Total War: WARHAMMER II

Total War: WARHAMMER II

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[ME] Gate Pass Invasions
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Tags: mod, Campaign
File Size
Posted
Updated
535.816 KB
29 Dec, 2020 @ 10:20am
4 Aug, 2021 @ 10:04am
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[ME] Gate Pass Invasions

Description
This mod adds the chance for flavourful invasions for the player, should they own one of the 7 gate pass settlements on the Mortal Empires map.

Wait, but doom stack spawns suck!
No fear! This utilises the invasion marker system introduced with Twisted and Twilight. As such, markers will be placed warning you how long you have to intercept the mustering forces before they do spawn.

How does it work?
If you own any of the gate passes, you have a 50% chance on the start of your turn to spawn an invasion marker that will spawn an army whose aim is to attack that gate pass. There is a 10 turn cooldown after such a spawn, before you go back to the 50% chance on turn start.

Typically, an invasion marker will give you 3 turns to prepare or intercept it. Although be warned, sometimes a marker spawns with less turns. Each gate has 3 potential spawn locations, so it could change from time to time.

Who attacks?
The high Elven gates are only attacked by Norscan raiders, Vampire Coast Pirates or Dark Elf slavers. They will always approach from the outer ring of Ulthuan.

The Empire forts are attacked by Greenskins, Beastmen and Skaven, representing the types of folks who emerge from the wilderness looking for a fight. They can approach the gates from both sides, spawn locations generally picked in woodlands and near mountains to make it more believable.

The notion is that these creeps just want to get through the pass, so band up and attack the fort/gate.

Work for the AI?
Nope, the interactive marker system doesn't work for the AI. I should note that it doesn't matter what faction you are as the player, so long as you can occupy and own them.

Settings and MCT
The strength of an army is defined based on turn count and difficulty playing. The further in game you are, the harder the armies.
The other settings can be tweaked with MCT - however the defaults are:
Full invasion army size: 20
Invasion army size modifier when interrupted early: -10
Invasion army size modifier when interrupted half way through mustering: -5
Invasion army size modifier when interrupted just before finishing: -3
The % chance of spawning an invasion when off cooldown: 50%
Turn Cooldown after invasion spawn: 10 turns (this is for each gate, and is not globally shared)
Popular Discussions View All (1)
8
30 Apr, 2021 @ 9:32am
Bug Investigations
IfThenOrElse
78 Comments
ThatJungleGaren 15 Jan, 2023 @ 4:16am 
Holy crap, I cant believe this exists. I was planning on the most convoluted system to try and generate this sort of occurrence. I love taking helmgart and having them try and take it almost every turn. I only knew of the 2 empire gates, fort soll and the 3 in ulthuan - where is the 7th? Thanks for making this btw, cant wait to try it.
IfThenOrElse  [author] 24 Aug, 2022 @ 1:58am 
Re game 3 port, see my comment on thebyvresse invasion mod.
Kraut 23 Aug, 2022 @ 5:25pm 
Do you intend on making this mod for WH3 as well?
GlaDi 8 May, 2022 @ 11:45am 
For Hardcore Experience, Would be nice if more than Armies would spawn :D
Flamboyant Schemer61 5 Jan, 2022 @ 10:57am 
I always believed skaven needs infighting to make them a bit challenging and fun. Want to make a new system with events dilemmas and alliances for years. Maybe you would be interested in it I don't know. Some random invasion chance on skavenblight and bonuses and maluses for getting alliances of the smaller skaven clans and trying to stop them allying with your rival majors. That way you would have incentive to protect the smaller clans and it would give a fun, diplomatic aspect to the skaven campaigns. Also, would nerf them a bit.
Flamboyant Schemer61 5 Jan, 2022 @ 7:49am 
thx immediately added one of those mods in to my modlist lol
IfThenOrElse  [author] 5 Jan, 2022 @ 4:41am 
Cheers! You can find all my mods here: https://steamproxy.net/id/theSniperDevil/myworkshopfiles/?appid=594570
I'll let other folks include my mods in lists where appropriate! You won't want to blanket add all mine - some are quite specific:)
Flamboyant Schemer61 4 Jan, 2022 @ 3:25pm 
man love you and your mods but make a modlist for your mods please I can't find them on your page too
UncleDoctor 1 Oct, 2021 @ 3:03pm 
I would dig a mod like that. As you get towards the mid-campaign and have a fair amount of settlements under your belt, it seems like your core ones don't have a reason to have strong defenses. A system that throws you a curveball and makes you defend your capital or a strong settlement of yours sounds like a fun idea. Would pair well with GCCM too as you'd be able to play defensively on a big custom map.
General Brooks 1 Oct, 2021 @ 7:27am 
Also, just a thought, but have you considered doing a similar system for random spawns attacking other parts of the empire? Could pop up almost anywhere but with a much lower chance of happening and a global cooldown of a few turns. It would be nice to represent the nature of these factions as raiders from the wilderness that can't be truly eliminated. Other mods have tried but they just instantly spawn doomstacks, which kinda sucks.