Total War: WARHAMMER

Total War: WARHAMMER

Da Green Threat (expanding the horde spawn script)
260 Comments
Nayran  [author] 13 Jun, 2018 @ 2:41pm 
sorry guys.. again, I had a couple of stressful working months lately guys, I should have a breather this weekend. Hopefully I'll be able to continue work on the TWW2 version.
Dr. Oz The Great And Powerful 8 Jun, 2018 @ 12:16pm 
Great mod. I learned the hard way that, at least with SFO on, the AI can't handle it. By the time I got down to the lower Empire and Bretonnia as Archaon, they were already in ruins. This isn't a criticism of the mod, more that it's a criticizm of the dumb AI who spent all their resources coming north to harass Norsca instead of defending their own interiors.
ori 14 Mar, 2018 @ 1:10am 
Any news about the updated version? honestly, I'm waiting for the updated mod before i go back to playing tww.
[L]Sanders 10 Mar, 2018 @ 3:09pm 
Is this coming to ME?
hugoleomarinho 16 Jan, 2018 @ 9:55am 
Please Nyraan, bring this Mod to Mortal Empires. The Boyz need it.
Gleen Cross 3 Jan, 2018 @ 1:15am 
Can you make a harder version of this mod? Or at least give me some instructions to edit some stuff in the PFM and etc.. The Dwarves crushed the orcs 2 times in a roll =/ Maybe more spawns on the badlands can improve that?
small_log_cabin_and_a_fire 12 Dec, 2017 @ 8:47am 
This makes Game 1 Actually fun to play through.. Without it the late game quickly becomes very boring.
Grubby Lentils 4 Dec, 2017 @ 10:20am 
#Waaaagh
Nayran  [author] 4 Dec, 2017 @ 5:37am 
@WatWasTbis?
yup, working on it.
Soon™ :D
Grubby Lentils 4 Dec, 2017 @ 4:19am 
Nyraan are you bringing this wonderfull mod to Mortal Empires? The Greenies need some love BIG TIME
Nayran  [author] 22 Nov, 2017 @ 2:52am 
I think those who encountered the problem just disabled the mod, finished the turn that mad it stuck then re-enabeled it again after words.
ori 22 Nov, 2017 @ 2:01am 
Thanks for the quick reply :)
In the mean time is there anything I can try which could help? Till I finally got my brother to play with me on co opI feel a bit bad ending our game in the middle :(
Nayran  [author] 22 Nov, 2017 @ 12:25am 
@Ori yeah I know about this bug. Sadly I have tried many things to solve them but it's still illusive to me. Apparently it has something to do with the declare war script. I am atm rebuilding the mod from scratch for TWW2. I'll see if I can port some of the new code from there to here. After all I should have learnt more about scripting by now and hopefully would eventually find a solution!
ori 21 Nov, 2017 @ 1:24pm 
Hi, thanks for the great mod.
I have an issue that the game freezes after a greenskin respawn. It doesn't happen with beastmen horde spawns, or when the respawning greenskins aren't visible to me. This problem also occured only in co-op games, but in single player it worked fine (in a few campaigns, with the same other mods enabled).
By "freeze" I mean that I can't order my armies to move, end turn etc.

would you know anything about this?
(\/) ( O . O ) (\/) 5 Nov, 2017 @ 4:09pm 
please update to WH2. MOTRAL EMPIRE need YOU!
slapda11as 5 Nov, 2017 @ 8:17am 
WOOT ty cant wait to play again woot woot....
Nayran  [author] 5 Nov, 2017 @ 4:10am 
I am currently reworking the horde respawn script, It won't be exactly like this one but it will tackle the same problems and targets this mod had. And hopefully it will be neater, less buggy, challenging and fun! I don't have an ETA yet sadly.
DaveyJones 5 Nov, 2017 @ 3:52am 
This mod is sorely needed for ME! Please senpai :wololo:
slapda11as 24 Oct, 2017 @ 2:54pm 
i agree this mod is a must have hope Nyraan can make this mod go to Mortal Empires, its a great mod ty for it and the time you put into it makes game play tons more fun....
(\/) ( O . O ) (\/) 23 Oct, 2017 @ 6:10am 
beast man seem to respawn a litte too often
Nayran  [author] 21 Oct, 2017 @ 1:43am 
@m_ig_uelon nothin is planned for TWW2 right now sadly due to lack of time, but I may make it in the future :)
m_ig_uelon 20 Oct, 2017 @ 4:48pm 
Love this mod, i hope you make this mod also for the mortal empires, the kampaign is much better with this mod
MattoFrank 12 Oct, 2017 @ 5:29am 
I started from scratch and now all except one work again. Must have overlooked something when I updated the scripts after the Norsca patch ...
Nayran  [author] 12 Oct, 2017 @ 4:50am 
@MattoFrank heya. Well it really depends on the script. Mine for example just uses unit keys which is hardly ever changed with updates. on the other hand the part where I add extra experience is affected by the experience table values.. which may change with game patches or other mods.

