Total War: WARHAMMER II

Total War: WARHAMMER II

Not Working ATM - Harder and wider chaos invasion
160 Comments
MrSoul 16 Dec, 2020 @ 10:43am 
If it helps too heres link to the RPFM, if havent tried it yet, no way I could got my mod working with the old PFM: https://github.com/Frodo45127/rpfm/releases/tag/v2.3.4

Mine for quick reff: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2251075085
MrSoul 16 Dec, 2020 @ 10:31am 
You're welcome to download and check out and/or use my invasion script as a starting point for updating this. I worked off Anyndael's(and took more than a few notes from yours) originally, but for this last update I just started from scratch with my own off new vanilla script.

It's not quite same func as what your mod does or same extent of attention to detail with timing of waves etc, but if you're having a hard time, again welcome to use it to help :D
agnes69 6 Dec, 2020 @ 10:33pm 
This is how the Chaos mod should look like now.

{LINK REMOVED}
agnes69 6 Dec, 2020 @ 10:30pm 
The mod doesn't work.
AV-BriaN- 5 Dec, 2020 @ 11:34pm 
Just going to wait until it's updated, it keeps spawning the default number when I try to test it.
AV-BriaN- 5 Dec, 2020 @ 11:24pm 
Thank you sweet!
sheenshongkangkong  [author] 4 Dec, 2020 @ 1:31am 
@agnes69 Im working on it. Please report if you encounter crashes. Thanks
agnes69 4 Dec, 2020 @ 1:29am 
Does this mod need updating?
oMcAnNoM8 21 Nov, 2020 @ 5:46pm 
great mod, the fact you dont always check diplomacy and you can miss if the spawn in factions bug really ruin the experience late game unfortunately
sheenshongkangkong  [author] 28 Oct, 2020 @ 4:05pm 
@eragon82395 My apologies. This can occur sometimes and my workaround for that is to load a save before they spawn. Make sure that they are war on you like other chaos factions.
eragon82395 28 Oct, 2020 @ 2:57pm 
This mod was great. I enjoyed the challenge, but now many turns after the invasion I discovered that this mod seems to have caused my game as the Empire to spawn Challengers of the Hound and Eagle armies, which wouldn't be a problem except that the player nor AI can declare war on them since their supposed to be Norsca specific challenge armies. They just wander around Ulthuan and Lustria causing corruption and there doesn't seem to be any way to get rid of them.
Masters 27 Oct, 2020 @ 12:15pm 
Now I am actually excited for the chaos invasion. thanks my guy! :steamhappy:
Malenthas 15 Oct, 2020 @ 4:59pm 
Hmmm. So it sounds like the first wave has infinite re-spawns from turn 90 through turn 150? That may be game breaking. Not so much for the player, because I can prepare and fight them, but for all the AI factions. They simply can't deal with wave after wave of Chaos doomstacks. The whole map is getting wrecked after 2 waves. More than that, and everything will crumble.

As a player, it would also be nice to have some sort of respite between the early invasion and Archeon's arrival.

