Total War: WARHAMMER III

Total War: WARHAMMER III

Ocen: 1,324
Dynamic Disasters
28
9
3
10
10
4
4
2
2
3
2
3
2
2
2
   
Przyznaj nagrodę
Ulubione
Ulubione
Usuń z ulubionych
campaign
Tagi: mod
Rozmiar pliku
Zamieszczono
Zaktualizowano
2.227 MB
30 sierpnia 2022 o 0:55
25 czerwca 2023 o 12:14
Listy zmian: 37 ( zobacz )

Zasubskrybuj, aby pobrać
Dynamic Disasters

Opis
NOTE TO ALL
Development of this mod has been ended, because I have neither time, nor interest in continuing it. Source code is on the bottom of the description if someone wants to continue it. Reasons:
  • I wanted to make a mod that made endgame interesting, not an army spawner. It has become an army spawner.
  • I wanted to make a framework so others could add their own disasters. So far very few people besides me made disasters.
  • I wanted to make endgames be narratives with choices. So far, the only disasters I'm actually happy with are the mid-game ones, and clearly I'm not good at narratives.
  • Testing endgames it's a PITA due to needing lategame campaigns to avoid early-game bugs with armies not moving.

What's this mod?

TL;DR: Campaign may go from cakewalk to hell on earth. Also, beware of the Green Shine of Morrslieb.

Not TL;DR: This mod is an extensible framework that allows to easily implement configurable disasters. Kinda like the endgames crisis, but also with early/mid-game crisis, running all on the same campaign based on certain conditions, and way more configurable. Feel free to use it to implement your own disasters.

MCT dependency is optional, and both MCT versions are supported, but if you install it you will be able to configure the disasters.

Implemented disasters

Currently, there are 14 new disasters implemented:

  • The Vermintide: Endgame Skaven invasion, based on the skaven attacks of the End Times + added some parts of the vanilla "Vermintide" endgame. Triggers based on random chance + a bit more probable the less skaven factions that are still alive. Needs at least one skaven faction alive to trigger. Does not trigger if at least one player is a skaven. High chance of triggering during the Chaos Invasion.
  • The Enactment of the Great Plan: Endgame Lizardmen invasion. The lizards are tired of everyone else and launch a naval invasion around the world. Triggers based on random chance + a bit more probable the less lizardmen factions that are still alive. Needs at least one lizardmen faction alive to trigger. Does not trigger if at least one player is a lizardmen.
  • Raiding Parties: Mid-Endgame repeteable invasions by Dark-Elves/Vampire Coast/Norscan invaders over wide coastal areas. Triggers for all factions, but invaders are never the same faction as the player. Stops if all major factions that can be the attacker are dead.
  • Chi An Chi's Assault: Only for Cathay. Repeteable. If the bastion is left at max invasion level for too much time, Tzeench may send reinforcements. If the bastion falls... he may double down on defeating you.
  • Chaos Invasion: The forces of chaos have united under Archaon. And they start marching south. You can imagine the rest. Contains risk of rifts.
  • Realm Divided: Early game disaster. Only for Cathay. Only for SinglePlayer. If you expand too fast inside Cathay, the emperor will notice... and will send the rest of Cathay after you. Triggers if you own a almost half of Cathay before turn 35.
  • Skaven Incursions: Mid-Endgame repeteable overexpansions of the underempire by skavens, which will end up in vermintide armies spawning once the expansion reaches critical mass. Stops if all major factions that can be the attacker are dead.
  • Last Stand: Early-Endgame repeteable minidisaster which causes factions that are pushed to their last settlement to have a chance of receiving armies to help (or to be betrayed by them). Chance of getting armies depends on race, alliances, and if the faction is a chaos one or not.
  • Empire of Faith, Steel and Gunpowder: Endgame generic disaster for the empire. The empire goes full expansionist.
  • For The Motherland: Endgame generic disaster for the Kislev. Kislev goes full ♥♥♥♥♥♥.
  • The Dragon Emperor's Wrath: Endgame generic disaster for Cathay. They decide that all land shall be under the rule of the dragon emperor. This includes a small invasion force to lustria which, if it managed to make landing and take some land, will continously receive reinforcements from the mainland until it's expelled from Lustria.
  • The Greatest Crusade: Endgame generic disaster for Bretonia. Bretonia goes on a crusade against... everyone.
  • Bretonian Crusades: Mid-Endgame repeteable sea-borne invasions by bretonian factions in search of glory and a neutral/chaotic target to attack. Similar to raiding parties, but they'll only focus on coastal provinces. If they succeed taking all the settlements they're crusading for, there is a chance they get some extra reinforcements to target another extra settlement.
  • The Great Bastion, Improved: Replaces the Great Bastion mechanic from Cathay. Does the same, but with less bugs, armies composed using this mods' templates (and sometimes containing daemonic units) and a small integration with the Chaos Invasion.