but I never had the issue of my script using old versions.
MattoFrank 7 Oct, 2017 @ 9:25am 
Hi, fellow modder here. I've got a general question about scripts: Is there anything I need to consider when modding scripts compared to other tables? I've got the impression that the changes I make in scripts are not reflected in the game at all, it just uses the vanilla scripts. I've also got the impression that this might be a recent development, as some script changes I've implemented ages ago still worked last week. Any similar experiences?
Nayran  [author] 26 Sep, 2017 @ 1:26pm 
@AdjutantReflex0 my mod uses the vanilla experience thresholds to increase the general's level. I believe Ash's mod has changed thoses thresholds which causes that behaviour. Can't really do anything about it to make both mods compatible sorry.

@[51stRgr] Sanders when i was activelly modding I actuallty did it for fun in my test mod. sadly atm I have barely time to even play. If you are into scripts you can see what I did with the greenskins and make the same with VC :)
AdjutantReflex0 26 Sep, 2017 @ 12:38pm 
I'm curious, my highest leveled lord is level 22, however when the beastmen are "reborn", their legendary lords are all level 45 (I do use Ash's level increaser). Do you think this combination of mods is causing this, or is it something you might be able to patch on your end?
[L]Sanders 19 Sep, 2017 @ 2:16pm 
Hey, is there a way you can do something simular for VC? I'm tired of seeing Mousillon get wiped by Bretonia super easy.
Blackthorn 18 Sep, 2017 @ 11:07am 
This seems to be very imbalanced with SFO, in my experience. The Greenskins spawn massive, almost unbeatable doom stacks, due to the way SFO handles monster strength. I would recommend not using this if you are using SFO unless you are a complete sadist.
impydog 6 Sep, 2017 @ 6:35pm 
There is no spore in Warhammer Fantasy, as far as I've ever read. That's 40K lore.
:MMWhataday:
Markliuz Da Jesterly 5 Sep, 2017 @ 4:39am 
Yapp, this needs to be looked into. whenever a greenskin army spawns and there being a event at the same time, it crashes.
AllianceDeath 31 Aug, 2017 @ 4:22pm 
Idk why but I am getting crashes whenever this mods attempts to spawn a Greenskin army on the map and I have a choice event at the same time, at least when playing Wood Elves.
Jaeger 29 Aug, 2017 @ 12:00am 
this mod sounds like the PERFECT one of the most needed improvements the GC needed. Dwarves control the badlands and an orc army may appear occasionally but they're just a minor annoyance. I think in order for dwarves / players to hold all the lucrative badlands you have to do it at a major price.
Nayran  [author] 26 Aug, 2017 @ 5:17am 
Update 32:
thankfully not a lot was changed in the scripted_events files. I updated the mod nonetheless to include the little change CA added with the new patch. You shouldn't feel a difference.

Saved game compatible.
Unnamed_Shadow 15 Aug, 2017 @ 10:49am 
As far as i know, it appears this mod still works in its current state. Still i am not sure, since i have yet to get a crash. But CA did fix the Launcher so its no longer messing mods.
hugoleomarinho 14 Aug, 2017 @ 4:41am 
No problem Nyraan. Take your time and keep the good work
Nayran  [author] 13 Aug, 2017 @ 1:52am 
I'll update this mod as soon as I can. I'll try dedicate some time this weekend. I am really sorry guys but currently busy with other stuff in life. thank you for understanding.
YinYangTW 10 Aug, 2017 @ 5:32pm 
will this be getting an update?
Gleen Cross 17 Jul, 2017 @ 2:10pm 
No problem dude =) I'm messing around with the pack manager, but related to these triggers events on the elf campaign, it's not a straightforward concept like the chaos invasions. I didn't figured out how to change that, if there's even a possibilitie to make a script for that. Anyway, hope you can return soon =]
Nayran  [author] 15 Jul, 2017 @ 8:16am 
@gleen_cross glad you liked it.
I am currently really busy with my life, so can't mod anything for now. But I'll have a look of it once I get more free time :)
Gleen Cross 13 Jul, 2017 @ 5:43pm 
Great mod Nyraan, it raised the threat indeed =) But can I make a request? Do you have the knowledge to make a similar script, more hordes, stronger units and etc.. But this time for the Wood Elves mini-campaign? There's a "trigger" system similar to the Chaos invasion in the main campaign, but it's so underwhelming. The first wave only have 4 full stacked armies of beastmen =/ 2 turns and the other elves factions killed them, it was even sad to see.
Nayran  [author] 23 Jun, 2017 @ 11:21pm 
UPDATE

