Total War: WARHAMMER II

Total War: WARHAMMER II

[ME] Gate Pass Invasions
78 Comments
ThatJungleGaren 15 Jan, 2023 @ 4:16am 
Holy crap, I cant believe this exists. I was planning on the most convoluted system to try and generate this sort of occurrence. I love taking helmgart and having them try and take it almost every turn. I only knew of the 2 empire gates, fort soll and the 3 in ulthuan - where is the 7th? Thanks for making this btw, cant wait to try it.
IfThenOrElse  [author] 24 Aug, 2022 @ 1:58am 
Re game 3 port, see my comment on thebyvresse invasion mod.
Kraut 23 Aug, 2022 @ 5:25pm 
Do you intend on making this mod for WH3 as well?
GlaDi 8 May, 2022 @ 11:45am 
For Hardcore Experience, Would be nice if more than Armies would spawn :D
Flamboyant Schemer61 5 Jan, 2022 @ 10:57am 
I always believed skaven needs infighting to make them a bit challenging and fun. Want to make a new system with events dilemmas and alliances for years. Maybe you would be interested in it I don't know. Some random invasion chance on skavenblight and bonuses and maluses for getting alliances of the smaller skaven clans and trying to stop them allying with your rival majors. That way you would have incentive to protect the smaller clans and it would give a fun, diplomatic aspect to the skaven campaigns. Also, would nerf them a bit.
Flamboyant Schemer61 5 Jan, 2022 @ 7:49am 
thx immediately added one of those mods in to my modlist lol
IfThenOrElse  [author] 5 Jan, 2022 @ 4:41am 
Cheers! You can find all my mods here: https://steamhost.cn/steamcommunity_com/id/theSniperDevil/myworkshopfiles/?appid=594570
I'll let other folks include my mods in lists where appropriate! You won't want to blanket add all mine - some are quite specific:)
Flamboyant Schemer61 4 Jan, 2022 @ 3:25pm 
man love you and your mods but make a modlist for your mods please I can't find them on your page too
Doktober 1 Oct, 2021 @ 3:03pm 
I would dig a mod like that. As you get towards the mid-campaign and have a fair amount of settlements under your belt, it seems like your core ones don't have a reason to have strong defenses. A system that throws you a curveball and makes you defend your capital or a strong settlement of yours sounds like a fun idea. Would pair well with GCCM too as you'd be able to play defensively on a big custom map.
General Brooks 1 Oct, 2021 @ 7:27am 
Also, just a thought, but have you considered doing a similar system for random spawns attacking other parts of the empire? Could pop up almost anywhere but with a much lower chance of happening and a global cooldown of a few turns. It would be nice to represent the nature of these factions as raiders from the wilderness that can't be truly eliminated. Other mods have tried but they just instantly spawn doomstacks, which kinda sucks.
General Brooks 1 Oct, 2021 @ 7:17am 
Thanks for the reply! Just wanted to check as i've never played wood elves
IfThenOrElse  [author] 1 Oct, 2021 @ 7:13am 
They will raze it. After that.. I think they get deleted. It should imitate the behaviour of the armies that spawn for the wood elf groves.
General Brooks 1 Oct, 2021 @ 3:15am 
Hi. Just to confirm u'm understanding this right, what happens if a stack does successfully take a fortress? Do they raze it? Occupy it? Disappear or move on and attack other locations like a normal stack on the map?
Doktober 30 Sep, 2021 @ 10:17am 
Alright excellent, thanks a bunch for the mod and the help!
IfThenOrElse  [author] 30 Sep, 2021 @ 7:52am 
You should be ok in that regard. The system used provides targets and aggro radius for armies, so they should always try and attack the gate pass.
Doktober 29 Sep, 2021 @ 10:48pm 
This looks freaking crazy and I can't wait to try it out!

One question about Empire Fort spawns; It says that Greenskins, Beastmen and Skaven can spawn on both sides of the fort. Is there a possibility that the army elects to attack another nearby settlement instead or is it hard coded to only attack the fort after it's done mustering?
IfThenOrElse  [author] 17 Aug, 2021 @ 1:04pm 
ermm should be. This mod utilises the campaign marker system of the base game so should be pretty compatible.
Sotek28 4 Aug, 2021 @ 11:57am 
Thanks for the update!
IfThenOrElse  [author] 4 Aug, 2021 @ 10:07am 
Hey all - I've updated this for Silence and Fury. If you encounter any bugs please can you let me know:
The faction you are playing.
The gate that is bugged.
and what happened :)
IfThenOrElse  [author] 17 Jul, 2021 @ 1:36am 
planning to update. Although I am aware there are a couple of potential bugs to fix, so need to spend a bit more time testing that!
NINA rojozangre 16 Jul, 2021 @ 9:08pm 
@thesniperdevil HELLO.
will you do an update for this cool MOD?...
Scribe of Nekoti 16 Jul, 2021 @ 7:03pm 
Just wanted to say how much I loved this mod.
grz34998 25 Jun, 2021 @ 2:55pm 
@thesniperdevil Great, thanks for the quick reply
IfThenOrElse  [author] 25 Jun, 2021 @ 2:42pm 
This mod should only fire when in ME, so safe to disable midway through vortex :)
grz34998 25 Jun, 2021 @ 1:11pm 
Hi I accidentally left this running on a vortex campaign. Will this cause problems and/or is it safe for me to remove?

