Total War: WARHAMMER II

Total War: WARHAMMER II

Flamboyant's - Events Compilation
Flamboyant Schemer61  [developer] 1 Feb, 2019 @ 2:29pm
Suggestions
Please share your ideas about the mod. I believe together we can make this game even better than it is right now.
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Showing 1-15 of 23 comments
WeaselWrath 2 Feb, 2019 @ 4:16am 
Could add one for Bretonnia going for cities that would be crusade targets.
Flamboyant Schemer61  [developer] 2 Feb, 2019 @ 4:59am 
I'll make one for every faction and want to add a new mechanic for Bretonnia that will depend on holding the crusade cities. But, if you have any ideas on some NEW crusade targets, please write them down. We can make another mod depend on them maybe
If it'd be ok, would love to make some suggestions for the Lizardmen; Lots of flavourful descriptions of Lost Temple cities and their potential revival!
Flamboyant Schemer61  [developer] 2 Feb, 2019 @ 12:11pm 
Thats exactly what I need lol. Please share them. I'm currently working on Dark elves and High Elves, as well as learning new code lines to improve my limits with mods.
No problem, just hope that you're ok with plenty of strings!

Living Temple Cities:

Itza: The First City constructed by the Old Ones, home to more Slann than any place in the world. Home to Lord Kroak and Gor-Rok, it is arguably the most important city in Lustria.

Hexoatl: The City of the Sun, defended by one of the largest hosts of Lizardmen anywhere in the world. Frequently invaded, but never captured, it is the ruling seat of Lord Mazdamundi, the oldest living Slann, and home to Tik-Tak-To.

Tlaxtlan: City of the Moon, the home of skink astromancers and some of the Slann most potent in the Lore of Heavens. Lord Adohi-Tenga rules here, along with the notable Skink Priest, Tetto'Ekko.

Xlanhuapec: City of Mists, the smallest surviving Temple City, obscured by perpetual magical mists, as befits a city which maintains one of the largest hordes of treasured Old One artifacts. Lord Huinitenuchli rules here.

Zlatlan: The last Temple-City that remains in the Southlands, Zlatlan is both out of contact with the Temple-Cities of Lustria and bereft of many Saurus. Even so, it maintains a vibrant culture and effective defence, as the last bastion of the Old Ones in the East.


Ruined Temple Cities:

Axlotl: The fallen city of Axlotl once was a small but thriving community, but now lies abandoned. A few Hermit Slann still reside here, marooned atop the tallest temple pyramids, without attendants or contact, seeking answers to the Great Plan, sustained only by the magic that courses through the geomantic web. With the city secure, perhaps they will share what they have learned with their brethren.

Chaqua: The City of Gold. Once a glittering monument to the greatness of the Old Ones, Chaqua was ruined by the rise of the accursed rat-men, whose macchinations under the city brought about it's partial collapse and the tainting of it's spawning pools. A small contingent remains here to defend against treasure-seekers, it has remained unsettled until now. Perhaps, with the blessing of Tzunki, it can be cleaned of Skaven filth and brought back to life.

Chupayotl: The Sunken City. The city slipped into the World Ocean many millenia past, and was considered lost for all time by the Children of the Old Ones. New inhabitants claimed it, denizens of the deep and more recently, the accursed Druchii. Cleansed of this filth and reclaimed, the whole city has been raised from the Ocean by the Slann, and now rests on an island some distance from the shore, with rapid construction ongoing to rebuild its' lost splendour.

Huatl: The Reawakened City. Ruined during the Great Catastrophe, Huatl had long remained dormant until recently when the Slann deemed it should be rebuilt. Now construction efforts have been doubled in accordance with the Great Plan, and the city rises anew from the ruins!

Oyxl: The Eternal City. Based near the Culchan Plains, recently the small garrison here has grown to defend the few priests who have taken up residence at the main temple. The nearby Culchan have served as able mounts where the cold-blooded Cold Ones have not been able to thrive.

Pahuax: City of Ash. Little remains of Pahuax, other than stone plazas, after the fall of Lord Poxaxalan during the Great Catastrophe. Once home to Oxyotl, barely anything remains other than a black orb which hovers where Poxaxalan wove the disastrous spell that turned the city to dust. While none dare approach this orb, work now begins on reconstruction around it, so that the Children of the Old Ones may learn from his folly.

