1) - occupation by non-HE and non-Lizardmen faction (so Nakai is good), sacking or razing by anyone;
cybvep 3 Mar, 2020 @ 12:43pm 
They could even become pirates after being driven out of Lustria :). Norscans are seafarers, after all.

If you want ideas, here is something that might interest you. It's a repost of something which I suggested to Anyndel once.

I have an idea for a different version of this mod. In Vanilla, it irks me that even though the Great Vortex is visible on map, the Chaos incursion aspect of the game is very static. There are those stories about the waystones and the danger that Grom's invasion posed to the stability of the Vortex, but in-game even if entire Ulthuan is razed, nothing is changed. From the lore we also know that the Slann are helping to keep the Vortex stable as well, but again, even if entire Lustria is overrun by rats, the world doesn't change in-game. How about creating visible on-map Chaos Rifts around the globe? They would work sort of like Chaos Camps, but they wouldn't be spawned randomly, but only when various places are occupied/razed/sacked.
Flamboyant Schemer61  [author] 3 Mar, 2020 @ 11:51am 
@cybvep
Will think on it mate. Tho there is only one problem, which is ai. So when you want to spawn a norscan army near tilea, skeggi may want to turn back to the new world lol. I'll try to use factions that have interest on those regions or hordes to let ai attack nearest settlements + I love dynamic events too mate, I just need more ideas for them. Without more dynamic ideas, events and dilemmas sadly should be tied to a turn number or a certain event like asrai intervention when u build shrine of khaine etc.
cybvep 3 Mar, 2020 @ 9:07am 
I really like the idea, mostly because it's dynamic and thus more interesting than static spawns on turn X. We need more stuff like that. How about an event like that for Skeggi as well? They could spawn in a place where you don't see Norscans often, like the Tilean Sea.

I think that similar migrations for Greenskins would be quite fitting. For example, wiped out Red Eyes could get "migration" spawns near the Kraka Drak, while the Leaf Cutterz could get migration spawns somewhere in Bretonnia and the Skullsmasherz - in Tilea or Estalia.

I also have a random idea for AI Tretch Craventail and Skarsnik. These two LLs are pretty isolated in their starting positions, but have other regions which are sort of natural areas for them. How about giving them a last chance to live on? When Clan Rictus gets wiped out, spawn a thematic army or two for the defeated faction near the Crookback Mountain and auto-DOW the province owner. Same for Skarsnik, but with a spawn near Karak Eight Peaks.
Flamboyant Schemer61  [author] 19 Feb, 2020 @ 7:02am 
hope u'll have fun everyone
Walkabout 19 Feb, 2020 @ 1:38am 
Nice
Equivocator 17 Feb, 2020 @ 9:02am 
Sound fun. Thanks.
Decomposed 17 Feb, 2020 @ 7:39am 
Nice, thanks.
Flamboyant Schemer61  [author] 17 Feb, 2020 @ 6:42am 
oh sorry guys I was very tired when I uploaded this one lol. When one of Goromadny, Helspire, Varg and Skaeling tribes dies, their people will migrate to empire or kislev. Which basically means that there will be an event that will spawn some armies for the dead faction in kislev or empire.
Malykriss 17 Feb, 2020 @ 4:50am 
From what I've seen it creates events for regions like kislev, ostermark, karak kadrin etc. which spawn norscan armies.
Equivocator 17 Feb, 2020 @ 2:22am 
@Flamboyant, you rarely explain what a mod does
Decomposed 17 Feb, 2020 @ 12:13am 
Yes, what is the new mechanic?
MorglumNecksnapper 16 Feb, 2020 @ 11:48pm 
Could you please elaborate on what the mod does?