Total War: WARHAMMER II

Total War: WARHAMMER II

Gates of Chaos (Updated)
Davi 4 Sep, 2018 @ 7:56pm
This is very unbalanced.
I am on turn 40 and there are about 8 full stacks from the gates. They have alone killed whole kislev and are now moving onto the empire. They have about 7x the strength of me. I'm gonna have to disable this mod as it just brakes the game really.
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Showing 1-15 of 25 comments
King Gwynsen 6 Sep, 2018 @ 6:35am 
@ELDER WOLF Did you try an other time ?
Erhes 7 Sep, 2018 @ 5:23am 
Hmm...you know what? I think this mod is for Ai, no for player. you subscribe to this mod only if you want to have a harder game against the chaos which without mods on the legendary level of difficulty is too easy. :steamfacepalm:
Last edited by Erhes; 7 Sep, 2018 @ 5:27am
Davi 7 Sep, 2018 @ 11:58am 
Originally posted by Nekrinius:
Hmm...you know what? I think this mod is for Ai, no for player. you subscribe to this mod only if you want to have a harder game against the chaos which without mods on the legendary level of difficulty is too easy. :steamfacepalm:

Oh yea didnt think of that xd
DrunkFlamingo  [developer] 18 Sep, 2018 @ 10:04am 
I'll see about lowering the spawn rate when the player is chaos.
Davi 18 Sep, 2018 @ 10:14am 
Originally posted by Drunk Flamingo:
I'll see about lowering the spawn rate when the player is chaos.

Would it be possible to make it so when an enemy force enters the area there is like 20% chance for an army to spawn?
Maybe 2 rounds after their spawn the armies lose units to infighting, unitl they finally crumble?
Metal Izanagi 19 Sep, 2018 @ 5:33pm 
Originally posted by Christian Hall:
Maybe 2 rounds after their spawn the armies lose units to infighting, unitl they finally crumble?

Something like that would actually be pretty neat. Perhaps a bit more than two turns, though. Maybe between three and five, depending on how far the army moves from the gate? Would make a lot of sense lore-wise as well. Without someone like Archaon or Sigvald leading them, a horde of Chaos Undivided inevitably succumbs to fighting amongst themselves over who gets to lead.
Last edited by Metal Izanagi; 19 Sep, 2018 @ 5:33pm
Davi 23 Sep, 2018 @ 10:33am 
Is it possible to make razed cities by chaos uncolonizable? Or something to prevent ai from doing so? It doesn't make sense that anyone would be allowed to do that. Make them able to colonize once the corruption is gone or after a period of time like 10/25 turns. Is it at all possible?
Playing as chaos and it's frustrating.
Jeslis 28 Sep, 2018 @ 3:58pm 
Originally posted by Drunk Flamingo:
I'll see about lowering the spawn rate when the player is chaos.

Just curious, did this get implemented? Was about to start a new chaos game, and it was always infuriating how the enemy AI's will just loop around me and retake everything I raze unless my AI vassal isn't an idiot (LOL like that happens, ever.) But I don't want to be super OP either.
Originally posted by Metal Izanagi:
Originally posted by Christian Hall:
Maybe 2 rounds after their spawn the armies lose units to infighting, unitl they finally crumble?

Something like that would actually be pretty neat. Perhaps a bit more than two turns, though. Maybe between three and five, depending on how far the army moves from the gate? Would make a lot of sense lore-wise as well. Without someone like Archaon or Sigvald leading them, a horde of Chaos Undivided inevitably succumbs to fighting amongst themselves over who gets to lead.

I completely support this.
Chip 10 Oct, 2018 @ 1:00pm 
Originally posted by Drunk Flamingo:
I'll see about lowering the spawn rate when the player is chaos.
You could just lower the starting quality/number of units or make it so that when a army/horde does spawn it is its own faction. Ex. 4 hordes spawned. 4 factions. Some with traits that make them hate you, and others with traits that make them excessively loyal to your cause. I don't know if that is possible , but its a suggestion lol.

I have a favor to ask as well. Could you make one of these for beastmen and their herdstones? I never get to see an actual horde of beastmen in my campaigns.
Last edited by Chip; 10 Oct, 2018 @ 1:09pm
Davi 10 Oct, 2018 @ 1:31pm 
Best thing to do would be disable recruitment and construction for the armies that spawn. But i dunno if that's possible at all.
Originally posted by ᴇʟᴅᴇʀ ᴡᴏʟғ:
Best thing to do would be disable recruitment and construction for the armies that spawn. But i dunno if that's possible at all.

Just set the Horde grow lvl to zero and give them a growth malus:)
No buildings, no units;)
Last edited by [WoDi] GerKaiNeknete; 10 Oct, 2018 @ 1:34pm
Realhollow 26 Oct, 2018 @ 5:04pm 
Originally posted by ᴇʟᴅᴇʀ ᴡᴏʟғ:
Is it possible to make razed cities by chaos uncolonizable? Or something to prevent ai from doing so? It doesn't make sense that anyone would be allowed to do that. Make them able to colonize once the corruption is gone or after a period of time like 10/25 turns. Is it at all possible?
Playing as chaos and it's frustrating.
id love a mod like that once its razed by chaos its tanited and useable anymore
Create a new climate called "Chaos tainted" with significant debuffs like 100% build time(or +5 rounds for main buildings), public order -150 and replenishment disabled. With the AI unable to replenish, the normal chaos rebel armies triggered next round by that -150 public order should be able to wreck that same settlement again.
With the end of the End Times change it back to the normal Climate.
Donno however if its possible to create a new climate bruhh:detonate:
Last edited by [WoDi] GerKaiNeknete; 27 Oct, 2018 @ 2:40am
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