Total War: WARHAMMER II

Total War: WARHAMMER II

Ultimate Chaos (Updated for Silent!)
Chaos Invasion Script
I wanted to open this discussion out of curiosity with what has been done with the chaos invasion script, based on three different questions. I see the change logs with a couple of noted changes but I don't see a full description of what was overhauled with it.

1) How is the chaos invasion made better and harder?
2) Is there a full detailed explanation/list of the changes?

3) Also, if I'm playing as WC or The Despoiler, how do I trigger the Doom Tide apocalypse event, if possible?? The problem I've always had when playing as WC or any other chaos faction is that the world is wwwaaaaaaaaayyy too big to destroy just by yourself, or without some Norscan faction just taking everything.... I want to actually DESTROY the world, but that's simply impossible by yourself without having a game that's thousands of turns long and is grindy by that point.

Fact is, is that by the time I'm done with an area or faction and move on to another, some other AI faction goes and resettles what I destroyed.... Then it's the ring-around-the-rosie BS... This ultimately renders the entire end-game goal for Chaos as a factually moot and unobtainable point....... Very unfulfilling if you're entirely honest.

Ultimate Chaos would be more ultimate if there was a mechanic that accomplishes this and triggers the normal Doom Tide at a set turn. Lets discuss!!! Who wants to truly destroy the world??
Last edited by InquisitiveBard; 11 Oct, 2018 @ 11:15am
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Showing 1-5 of 5 comments
Steel  [developer] 16 Oct, 2018 @ 6:37pm 
Alright, this one really isn't easy to answer but since it involves another topic that's going around at the moment i'll try and explain.

Basically the chaos script is heaviliy edited. I'll try and explain in pratical terms most of the stuff it does from the player's perspective.

You will ahave to bear with me because it's been a while since I created this version and its changed a lot over the different versions so I'm not sure everything thats a deviation from vanilla.

Firstly the dead easy stuff, number of hordes, waves, horde sizes are similier too if not the same as the vanilla script. (most chaos difficulty mods change these numbers)


When a chaos horde is spawned it has two stages.
One is early game, the other is late game (the one with archeon)
What this script primarily does is change what shows up.

For example: The chaos faction to beastmen faction % is tweaked to allow for more UC hordes.
the composition of each army is changed so it's roughly like this:
-- 60% Infantry
-- 20% Calvary
-- 10% War Engines
-- 10% Monsters

Firstly it determines what faction will spawn (beastmen/chaos)
then if its chaos it randomly determines what god it will be, Khorne, Tzeentch, Nurgle, Slaanesh or Undivided.

Once that is known it then assigns custom UC buildings to the horde depending on what 'god' is selected.
(It's also dependant on what 'stage' the spawning is at-higher stage mean smore advanaced buildings)
(For example khorne hordes get khorne recruitment buildings)
This is so the horde can repopulate with the correct god units if damaged/units are killed.
This dosnt always happen because remember the AI can still build more buildings like the player if it has enough favour. (So a 'khorne' horde could for example construct the 'nurgle building' and therefore hire Nurgle troops.
(UC hordes have no upkeep if spawned via this script)

Then it will populate then horde, depending on what "stage" the game is at is what table it will spawn from.
(The end times tables have mroe elite troops, greater daemons etc)
Thsi process is mostly random, but certain armies are forced to contain certain units (x amount of Tzeentch warriors for a Tzeentch army for instance)

The latest version of the script will also generate a God aligned general correct to the army, (Khorne lord fo a Khorne army for example)
This is randomised too.
That means if it's spawnign a 'Tzeentch forece' It could be led by a Lord of Change, Tzeentch Sorceror Lord, or a Tzeentch Lord.
This is true for all gods.

Next the god aligned general will now be named drawn from a random name pool setup via the script.

The script also allows UC heroes to spawn when creating agents on the map.
It also changes the Sarothal Invasion to match the parameters above, with Sarothal himself being a completly custom Lord of Change.
Last edited by Steel; 16 Oct, 2018 @ 6:39pm
Steel  [developer] 16 Oct, 2018 @ 6:38pm 
Oh, just saw your other point, if you want to do that play Norsca, then it joins up with you.
It is possible to burn out the entire world (ive done it) but it does involve a good old bit of burning out recolonising AI.
Steel  [developer] 16 Oct, 2018 @ 6:39pm 
Btw the Norscan scripts are heavily rewritten by UC too, allowing for god challengers and questlines that actually corrospond to the correct gods. (Nurgle challenger is a proper Nurgle lord with a Nurgle sorc etc etc)
Steel  [developer] 16 Oct, 2018 @ 7:09pm 
Oh and if you really want to burn the world without it endlessly being recolonised...run a "AI does not colonise" mod alongside UC.
InquisitiveBard 16 Oct, 2018 @ 7:13pm 
@Steelb_l_ade thanks for the details!! Good to know what all was done so I can better stay away from possible conflicting mods. Love the mod bro.
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