Total War: WARHAMMER III

Total War: WARHAMMER III

Murranji's Empire Fort Invasions Mod
60 Comments
Murranji  [author] 31 May @ 9:48am 
@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 May @ 7:58am 
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  [author] 28 May @ 10:32pm 
@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 May @ 12:09pm 
causes crash as of update 6 and newer
Murranji  [author] 6 Mar @ 3:26pm 
@DoubleFishes - the units will scale to SFO if you have that installed.
DoubleFishes 6 Mar @ 7:05am 
So the armies that are attacking will be vanilla balanced if I use this with SFO?
Caesarian 3 Feb @ 9:57pm 
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  [author] 3 Feb @ 1:00pm 
@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 @ 9:30am 
how to get the griffon abilities? not showing up on helmgart
Murranji  [author] 2 Feb @ 7:54pm 
@kingronthegreat yep I have plans to make a version for the mods I’ve done that can work on the old world map.
Kingronthegreat 26 Jan @ 4:49pm 
amazing mod, keep up the great work! would this mod be one day work with the old world? :D
Murranji  [author] 24 Jan @ 1:02am 
@min985 - thanks! I added the link in the description.
min985 24 Jan @ 12:48am 
Thanks for making a great mod!

I made a korean translation for this mod. Here's the link:
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2830048100
Murranji  [author] 20 Jan @ 11:25am 
@Sidi-Dyaz Nutz yes, it’s intended that “empire rebels/secessionists” would be among the enemies that can besiege the forts.
Sifo-Dyaz Nutz 20 Jan @ 6:39am 
So this seems to work fine, except for the fact that my first invasion was... another Empire faction? Is this supposed to happen or did a script break somewhere?
To infinity and beyond 27 Dec, 2024 @ 9:52pm 
This fantastic mod is amazing and deserves more love. Thanks so much for all your hard work! here's my Chinese translation:

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2790155753
Dwarven Archer 25 Dec, 2024 @ 12:20pm 
Still just the Ogre lord for me
Murranji  [author] 22 Dec, 2024 @ 4:01pm 
@Dwarven Archer - I uploaded a possible fix to manage the script break that will occur if not owning Omens of Destruction, it would be good if you can confirm if it is suitable since I cant test it.
Dwarven Archer 22 Dec, 2024 @ 8:42am 
i did not purchase the new DLC
Murranji  [author] 21 Dec, 2024 @ 7:21pm 
@dwarven archer thanks - can I confirm if you have omens of destruction installed? This will be helpful to fix the script.
Dwarven Archer 21 Dec, 2024 @ 6:53pm 
i hired the ogre mercenaries for my defence of helmgart, and it only spawned the ogrelord, nothing else
^Triumph 21 Dec, 2024 @ 3:30pm 
Oh I am sorry I did not know that haha thank you for the quick response!
Murranji  [author] 21 Dec, 2024 @ 3:20pm 
@Nitebones not yet, I am doing some other versions to enable it on the old world map and one that will do all invasions for all races on all forts.

@^Triumph - you can drag and drop the marker from where it is set to originally spawn to appear from inside the fort instead - if you do that the reinforcement army will take about 3 minutes to arrive. I am unable to set where the initial spawn point appears but you can move it.
^Triumph 21 Dec, 2024 @ 3:15pm 
Hello! really cool mod I had been waiting for something like this actually! However I have a suggestion. Would it be possible to make the "hired" army come from inside the fort itself? Idk having it comming from the same point as the enemies do at basically the same time feels a bit chaotic and odd.
Other than that as I said before the mod is great!
Mama Cynthia 20 Dec, 2024 @ 3:23am 
this has probably been asked before but does this also work on the old world map
Murranji  [author] 17 Dec, 2024 @ 8:15pm 
@LsProfile - yes there’s some balancing that applies based on turn timer, invasions will start weaker in terms of number and strength of units to allow you time to upgrade the forts and expand the empire and then provide stronger armies in the late game for more difficult/close battles (which is what I prefer to fight manually .)
LsProfile 17 Dec, 2024 @ 7:45pm 
Cool. Appreciate the answer. When I saw that the warband wasn't spawned with full stacks I thought there might be some incompatibility issues.
Murranji  [author] 17 Dec, 2024 @ 7:04pm 
@LSProfile - thanks, there shouldn’t be an effect on that, the units are spawned by script and for the enemy they are spawned for the Kurgan Warband rogue faction which doesn’t recruit units normally.
LsProfile 17 Dec, 2024 @ 4:50pm 
Great work on the mod. Quick question - does is it compatible with tabletop unit caps? Or does running that mod make the invading stacks smaller?
Murranji  [author] 13 Dec, 2024 @ 5:37pm 
Updated for patch 6 to include new ogre units in ogre reinforcement armies.
Murranji  [author] 4 Dec, 2024 @ 2:57pm 
@Not_My_Spider - great thank you I am really glad you enjoyed it. I am developing more mod ideas which I hope to release over the next few weeks/months which I hope will add further engagement and interactivity for different factions and areas of the map.

