Total War: WARHAMMER II

Total War: WARHAMMER II

Chaos Invasion Mod - Soul's The End Time Comes 2.3: One Wave Variant
 This topic has been pinned, so it's probably important
MrSoul  [developer] 9 Oct, 2020 @ 4:23pm
Feedback/Suggestions
wellp, what you all think?
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MrSoul  [developer] 20 Feb, 2021 @ 12:19pm 
In regards to noted issues with stances, and changing the razed settlement feature/@cybvep:
Some additional suggestions/observations/reports:
1. Newly added Chaos factions don't contribute to the "settlements razed by Chaos" counter which is a shame IMO. Not very immersive. -

Debated this one for a while, that display supposed reflect actions of Archie and his boys(as largest rea-estate there is whether they're alive or not at the time), so it does make some sense from immersive POV seeing settlements they've razed, however that whole concept for purpose of immersion...is immersion breaking, world is collapsing how do you know how many settlements theyve razed? probably barely get a messenger down a highway without him being ambushed by some random spawn the invasion is making happen globally xD

Ideally I'd like remove that counter visibly from the front end so that player doesn't know. From Looking into the script I've found all it really seems to do is increase amount of corruption, thats it, maybe unlock sar, but within main invasion script I can find no obvious function that does just that, or another mentions of the functions involved with razed settlements beyond bumping up chaos corruption levels in entire script.

To add them would also mean I will have to tweak how quickly that ramps up, the equation is this chaos corruption = 1 + (razed settlements/10) ie, in my recent campaign they were up to 20+ giving a global corruption rate of +3, this was more than enough I noticed to push most regions beyond 50% corruption.

I know you don't agree but my decision stands, that panel reflect actions of the primary WoC faction, which is still the lynch pin winning condition to the entire invasion HOWEVER my factions do not despawn upon Age of Peace, and there is no "victory" condition for chaos, only 4 stages, 1(pre), 2(mid), 3(end) 4(player won), thats it, so argument on immersion it may make less sense to include them there as they are agents of gods directly, not apart of Archie's undivided crew or direct plans, they have their own agendas. OH Beastmen and Norsca(Bjorn) spawned for event do contribute to this,in fluff that's warherd archie recruit in my head at least, and Bjorn just one tribe fully commited to his cause vs actual main ones in game do their own thing diplomatically(hell even choose to fight archie in their campaign), and I've already bumped up their numbers within the mod, so yeah, add other four factions going be quickly looking at like 5/6+ corruption entire world in few turns. IMO balance wise that's way too much when have armies everywhere too contributing far more than vanilla event.


2. The standard WoC factions use stances and generally act as you would expect. However, the newly added factions don't use stances at all. They also don't seem to build any units from what i saw. Seems derpy.

Should be fixed with patch working on. Created new table from data files, and they now have all stances normally availible to similar faction.


3. Two Skull Crushers armies in the southern Darklands just stood there and did nothing until I attacked them. Also, at least two of their spawned agents were completely passive as well. They didn't move at all and I couldn't even target them with my agents.

Havent observed myself, maybe AI was trying to select a stance(as it is main culture wh_main_chaos) and just was bugged, I cofed'd Malus myself and can confirm at least with my mod list they were very active, even went to go root out a few skaven holds. Hopefully stance hotfix helps this issue too.

Agents next of investigation list, but main take away here is stances coming soon to all versions, we'll still butt heads about that counter lol, and hopefully I can find something similar for agents to the stances table to get them acting normally, problem is here base faction within vanilla(like yes the actual factions spawned during your norsca campaign have NO stances other than default...my bad for not checking that, but like come on CA...why? lol) I've played that campaign, never noticed it to be honest but makes sense now why just slowly make way towards you/I don't think really move at all, luckily mod already redirects alot of the faction AI to just using wh_main_chaos
Last edited by MrSoul; 20 Feb, 2021 @ 12:36pm
cybvep 20 Feb, 2021 @ 6:17pm 
Good that most of the stuff may be fixed :). The counter is of secondary importance, so no worries here. I won't be able to test the new version at least for a week, but I will report any potential further issues here.
cybvep 3 Mar, 2021 @ 8:41am 
Some feedback after several turns of the invasion:
1. Invasion spawned on turn 104. Took my offguard, but was fun. Timing seems ok.
2. I see the added Chaos factions raiding everywhere, so that works. However, I've not seen them using the encampment stance at all and I'm using the 0% movement requirement for Chaos and Beastmen mod, so it's not about movement. The main Chaos faction is definitely using the encampment stance.
3. Blightkings had up to 6 poison wind mortars per army. It's a strong unit, but having that many of them is inefficient because of how the unit functions. More than 4 is overkill TBH and the AI would be better with having sth else. Maybe add some Warp Lightning Cannons to the mix? Besides that small thing Blightkings' armies looked good. Nice variety of infantry and monsters, some Chaos Knights as well.
3. Exalted Hero in Blightkings' armies spawned with chevrons, had no names (just "Exalted Hero") and were not targetable by agent actions. They had manticore mounts, so that worked. It seems that they are spawned as units, not as agents.
4. At least 1 Legion of Excess agent spawned on the sea was just stuck there. It had a name, but was not part of the army and was not moving at all.
cybvep 4 Mar, 2021 @ 3:06am 
Additional suggestion: since the Chaos armies travel a lot by sea, I suggest giving them deep sea and storm attrition immunity at least for 20 turns or so. It will help them a lot.

EDIT: Overall besides the stuff I mentioned above, I'm really happy with the Chaos Invasion with this mod. It's probably the best Chaos Invasion experience I've ever had. The pacing and strength mostly seems right, so good job :).

The main Chaos faction was defeated by the Ordertide after razing around 60 settlements, including Altdorf. Reikland was completely destroyed, but some of the Elector Counts still exist (I'm playing with no confederation mod). Clan Skryre took over most of the ruins. It's turn 150 and they have 35 settlements now, something which I've never seen before. Some of the minor Chaos factions added by the mod still exist. Norsca is relatively strong as well (Wintertooth has around 20 settlements). Lustria was completely ravaged by Chaos and the eastern coastline is now being recolonised by Noctilus. Ulthuan was hit hard, but the Elven Civil War is still going on. Lothern has recently been taken by the Dark Elves.

The Badlands area was barely affected by the invasion. Part of the reason may be that the Blightkings were focused on me. However, the Legion of Excess and the Bjornling armies which spawned in the sea areas didn't achieve much at all. Grimgor krumped Chaos, Skryre dealt with them easily enough and even Sartosa survived. There is a heavy concentration of factions in the Black Gulf. Chaos has a lot of work to do there and they need to spread out. I think that one more spawn area a little bit closer to Barak Varr might be a good idea, just to ensure that the Dwarfs and/or Greenskinks have to fight with Chaos a little bit more and will feel less safe.
Last edited by cybvep; 5 Mar, 2021 @ 3:53pm
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