Thanks
Dragon32 17 May, 2021 @ 7:16am 
Hello.
Spotted a typo in one of the messageboxes of this mod.

event_feed_strings_text_gate_event_feed_string_scripted_event_invasion_spawned_secondary_detail
"their assualt on the pass"
-->
"their assault on the pass"

Really enjoyed it it my last Old World campaign as Mannfred. Thanks for making the settings editable via MCT, I dropped the % chance to 20 and that was perfect for me.
IfThenOrElse  [author] 28 Apr, 2021 @ 1:03am 
It is save game compatible. It should work without T&T DLC, but this mod is for mortal empires, so you kind of need that.
NPC 27 Apr, 2021 @ 8:59pm 
Do i need the dlc? And is it save game compatiable?
IfThenOrElse  [author] 25 Mar, 2021 @ 2:33pm 
Should do. You may be fighting one of your dark elven brethren though. No code amongst pirates. And the two mods *should* work together!
^Triumph 25 Mar, 2021 @ 2:30pm 
Got a question, If im for example playing Dark elves and I capture 1 of the gates of Ulthuan, will this mod work?
^Triumph 22 Mar, 2021 @ 2:00pm 
@thesniperdevil I have started using the Yvresse mod u did. It worked then added this 1 aswell. I can see the Icon on the ground that an army is asembling to attack 1 of my HE gates. But the army never apears :/ Any idea? r u 2 mods compatible with 1 another? Thx! amazing mods!
NINA rojozangre 22 Mar, 2021 @ 1:56pm 
OK 🔴 :steamthumbsup:
IfThenOrElse  [author] 22 Mar, 2021 @ 1:16pm 
This is save game compatible. It should work with SFO - but the balance of the armies spawned may be out of whack with SFO.
^Triumph 22 Mar, 2021 @ 12:41pm 
Just to be sure, do I need to start a new campaign or is it save compatible?
^Triumph 22 Mar, 2021 @ 10:41am 
Its not crashing neither working for me (Using SFO) Tho I remeber that they were totally compatible
NINA rojozangre 21 Mar, 2021 @ 4:23pm 
This MOD is SFO Compatible? 🔴
Obergruppenführer Scher 27 Feb, 2021 @ 3:14am 
The problem with the incursions on the imperial fort Soll ( with others I haven't tried yet ). The first three invasion are OK, but the next markers appear, count put three moves, and at that speed when have to get out, freezes in this position and climbs. I can poke them with the lord, and then they come out in the condition they should have on the first move, that is, with a small army, and then they attack the fort. Other mods I have are for auto-calculation, for an increased number of skillpoints for lords. I doubt that they can conflict. The mod itself for revolts at the walls is very good,
lc1999 24 Feb, 2021 @ 8:38am 
What if you are DE and occupy one of elven pass, will DE slavers attack your pass?
or say that you are Greenskins, and occupy one of Empire pass, will Greenskins attack your pass?
Shatilov 5 Feb, 2021 @ 5:32pm 
Amazing !
lionlu 24 Jan, 2021 @ 10:50am 
SFO?
Dragon32 14 Jan, 2021 @ 2:17am 
@louisryan27
I believe you can change the % chance using Mod Configuration Tool.
louisryan27 14 Jan, 2021 @ 1:35am 
Can one of these be done with % chance of spawn rate of 25% or 33%? I love this but it's just slightly too frequent and would be more of a surprise/joy if it was a rarer event.
IfThenOrElse  [author] 12 Jan, 2021 @ 12:53pm 
I've set up a discussion so you can copy/paste the mod list.
zerinp 12 Jan, 2021 @ 12:28pm 
how do you want me to send that?
zerinp 12 Jan, 2021 @ 12:24pm 
okay I will send the mod list shortly.
IfThenOrElse  [author] 12 Jan, 2021 @ 6:09am 
Zerinp/jrharrower: a Mod list would be handy. Possible things at fault:
1. a mod utilising the new invasion manager is conflicting with mine.. or just breaking scripts.
2. a specific marker co-ordinate might not be valid enough to spawn an army.
3. some tweaking of MCT settings on the fly could be quirking up the script.

Another handy thing would be to run my script debug activator mod alongside this and reproduce the fail - and send me the script log to see where the fail is.
jrharrower 12 Jan, 2021 @ 5:10am 
Having a similar problem to Zerinp as Golden Order. First 4 or 4 invasions near Fort Soll worked as intended. With exactly the same mods the last two invasion have produced the marker as intended with invasion imminent (had only 1 turn every turn both when it worked and not - could be linked to the issue? not sure) but when that has passed no army has actually materialised. Obviously not your job to fix but I love this mod and would be great if I could find what the issue is. Anything you could suggest would be great. I know i could try to isolate a mod conflict but as it worked with these mods before I'm not sure... I guess when have them could have been updated/changed and now be conflicting where it didn't before though
IfThenOrElse  [author] 9 Jan, 2021 @ 2:00am 
Zerinp - what other mods are you using? Being a custom script mod the only things I can think that could conflict are:
if a mod uses a campaign group member criteria value of 1987
a campaign interactable object called gate marker

and thats about it (unless you are using a mod that has ripped my own work and not edited it enough)

Have you tried deactivating other mods to locate a conflict.
zerinp 8 Jan, 2021 @ 4:50pm 
I'm having issues with this one. The armies don't materialize, and I can't interrupt. Nothing happens. Does it not work if it's added to a game in progress?