Wondering if there is any way to turn this off after a set number of waves or a set number of turns?
Macallan 15 Oct, 2020 @ 4:28pm 
ahh yeah I the number of armies and turn timeout I already know. So u cant change the first invasion to only spawn 1 or 2 waves? Yeah I saw ci_num_spawn_waves_late_game was wondering if u could change the first one though. Anyway no problem tyvm :D
sheenshongkangkong  [author] 15 Oct, 2020 @ 3:06pm 
@123 afaik, they will only stop respawing during the second invasion(archaon's). Anyway open the lua script using rfpm. Editing "ci_num_spawn_waves_late_game" will change how many time they respawn in late game. Editing "ci_max_num_hordes" will change how many armies each spawn area will spawn. Find "if test_chaos_invasion_events then
ci_mid_game_turn_timeout = 90;
ci_late_game_turn_timeout = 150;
end;" and change the number to when the 1st and archaon's invasion will arrive.
Macallan 15 Oct, 2020 @ 11:07am 
Yeah I agree. Btw @sweet witch line should I look for to modify this? I think is the one saying "times of doomtide spawn etc" 8, 8 something like this. If I just put 1 or 2 there will do the trick or I need to change something else? ty
cybvep 15 Oct, 2020 @ 10:54am 
8 times? That's just crazy. So grindy...
Macallan 15 Oct, 2020 @ 6:21am 
I think he didnt change so its vanilla. 8 times I guess? not sure. And 3 times when archon shows up.
Malenthas 15 Oct, 2020 @ 6:18am 
How many re-spawns in the first wave? Turn 90, Chaos showed up. They gradually got beaten back, then they re-spawned another wave. Will they just keep on re-spawning every time they are beaten, or is there a cap on the number of re-spawns?
sheenshongkangkong  [author] 14 Oct, 2020 @ 4:35pm 
Reload a save that is 1 turn before the invasion.
Plonk 14 Oct, 2020 @ 10:12am 
Hey, the mod seemed to work perfectly, but the chaos first waves showed up and then nothing happened none of them seem to be actually attacking just standing next settlements. Any advice would be grand, thanks.
Malenthas 10 Oct, 2020 @ 7:24pm 
This is a great mod to increase the interest in the end game. Most of the time, I am bored by turn 100. Now, I'm fighting for my life. Nice to have something to challenge me after turn 100.
UltraRanger 9 Oct, 2020 @ 2:15pm 
So could you please consider:
1. Gradually scaling up the Chaos army composition from basic to elite units over time, making the most elite units to only come with or around the time of Archaon's arrival. I have yet to see a single low tier Chaos units yet as the infantry's exclusively Chosen, and this is the "first wave". Elite units are supposed to be rare, that's why they are called elites.
2. Make Chaos only spawn near Chaos wastes, both land and sea. With how strong they are they can easily push to say Hexatol and Sartosa, the middle of the map.
3. Make Archaon come earlier, like around 120 turns. Fighting stacks after stacks of almost identically composited Chaos armies for over 60 turns can quickly turn into an unpleasant chore.
4. REDUCE the trade income for factions that do maritime trade, and you can restore it by eliminating Chaos armies on the sea. Since such a large scale invasion would certainly disrupt maritime trade. (Note: I'm an HE player)
UltraRanger 9 Oct, 2020 @ 2:11pm 
Hey just some suggestions. I found out that even Tier 5 settlement garrisons can't really beat a standard Chaos stack in this mod with around 8 Lv 6 Chosen at 120 armor, several DOS and Hellcannon. Compared to underwhelming vanilla Chaos Invasion this mod is too extreme on the other end, too overwhelming. It's the first wave of Chaos invasion and they are already bringing in top tier units. And even if the player can manage to fight exhaustive battles several times per turn, the AIs don't stand a chance either. From what I've seen 3 Empire stacks can't beat one Chaos army.
I'll try the Lite version since I'm on VH and now not even 5 turns later it's already exhausting me with how many rough battles I have to try to clutch each turn. Even if I can really clutch/cheese all the battles I can't really do this mentally for another 60-70 turns until I beat Archaon.
sheenshongkangkong  [author] 7 Oct, 2020 @ 3:06am 
You should have the first chaos invasion by turn 90/91 and archaon's arrival by turn 150/151.
bruktrukruk 7 Oct, 2020 @ 2:52am 
if i've had no invasion by turn 150+, will it still trigger?
sheenshongkangkong  [author] 5 Oct, 2020 @ 6:40pm 
yes
UltraRanger 5 Oct, 2020 @ 6:31pm 
And Archaon won't arrive until Turn 150 right...?
sheenshongkangkong  [author] 5 Oct, 2020 @ 6:00pm 
I made chaos armies spawn there so that factions near that area would "feel" the chaos invasion since a lot of factions are untouched by chaos armies in vanilla. They will stop respawing after you beat them three times after archaon's arrival.
UltraRanger 5 Oct, 2020 @ 5:18pm 
Hi my first campaign with your mod hit Turn 90 and the Chaos Invasion was triggered and oh boy I'm still in shock. So many tough enemies, 3 Dragon Ogre Shaggoth at Lv 9? Half of a Chaos army are consisted of 120 armor Chosen at Lv 6? 3 Lv 9 Hellcannons? Dozens of stacks? I love this, finally the Chaos Invasion doesn't feel underwhelming anymore.

Just one question though, why are the Chaos spawning from seemingly out of nowhere from the sea region between Caledor and Lustria? And do I need to fight off endless waves until I beat Archaon?
The Sylvan Learning Center 29 Sep, 2020 @ 3:38pm 
this mod is real good, it makes the chaos invasion have a huge impact on the campaign. Adds a whole new "after invasion" phase of the campaign where you're fighting chaos more than anything else.
AV-BriaN- 13 Sep, 2020 @ 9:12am 
@123 Thanks for the feedback, yeah it just be the massive 42 wave number LOL. It works but when it tries to spawn another wave after the initial 42 number, it crashes :(
Macallan 13 Sep, 2020 @ 9:07am 
@av-brian Yeah I think the issue was increasing to 42 wave army. I've tried with 40 army wave and it was buggy (didnt crash like u but I had some weird bugs where the wave spawned for second time). For end game "survival" campaing my best experience was using this mod and buffing a lil bit to 20 stacks army with another mod that all chaos become unbreakble and using unnatural selection and buffing chaos and norsca to +3 and last the ruins cooldown mod so Ai cant ruin dweller. Doing this the Ai will REAL struggle and u will need to form alliances to survive and fight chaos.