Quetza: The Defiled. While Quetza survived the Great Catastrophe, it was ordered abandoned by the Slann afterwards. The Skaven took over Quetza and used it as their home during their rise to power, and only the coming of Sotek purged their filth from it. The city has remained tainted, and untouched, hitherto, but now, the Children of the Old Ones try to reclaim what once was lost.

Tlanxla: City of the Sky. Destroyed during the Great Catastrophe, Tlanxla has been used on occasion as an outpost by the lizardmen on occasion, but scant few have considered it worth reconstructing. Now, however, with the Lizardmen once more ascendant, the city once more hosts artisan skinks and Kroxigors, hard at work to allow the city to host a population once more.

Tlax: City of Ghosts. Destroyed during the Great Catastrophe, Tlax has remained unsettled due to the spectral apparitions of Saurus that continue to clash with Daemons thousands of years later. The sight has driven many insane, but now, through the magical efforts of the Slann, these apparitions are being dispelled and a new generation of skinks may work and live in peace.

Xhotl: City of Vengeance. Destroyed utterly during the Great Catastrophe through the unflinching defence of every single building and plaza, Xhotl's only survivor was Kroq-Gar. Through careful discussion with the Scar-Leader, the city has been recreated from his memories, and skink artisans labour to recreate what was destroyed, for what could be greater vengeance than bringing this city back to life?

Xahutec: City of Echoes. Destroyed by Daemons long ago, many have tried to resettle the city, but have failed each time due to the lingering taint of Chaos, most notably with Lord Zhul, whose successor Lord Tenoq ordered the city abandoned. With the support of the other large temple cities however, Tenoq has been reinstalled at Xahutec, and the city is slowly being scoured of taint through the blessing of the Old Ones.

Flamboyant Schemer61  [developer] 3 Feb, 2019 @ 2:39am 
Ok thanks for the info. I’m working on a he/de mod. After that I’ll make one for lizardmen ruined temple cities. The living one may come later
Flipse 12 Sep, 2019 @ 9:39am 
Last Defenders faction retaking Xhotl

Reconnecting the geomantic web to the southlands for lizardmen (old world inbetween lustria and old world) would be cool. (would require both existing Chupayotl and Reclaimer of the Southlands, ergo headhunter's jungle+ southern desert of araby regions together with atleast the Tier 1 Geomantic building built in both)

You could also do something with Albion now that it's an entire region in mortal-empires, and that Konqouata is a big lizardmen ziggurat there in the lore. (Mazdamundi went there together with Nakai to fund the temple city in albion campaign)

Some bonus-reward for sucessfully exterminating all the Skaven-Factions would also be nice for Cult of Sotek faction.


Skaven-Player could likewise get some big upkeep-reduction bonus for uniting their entire race together, to simulate the united vermintide (confederating all 4 playable clans, aka Skrolk+Tretch+Queek+Ikit in same faction), and if all NPC controlled you could have all the Skaven-Clans rise up at X turn in the late game to be Vermintide, and also potentialy give them a chance at a comeback in late-game as they usualy perish early outside of Skyre, would be nice if you could make these spawn at random-locations across the world map somehow rather than a set spot, or atleast spread them out to simulate each different clan rising up.
Last edited by Flipse; 12 Sep, 2019 @ 9:41am
Flamboyant Schemer61  [developer] 13 Jan, 2020 @ 7:19am 
I'll redone my lizardmen events eventually and will add a bonus for albion too. Will also add an albion event for skavens, but I already made an event for a united skaven empire mate
Gwenolric 28 Jan, 2020 @ 3:21am 
I may have an idea for the event of the Vampire Coast.
The issue is mainly that ... they already kind of have an event, with the infamy system. Also, because they are similar to Norsca in the way that they rely heavily on coastal settlement, only something similar could be used. From that point, the only possibility for me would be for them to capture primary/trading coastal settlement. Each times one is captured, the faction gain a +10% naval movement and a random bonus. However, even then, it's very far fetched compared to the other races.

