Total War: WARHAMMER III

Total War: WARHAMMER III

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Murranji's Empire Fort Invasions Mod
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18 nov, 2024 @ 21:36
25 mar @ 19:33
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Murranji's Empire Fort Invasions Mod

Beskrivning
Description

This mod adds a new campaign feature to the Empire by adding new invasion based events styled on the Great Bastion attacks that target and seek to destroy Empire Forts and nearby armies. The key features of the mod are:

New Threats

The Empire Forts Helmgart, Fort Bergebres and Fort Soll can all be targeted for invasion when a player has taken control of each of these forts. Each turn you control the fort the local threat meter will increase. Once the threat meter passes 100 an invasion will be launched to attack the Fort, attempt to raze it, and if successful, they can attack nearby armies attempting to reclaim it.

Track the threat meter in the province effects panel in the bottom left to see when an invasion will occur and prepare.

Varied Enemies

Invasions can be launched by numerous races including Empire Rebels, Bretonnians, Greenskins, Vampire Counts, Beastmen, Warriors of Chaos, Norsca, Wood Elves, and Skaven.

Extra Defences

The turn before a fort will be attacked a variety of mercenary companies from different factions will offer you their services in exchange for a one time fee. Each time a fort is to be attacked you have the choice of replacing the mercenary option with a different choice, or if you prefer the current mercenaries you can stick with the ones that you have.

When the fort is attacked these mercenaries will be summoned as reinforcements for the next battle. The mercenaries will also help defend the fort from any other attacks in the intervening periods. These mercenaries apply across all three forts - so if you hire Empire mercenaries to defend Helmgart the same type of mercenaries will defend Fort Bergebres if you choose to keep them.

Mercenaries can be a variety of Empire armies, Dwarfs, High Elves, Bretonnia, Ogres, Cathay and Kislev.

Additionally a new army ability “Griffon Sanctuary” will allow armies to summon a feral Griffon unit in battle for an extra flying unit to help take out high threat targets or harass enemy ranged troops.

Bonus Rewards

The forts are upgraded to offer a benefit for taking on the extra risk. The Elector Counts of the Empire, noting the importance of the forts, will reward you by replenishing all Elector Count State Troops replenishment timers whenever you win a battle in one of the three fort regions.

Difficulty Additions
The invasion system offers an easier and a more difficult challenge for difficulty. Hard, very hard and legendary difficulties can attract an extra army depending on the game length.

Additional Information

FAQ:
How often are the invasions?
Average time between invasions differs between Helmgart, Fort Bergberes and Fort Soll.
Helmgart is attacked slightly more often and Fort Soll slightly less often.
Base time for Helmgart is every 15 turns
Fort Bergberes every 17 turns
Fort Soll every 20 turns

Do invasions occur at the same time?
No, invasions are tracked on a fort by fort timer. Depending on when you take control of a fort it can cause invasions to be closer or further apart.

What happens if I lose an invasion?
The invading army will remain in the fort province and attack any nearby player armies. When a fort is captured or destroyed invasions will cease until you have recaptured the fort.

Does this work for AI?
No - invasions and mercenaries only trigger for the player.

Compatibility
Only works on Immortal Empires and Immortal Empires Expanded
Consider using the Additional Buildings:Bastions, Forts and Gates mod by ChopChop to access additional military recruitment and other buildings for the Forts.

Translations
Chinese translation 帝国要塞入侵机制,可以搭配上面的建筑扩展使用
Korean translation (한국어 번역 모드)

Socials
🛠️ I’ve launched a Patreon! If you enjoy my mods and want to support my work, you can now help me create more by joining here:
🔗 https://www.patreon.com/murranji
Follow me at murranji[bsky.app] on bluesky to keep up to date with my modding.

Bugs:
If your reinforcement army general is killed in the battle the reinforcement army will not despawn after the fight. It’s recommended to disband the army afterwards in this case.

Sometime reinforcements arrive at the field side of the map. The reinforcement timer for them is significantly decreased which allows them to either arrive near instantly and head to the fort gates, or you can move the reinforcement marker to spawn inside the fort, the timer increases to approximately a 3 minute arrival in this case.

The enemy invaders use the Kurgan Warband faction which means that nearby AI factions might assist you by prematurely attacking the invaders, and if you kill a general but not the invasion force he will be replaced by a Norscan Chieftain.

Mercenary general names will still use Empire names

Please report any other bugs in the Steam comments or contacting murranji on discord.

Credits
Scripting and db work - Murranji (with assistance from ChatGPT 4o)
Thanks to RFPM
60 kommentarer
Murranji  [skapare] 31 maj @ 9:48 
@豺狼医生 it is likely that you have another mod that is replacing the region key for the empire fort regions. This mod works by applying an effect bundle directly to the vanilla region, the Map Replaced Framework allows them to change the region key which will create the conflict. Whichever mod is altering the empire fort regions is likely to be the conflict.
豺狼医生 31 maj @ 7:58 
I used the pre mod Map Replaced Framework (With Extra Assets) for GCCM maps and found that using this framework would render the threat level ineffective after reloading and no longer increase.
Murranji  [skapare] 28 maj @ 22:32 
@TeamDoggo, I have run this mod with update 6 without crashing. ensure you have an updated version and let me know if the bug persists it could be a mod conflict.
TeamDoggo 28 maj @ 12:09 
causes crash as of update 6 and newer
Murranji  [skapare] 6 mar @ 15:26 
@DoubleFishes - the units will scale to SFO if you have that installed.
DoubleFishes 6 mar @ 7:05 
So the armies that are attacking will be vanilla balanced if I use this with SFO?
Caesarian 3 feb @ 21:57 
using sigmar heirs and ovn lost world, tried without mod the griffon abilities not showing up when i check the helmgart building but the invasion still happen. thanks for the fun mod btw
Murranji  [skapare] 3 feb @ 13:00 
@Caesarian it should just be available as an army ability for any armies in the region provided through the fort building. Do you have any mods that alter the main building for the region.
Caesarian 3 feb @ 9:30 
how to get the griffon abilities? not showing up on helmgart
Murranji  [skapare] 2 feb @ 19:54 
@kingronthegreat yep I have plans to make a version for the mods I’ve done that can work on the old world map.