- fix bug that caused the mod to sometimes crash the game
- greenskins won't spawn in regions already controlled by other greenskins. This will cause a more smoother greenskins campaign.
- re-balance army compositions
- fix bug that prevented major beastmen to spawn there third army

all changes are saved game compatible.
Nayran  [author] 20 Jun, 2017 @ 2:53pm 
@AdjutantReflex0 I ran into your issue while playing and I believe I have fixed it. I'll be running a few tests in the coming days on the fix as well as some other tweaks I have made and will push them in the next update soon.
Nayran  [author] 4 Jun, 2017 @ 12:16am 
@SIGMAR BLESS THIS RAVAGED BODY
I don't know of a way to script AI decision I am afraid. The only method I can think of is playing with the AI personality like Diplomatic Affinity Overhaul did which is 100% script free. afaik he added lots personalities including wanting karak 8 peaks and something that makes vc hate each others.

and ofc add me if you have any more questions I'll try to help as I can :)
Malykriss 3 Jun, 2017 @ 7:21am 
Thank you so much for the reply. I'll give the first plan a try. Is it okay for you if I add you in case I have any other questions about it? Just so I don't spam your page :)

As for the second thing, well is it possible to create a script that gives the AI orders on which settlements to attack? For example that VC (try to) capture waldenhof on turn 7 and that the von carstein capture templehof on turn 5 or something.
The thing is, I am using a lot of mods and it's affecting the VC and Crooked Moon AI. They just either don't do anything or they make very questionable decisions (like going in the middle of a foreign territory and doing nothing while their enemy is raiding their province). But as soon as they do capture that first settlement in the early game then they go back to normal.
Nayran  [author] 3 Jun, 2017 @ 1:47am 
@SIGMAR BLESS THIS RAVAGED BODY
basically what you with your first mod is something similar to Rise of the Beastmen so you can start by analyzing what Zarkis have done. modify the code here and there to fully understand what it does. Since your mod will be a new script you need to write it in a separate file and include it in an a vanillla scrippting file, Zarkis used the required.lua for example.

as for the second part where you want to give a province to a faction, I dunno if its feasible.
forcing confederation could be done, since you can already force peace, vassal and war.
While giving regions to factions via scripting may be even trickier but maybe you want to check this mod . I didn't open it yet but I have a hunch that he is doing what he does via scripting as well :)
Nayran  [author] 3 Jun, 2017 @ 1:39am 
@SIGMAR BLESS THIS RAVAGED BODY
well I'll tell you how I learnt ^^
since scripting is basically actual programming using Lua you learn by reading existing codes or in this case mods. I myself learnt a big deal from Rise of the Beastmen since Zarki's mod is an actual new script. I opened the mod files and understood where i need to write the new script, how to include it in the campaign etc. I also opened the original horde script by CA and the chaos scripts and from them I understood which function is available for me to use. ex: func that remove upkeep, add units, spawn armies, add xp etc.
Malykriss 2 Jun, 2017 @ 9:11am 
So my idea was to have a script or two where in the late game (turn 250-300ish) a new chaos invasion begins. The other thing I wanna do is to create a script where after a set amount of turns, some of the main AI factions gain full control of their province (for example for the Vampire Counts to have full control of Sylvannia, or that they confederate with the von Carstein in X turns).

I would greatly appreciate it if you could at least point me towards the right direction or person, cause this has been sucking the joy of modding for me for a long time.

Thanks in advance, and thanks for the great mod :)
Malykriss 2 Jun, 2017 @ 9:11am 
Hi there. I thought since you have some experience with scripting you could maybe help me out with this issue I've been having for ages. So I wanna create a script mod, but I am a total noob. I'm currently checking this page as a guide http://www.twcenter.net/forums/showthread.php?169689-How-to-Add-a-background-script-to-your-mod .

Problem is I don't have the slightest clue wha an advice thread is, nor do I know where the script folder is, nor what I should really type in these scripts.