Total War: WARHAMMER III

Total War: WARHAMMER III

Murranji's High Elf Gate Invasions Mod
23 Comments
Murranji  [author] 15 May @ 8:52pm 
Have also addressed the issue that could prevent the reinforcement army spawning.
Murranji  [author] 15 May @ 8:32pm 
I have updated the mod with a fix to handle cases where the player does not own the Omens of Destruction DLC. This should enable the ogre army to spawn correctly when the DLC is not owned and to include DLC units where the player owns the DLC.

I have also updated the thresholds for the strength of armies to spawn to tune down the difficulty, enemy forces will increase in difficulty 10 turns later.
Invicta 10 May @ 5:29pm 
The Empire Fortress mod works perfectly fine from my previous campaign a day ago, It's just the High Elf Gate invasion that doesn't work properly for some reason.
Invicta 10 May @ 5:28pm 
I've also had the same problem where High Elf Reinforcements don't spawn to reinforce my gate and I own all High Elf DLC so far.
Murranji  [author] 18 Apr @ 7:42am 
@Athos, thanks. I might remove the DLC units as an option to ensure the ogres don’t fail to spawn if people don’t own the DLC.
Athos8844 18 Apr @ 6:31am 
I am encountering a similar issue. I paid for High Elf mercenaries, and nothing happened on the following turn, got overrun by three stacks of very high level Dark Elfs. I suppose it could be a mod incompatibility, but I don't see what could cause that. The Great bastion and Compass mods work just fine for me, for example.
Murranji  [author] 12 Apr @ 4:38pm 
Thanks, it’s very likely just related to ogres. The script was meant to handle then spawning if someone doesn’t have the OoD dlc, I will need recheck it if you say it isn’t working with the dlc installed.
StormRend 12 Apr @ 12:32pm 
I have all the dlc, and it was the ogre one, ill choose a different one and see if it changes, might be one of my other mods breaking a script or something, ill test it on its own at some point. its prob 100% a me issue, just was wondering if i was missing a button or something
Murranji  [author] 9 Apr @ 5:29pm 
@stormrend it should be automatic that the reinforcement army is created when the gate is attacked - do you recall which army you choose and if you dont have all the DLC?
StormRend 9 Apr @ 2:47pm 
how does the ai reinforments work? i picked one, the warbound attacked but no reinforements? i think its a me issue but wondering if im missing something
Murranji  [author] 13 Dec, 2024 @ 5:36pm 
Updated for patch 6 to include new ogre units in ogre reinforcement armies.
SheWroteMurder 26 Nov, 2024 @ 1:15pm 
god i love this sort of invesion i always start new faction to see new diffrent army that will attk my gate i had skeven now i tried it i got rival elf attacking my gate
GeneralScrage 26 Nov, 2024 @ 8:38am 
So this came to me as I was playing Eltharion, I've not got a Gate yet but sooner or later I will. I have tried out the Empire version and it was enjoyable so this one shouldn't be too different.

Is there anyway you could make Massif Orcal or other such locations have similar events? Yeah even after Eltharion/whoever may take out Grom that doesn't mean the Greenskins are permanently extinguished forever and ever. They'll rebound sooner or later and Massif Orcal is filled to the absolute brim with them.

It just seems like certain areas like Massif Orcal, The Black Pit, and so on would have similar issues to the Forts that regular maruading armies would try to bust them down. Just a thought, thanks for the amazing mods.
Ebokianknight 25 Nov, 2024 @ 6:51pm 
I think it would be really cool to have to defend it as dark elves too.

Only thing that might be neat and more complicated would be if a HE raider stole the gate, would be if they turn it over to another strong HE faction on the island, if they exist.
Murranji  [author] 25 Nov, 2024 @ 3:53pm 
@ebokianknight it’s currently only for high elves but I could make it work for dark elves too.
Ebokianknight 25 Nov, 2024 @ 11:59am 
Context: I often play De and take over the island, but it would be sweet if there were resurgent elf factions vying to take it back randomly in addition to raids.
Ebokianknight 25 Nov, 2024 @ 8:55am 
Curious, if DE take a gate, are they subject to being attacked? Or only HE?
Murranji  [author] 24 Nov, 2024 @ 5:50am 
I did an update which can give a chance for invasions to have an alternate general subtype.
Reinforcement forces will also have +1 and earlier invasions will have -1 unit to make balance a bit fairer (for ongoing saves the additional unit will only be gained when you purchase a new mercenary force type).
RagnaroK 22 Nov, 2024 @ 2:46pm 
Sounds good, looking forward to a potential compilation. :ranald:

Would not mind if the sea encounters made it into same compilation, the encounter comp, perhaps even with mct toggle if doable. :KneelingBow:
Murranji  [author] 22 Nov, 2024 @ 2:37am 
@ 阿东 it should work with SFO. They are every 20 turns as I find when you have 4 gates it makes invasions occur at a good time.

@Ragnarok I can definitely think about it. I want to be sure no more bug reports come in and make sure all my mods are compatible with 6.0 first before I make any compilations.

@autumnchain I will try to out in a toggle, I might try to do it a slightly different way so people can have an option to turn it on and off in a way that works for empire forts too.
阿东 21 Nov, 2024 @ 8:44pm 
Does this work for SFO? and can Invasions occur every 10 turns ? or 5?
RagnaroK 20 Nov, 2024 @ 7:49am 
Any chance of a nice compilation with your bastion, fort and gate invasions in one mod? :ranald:
Autumnchain 20 Nov, 2024 @ 7:25am 
Is there a way to turn this off in-game? If Ulthuan is fully under control, will the gates be safe like with your Cathay mod? Maybe invasion location can be affected, where the gate that gets attacked and whether the attack comes from the inner or outer territories depends on where enemies have settlement control on Ulthuan as well as what enemies they are?