20 is good number I think. Not ridiculous but still not that grindy and it seems stable. Already did 3 campaings and it did not bugged or anything.
AV-BriaN- 13 Sep, 2020 @ 8:32am 
@Rogelito Yeah I think it's a mod conflict. I did increase the spawn waves to a ridiculous amount though, I did 14 for the first wave but I did a doomdays 42 wave for the Archaon wave. I also used Gates of Chaos mod which makes it so there's a chance chaos ruins will spawn a Vessels of Chaos army. You think it could be that? In my campaign, the Chaos Warriors basically destroyed every single faction, it was just me and a few other factions holding out so there were a lot of Vessels of Chaos armies that spawned around the map from all the chaos ruins. Not sure what else could've glitched the game trying to spawn another 42 army wave when the number of armies got depleted.
sheenshongkangkong  [author] 13 Sep, 2020 @ 3:11am 
@cybvep sadly I dont have the technical knowledge for that but it would be great if someone would do it.
cybvep 13 Sep, 2020 @ 2:38am 
Have you thought about adding support for the new MCT? It would be great for customization.
sheenshongkangkong  [author] 13 Sep, 2020 @ 12:02am 
I'll test it later but these did not happen in my previous campaigns if I remember. Maybe it could be a mod conflict.
AV-BriaN- 12 Sep, 2020 @ 10:45pm 
Hey my campaign keeps freezing and the game closes after I press end turn and all the AI turns finish. I figured out it has to do with this mod, it happens when the game is trying to spawn more Chaos Warrior waves after the initial waves. Has anyone else experienced this? Any idea how to fix it?
Carnage for Khaine 11 Sep, 2020 @ 5:41pm 
thx dude
X-CALIBER 7 Sep, 2020 @ 4:39pm 
@rogelito thanks for the suggestion, looks like it'll work!
sheenshongkangkong  [author] 6 Sep, 2020 @ 7:20pm 
Both will trigger chaos invasion but the imperium level needed to trigger the invasion is increased significantly.
Carnage for Khaine 6 Sep, 2020 @ 6:43pm 
or is it only turn based?
Carnage for Khaine 6 Sep, 2020 @ 6:25pm 
@Rogelito will higher imperium level still start chaos invasion?
Zane87 23 Aug, 2020 @ 2:08pm 
Gotta say, this mod is nearly like a true invasion mod I envisioned a long time ago.
Great job really, it is extremely well done! :D
AV-BriaN- 23 Aug, 2020 @ 9:50am 
@Rigelito thank you!
sheenshongkangkong  [author] 23 Aug, 2020 @ 12:58am 
@AV-BriaN- delete {890, 910, 150, 160, "wh2_main_chs_chaos_incursion_lzd"}
AV-BriaN- 22 Aug, 2020 @ 10:27pm 
Hey Rogelito, could you please tell me how to remove the Chaos incursion that spawns in The Sea of Dread?
Macallan 20 Aug, 2020 @ 3:37am 
yeah. About the dificulty from my tests it seems the major problem is the auto resolve between the ai. I even edited the stats given double hp, md, ma and unit size for chaos to test and they still strugle when fighting a same sized high elf army for exemple. On the battlefield they became monsters almost impossbile to beat but on auto resolve they lose everytime. Another problem is horde factions are stupid hahaha. They rly dont know what to do I hope they overhaul horde system on wh3.

Idk how to mod auto resolve (nor Ive found a mod that do that) to lower the ranged value that seems to be a VERY heavy factor. Melee factions suffer cause of that and chaos is a melee faction...

Unnatural selection works a lil bit.
dizzy 19 Aug, 2020 @ 11:17pm 
@123 thanks for sharing that!
sheenshongkangkong  [author] 19 Aug, 2020 @ 5:19pm 
@AV-BriaN-
1. Make sure you correctly modify "local ci_max_num_hordes"
2. After Archaon's invasion, there is a hard cap on number of hordes that would spawn. I also tested this on 20x chaos invasion mod and it does not spawn 20x armies after Archaon's invasion.
3. I would recommend orther mods like "chaos towers" ,"Gates of Chaos" and "Unnatural selection 2" to make the chaos invasion even harder.