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@ bruktrukruk thank you, 2 years after the fact but good to hear the last version I uploaded was a good one!
(it's still retired fyi, just curious on the comments lol)
Last update game had I tested both this and vanilla to the best of ability and with a hefty load order list it appeared to work fine for my final campaign with WH2. So shouldn't ever need an update pending a weird move by CA to update this game.
Dunga321, by now probably popped but it is random so each campaign is diff, and iirc the range is about 80-120, details are probably somewhere within this page.
Ara, UwU
Oh Valex, they are likely outdated or have been for a while but all were working last I tested this. Mods like that are often not needed to be updated unless something major has been changed in the games database library paths.
Future update, try to put em' back in with their own script, maybe some kind of secondary invasion itself, I dunno, we'll see.
Also you should consider adding the no lightning strike mod into this mod for the legendary difficulty setting. The AI is constantly on force march and it makes a lot of the fights easier than they need to be. With lightning strike there isn't much threat at all. Chaos Towers is also a great addition with this mod.
1) Nope, as this is based heavily off vanilla script, it will only spawn hordes twice during mid and end game events now, doom tide etc is long gone from new invasion script.
2) Cooldown as in there is about 20-40 turns I think at max between first and final waves.
3) Strict turn limits, if you're at 147 you should be approaching the final invasion with Archie and the boys. So theres a range of turns (imperium values etc long gone as well), and more or less game rolls a dice each turn when you're within the turn range, on last turn of the range(or if somehow goes past turn) it "rigs" the dice to force the invasion. However my mod/new vanilla invasion as does not use imperium will never do that lovely predictable invasion moment you expand, just have a time limit now.
I just tested with a fresh campaign and with both the test versions and the main version, sitting at +1 with Volkmar right now, no crashing.
@Doomy, I'll load up a campaign here and check that out with our friend Volkmar
Otherwise for @all
!!! UNIT MOD UPDATE - IMPORTANT !!!
We're going to swap over to Venris and crew's new Pink Horrors.
Big thanks to all involved: Xenon, ChaosRobie, Venris, Bálint, bainb132. Head on over there to say thanks everyone/get it downloaded!
!!If you have an ongoing campaign/invasion make sure to leave Hunt's pink's horrors enabled to avoid any issues with missing units causing a crash until started new one.!!
!!Otherwise make sure you've downloaded new mod(say thanks on their page, like etc) as it is now in our required list.!!
Interesting feedback as I usually play DE so I take care of them being a late game threat ;) But yes very similar as HE as strained fighting with me like you said that surprise of the hordes, panic confed, tho on some level I cant blame them(and as DE get used to world confeding against you), as i've seen HE wiped while playing emp before. So toss up some degree too, penalise AI in ways from helping each other and might be looking at much more boring post invasion campaign every time.
I wonder if theres a mod restricts AI being able to confed as well, think that one just remove the shield of civilisation buff if read it correctly.
Also, great mod! Those extra spawns spooked the hell out of me and created a major panic.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2568999355
I used this mod and it didn't seem to counter anything in your mod.
I reloaded a save a few times to manipulate through influence to get a better feel for what's going on. What I noticed is that no matter who I influence the AI will confederate in such a way as to avoid wars with each other. With all factions being major reikland might hate karak, but then the expedition will confederate reikland to avoid the war.
I never play without this either and its awesome, can configure it with the MCT, so that as well may help you just straight up force AI to declare war on each other even when have friendly ratings (ie once done the invasion to prevent your worst fears for sure from happening)
And thats all the ideas I got xD
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2418909192&searchtext=ordertide
Not wrong at all, exactly what will happen, even say logically as, like the old alliance system for Warhammer 40k table top "Come the Apocalypse" see many former enemies will become friends xD
1. Ultimately not my work, if possible to also encourage downloads of those mods, and it causes no issues, think this is best solution for mods like mine as everyone "wins"
2. From a Q/C standpoint too, my forte is not unit mods and balancing out stats, but I know how to monkey around with the invasion stuff pretty well by now. This way you guys get the best possible support, Deco, etc do their awesome thang with their mods and I can just focus on making sure this mod is the best it can possibly be as its own thing.
Not 100% but I think as the scripts retain teh vanilla file name, unlike data coring with DB files, its a clean 1 for 1 swap the game doesn't have issues with. If the script had startpos stuff like, actually giving these factions hometowns etc, ya need a new campaign to have that stuff just like if you're trying to add Mixu's LL 1/2 to your campaign, the mod will "work" with your old save, but you wont see any of his LL's cos need a fresh campaign to set those startpos...things.
I run OvN and all those mods, no conflicts, never had an issue with any of them for what its worth. I understand the desire to have a a streamlined load list of mods tho but just like having it be more for "SFO" would need to make a mod that is a direct OvN submod and cuts out the unit mod as needed.