Capturing Icedrake Fjord :
+10% naval mov, +10 charge
"After pillaging the home the norscan raiders, one of your crew member bring you a strange trinket. Only after returning to your ship did you notice that the eyes of your subordinates have turned slightly red. Ordering them to charge at your enemy, you notice they bicker far more less this time."

Capturing Naggarond :
+10% naval mov, +3 MA
"Figuring out that since the High Elves are so rich, so do the Dark Elves. Only after capturing their capital do you notice that they are not comparable. However, their weapons will make a fine addition to your collection."

Capturing Karond Kar (only because of Lokhir Fellheart):
+10% naval mov, +10% raiding income
"While drinking in a tavern, the story of the captain of the Krakenlord going South reaches your ears. Without even waiting anymore you rush to take a look at the treasure that lies in his city."

Capturing Altdorf :
+10% naval mov, +6 leadership
"The men of the Empire always tried to put you down when you linger nearby. However, this time, it was them that were hunted."

Capturing The Star Tower :
+10% naval mov, +10 magic reserve
"To think that an Elven Colony only had so little gold. All they had in this big tower was just books and arcane items. However, after seeing one pirate being blasted when picking one of them, you figure out that they may b useful afterall."

Capturing Lothern :
+10% naval mov, +5 missile damage (% or flat idk)
"The Heart of Ulthuan! The Gate that protected the home of the Elves are now our!" (fine, I have no idea what to write)

Capturing Tilea, Myrmidens, Magritta together :
+10% naval mov, +10% trade income, +10% trade ressources
"The Southern Realms were always the favorite targets of the pirates for raiding. Now, we don't even have to attack their ships, we can directly collect the ressources in the cities!"

Capturing Bordeleaux :
+10% naval mov, +4 MD
"For some reasons, the wine of this place has very strange abilities. Your crew is so drunk that their movements are completely erratics. Meaning the enemy won't even know where to aim to attack them."

Capturing Al-Haikk :
+10% naval mov, +1 vampiric corruption
"The crusades of Bretonnia were not your business in the first place. However, after you heard they gained quite a lot by killing some old and creepy skeletons, you noticed that they were a walking treasure. As for this book, made by a Nagish? Nadash? Well, it looks nice."

Capturing Barak Varr :
+10% naval mov, +10 armor
"The Engineer's Guild of the Dwarves always prided themselves to produce the best of the best, whether it was equipment or armors. You can now confirm that they do."

So at the end, a faction could have +100% naval movement, but it is still not such a big buff considering it is naval in the end. As for the "...", that's just what I came up. I don't think they need to have the same seriousness and solemnity of the Dwarves for example.
Flamboyant Schemer61  [developer] 28 Jan, 2020 @ 5:53am 
Hmm those are quite good actually mate. The only problem is the naval movement may not be working correctly. The rest should be fine tho
Gwenolric 30 Jan, 2020 @ 2:00am 
Well, I added naval movement because for example "Landmarks of the Old world" managed to add building with naval movement and they really work. Also, the principle of the Vampire Coast is to attack coastal province, so if they needed 1 thing it was naval movement. Because sometimes, I have an extremely hard time chasing bretonian, HE and DE fleets when they activated the cheat "Full speed ahead" of +75% naval movement. I know it's logical, but seeing my armies (actual real fleets) getting outrun everytime is really boring.
Flamboyant Schemer61  [developer] 30 Jan, 2020 @ 4:02am 
yeah naval mov. is cool but I was just afraid of it cuz I used it previously on my TK mod and someone said they doN't work anymore. That was a long time ago tho, maybe CA changed that. will try mate.
mikmak300 4 Feb, 2020 @ 9:58am 
I'm not sure if you might not already have it or something similar, but what about an Empire migration south 10-20 turns after Chaos invades with armies fleeing the chaos invasion and basically invading southwards ?
Flamboyant Schemer61  [developer] 5 Feb, 2020 @ 9:07am 
if chaos CAN force empire to flee that would be great but they are just too weak to do that sadly.
mikmak300 8 Feb, 2020 @ 1:15am 
I get your point, but I was thinking more a panic reaction to the chaos invasion happening rather than chaos actually reaching them.
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