Also, this mod implements custom versions of the vanilla endgames with the following tweaks:
  • A Grudge Too Far: Added Clan Helheim, Greybeard Prospectors and Spine of Sotek dwarfs to the disaster. Added custom mission rewards for completing the disaster. Now all dwarf factions are allied and declare war on everyone around them, not just the player.
  • Pyramid of Nagash: The Pyramid now flyes when the disaster triggers. Now the owner of the Pyramid attacks everyone around him, not just the player.
  • Vampires Rise: Added minor vampire factions to the disaster. Now all vampire factions are allied and declare war on everyone around them, not just the player.
  • The Greatest Waaagh: Added ALL minor greenskin factions to the disaster (not all spawn, only a few based on difficulty). Now all Greenskin factions are allied and declare war on everyone around them, not just the player. Goblin and Savage orc factions now have specialized armies instead of generic orc armies.
  • The Wild Hunt: Added minor Wood Elf factions to the disaster. Now all wood elf factions are allied and declare war on everyone around them, not just the player.

For detailed information about what each disaster does, it's documented in their script, at the start. You can check it by opening the script in RPFM, or by checking the script in the github repo of the mod (link at the end of the description).

Extra

This mod also contains a bugfix for vanilla issues:
  • Kurgan armies fail to spawn at the bastion, resulting in 100->0 thread in one turn. The fix for this is included because it partially affects the Chi'an Chi Assault spawns too.

For MODDERS: How to add disasters, make integrations and submods

Check the documentation in the github link at the bottom.

Credits
  • Me: Did the mod.
  • The guys at the C&C Discord Group (Da Modding Den), specially Vandy: Helped with the problems I had with Lua.

For extensive documentation on the disasters behavior, for reporting a bug, and for more detailed info for modders, feel free to check the mod's repo on github.
[github.com]
Popularne dyskusje Zobacz wszystkie (6)
20
12 czerwca 2023 o 15:37
Mulitplayer?
TheWhiteRabbit
8
17 stycznia 2023 o 11:09
"Enable Diplomacy for Scenario Factions" function?
Guvenoren
0
12 października 2022 o 15:41
PRZYPIĘTE: FAQ
Frodo45127
Komentarzy: 1 380
Trauma Team 10 listopada 2024 o 9:30 
Hopefully someone will take over the module
Wolffie 18 października 2024 o 18:35 
Check the description Dairak. Development has ended which means he is done updating. And gave others the choice to take over. So yes its a dead mod. :dos2skull:
Dairak Logrus 16 października 2024 o 12:12 
man pls update mod!
Dairak Logrus 11 października 2024 o 11:11 
repair mod pls
Dairak Logrus 11 października 2024 o 8:55 
unfortunately the mod ruins the game to the desktop! I checked everything separately, with this mod the first battle immediately freezes and throws you to the desktop!
Psycho Republic 30 września 2024 o 12:59 
I can only hope this mod gets a facelift/update for the current versions of the game. I had a great Crisis campaign going with the Chaos Dwarves against a Kislev Apocalypse, and this happened while the lizardmen were dominating a different part of the world. However the border wars were pretty epic and I had to fight a Dreadsaurian for the first time because of this mod- with Infernal Fireglaives, MEMORABLE TO SAY THE LEAST.

The mini crisis events were awesome too- as Rakarth I had to fend off multiple vampire coast fleets and it added a great layer of complexity to his campaign to dominate Lustria to fight off raiders and doomstacks. So if you come back to modding or if you pass the reins to someone else, I'll slam pick this mod for more campaigns.
redhood52 27 września 2024 o 6:28 
this reminds me of the climate change and global warming mod in civ 6 so this is very cool. ty
pwen 26 września 2024 o 11:01 
someone please take this mod over! We need it back!
Deefligh 25 września 2024 o 12:15 
Just here to let the author know what a lazy boring POS you are. Good luck being a loser in life!