@Kettar - it would need to be updated for that, I will put it on my kanban board.
I Have No Enemies Brother 4 Dec, 2024 @ 2:05am 
@Murranji

These scripted events are amazing. Thank you for these. I don't know if it would be possible to script other invasions in other areas of map? Such as shore settlements of Empire or whatever it may be but events that spice up areas of the map? Regardless I did a siege of helmgart with beastmen and dwarfs assist and it was such an awesome experience. It felt so thematic. Thank you for this.
Kettar 27 Nov, 2024 @ 12:48pm 
Do you plan to make it compatible with old world (classic)? There are even more empire forts :steamhappy:
Murranji  [author] 25 Nov, 2024 @ 3:29am 
Hi @franzkarlgeorg - that suggests the script is not running. Can you get in touch with me on discord dms so I can troubleshoot more because I will need to get your output log. You can dm me at murranji - you can find my account in the official TW discord - discord.gg/totalwar
FranzKarlGeorg 25 Nov, 2024 @ 3:25am 
Hi there!
Two issues:
1- I can't see the invasion meter
2- the allied mercenary army (paid for!) does not spawn (2 out of 2 invasions)
chasep1997 24 Nov, 2024 @ 9:54pm 
Seems awesome! Will def use this in my next game :) thanks for making it!
DoubleFishes 24 Nov, 2024 @ 6:58am 
@Murranji Insane mods! thank you for your hard work!
If I capture these forts as anything other then the Empire, say, as Bretonnia, will these invasions still happen?
Murranji  [author] 24 Nov, 2024 @ 5:28am 
I did an update which should now also give the possibility for enemy generals to spawn with alternative agent types.

@rustic - I will look at doing a compilation of some of the mods but I want to wait for patch 6.0 to be released so first so I can confirm all the mods work in the new patch.
Murranji  [author] 24 Nov, 2024 @ 3:27am 
@bochnik - ok thanks if you are to check on a new save, it could be a mod conflict. I did test it spawning and destroying the armies several times and it worked for me but I would like to be sure in case it is a bigger issue.
bochnik 24 Nov, 2024 @ 3:22am 
@Murranji Tried it, the invasion percentage is stuck and no new armies are spawned. But I tried it on the previous save, so perhaps starting a new game might result in correct behaviour. Gonna try that in coming days.
Rustic "Kalessin" Citrus 24 Nov, 2024 @ 12:29am 
I would like to echo @TheIceKnight !

Pretty please, this would be an amazing feature regardless of race if and when the player gets their and to hold them!

Also as you have a few of these lovely mods already, may I ask for a compilation?

Please and thank-you for any consideration <3 :WH3_clasp:
Murranji  [author] 23 Nov, 2024 @ 8:57pm 
@bochnik - I have uploaded a new version and tested while owning Helmgart and Fort Soll and the invasions spawn and threat meter resets correctly for me. Please let me know if the issue is still persisting.

TheIceKnight - currently this is empire only, but I could make one that applies for other factions if it is desired.
TheIceKnight 23 Nov, 2024 @ 7:55pm 
Is this only for empire or can i capture them as vampire counts and still do missions?
Murranji  [author] 23 Nov, 2024 @ 1:54pm 
@bolchnik thanks for the report I will investigate.
bochnik 23 Nov, 2024 @ 12:39pm 
Soll invasion percentage kept being fixed.
bochnik 23 Nov, 2024 @ 12:39pm 
Tried the mod, nice. I had Helmgart fortress, which survived several attacks, all nice. Then I caputred fortress soll and mod bugged. Helmgart fortress invasion percentage kept rising but armies spawned near the Soll and attacked it every single turn. Any planned fix to that?
Murranji  [author] 23 Nov, 2024 @ 5:07am 
@cahir No SFO sub mod for this one, the reinforcements are all vanilla units. The feral griffon is on par with a vanilla beast wizard griffon mount so it should be still fairly competitive.
Cahir 23 Nov, 2024 @ 4:23am 
Does it need SFO submod if I play with SFO? Asking because Cathay mod has SFO submod
ballxxx123 22 Nov, 2024 @ 11:24pm 
WOW you get constant fighting so cool btw please make the invation happen a lot I want to fight every turn
Murranji  [author] 21 Nov, 2024 @ 2:43am 
@Grenado - thanks for calling that out, there was an accidentally datacored vanilla entry. I have updated a new version that has fixed that issue.