Total War: WARHAMMER II

Total War: WARHAMMER II

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Ori's Respawn for Horde Armies (S&F)
   
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Tags: mod, Campaign
File Size
Posted
109.614 KB
3 Sep, 2021 @ 10:58am
1 Change Note ( view )

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Ori's Respawn for Horde Armies (S&F)

Description
TL;DR - This Mod edits the horde reemergence script. Savage Orc and Beastmen hordes will now reemerge with a 20 stack army, composed of higher tier units and with more unit variety. The mod is focused on the human realms of the Old World (north of the Badlands). Though it might work in the Vortex campaign, it was made with a Mortal Empires campaign in mind.


Overview
Not much to say since you've probably seen mods like this pop up before... Simply, the lame armies that hordes spawn with in vanilla (spear Ungors and Cygor spam for Beastmen, or a Savage Orc spam for Savage Orcs) - were replaced with a more varied and high tier unit composition. Horde Armies will spawn with a 20 stack regardless of difficulty level; and the list of factions that can reemerge was updated in accordance with the new Beastmen update (i.e. adding the factions of Morghur, Malagor and Taurox, since apparently CA never did that...).

Finally, the list of regions in which hordes can respawn was edited in the ME campaign map, creating a focus on the human nations of the Old World. The ultimate purpose of this mod is to enhance the campaigns of the Empire and Bretonnia specifically, while increasing their difficulty. Therefore, the horde respawns were reworked in a way that will put more pressure on the Ordertide. This will create a more themed and lore-friendly campaign experience for the human factions, which will now suffer constant incursions from the Drakwald and other forested areas.


Bugs, Compatibility and future plans
This mod is in Beta - play tested, but still not tried in a full campaign. I am not aware of any bugs so let me know in the comments if you find any. the mod should be highly compatible with any mod that doesn't edit the horde reemergence script.

I have no plans to add anything or make changes. However, if any modder out there wants to edit this mod (for example - add more regions where hordes can reemerge) - most changes should be very easy to implement: just add/change the appropriate faction, unit or region keys, since the framework is already in place. Please feel free to do so!


Enjoy!


Check out my other mods:
Ori's Bretonnia Vow Rework
Ori's Army Buffs for Agents: Bretonnia
Ori's Army Buffs for Agents: Empire
Ori's Respawn for Greenskins
Ori's 50% Experience Gain
Ori's Frozen Climate for Norsca and Kislev
Ori's Overpowered Raids for Beastmen and Savage Orcs
Ori's Super Agents: Buffed Campaign Actions

12 Comments
ori  [author] 23 Jul, 2023 @ 9:11am 
Hartmann - sounds like a compatibility issue. Just done playing a long campaign with this mod and the horde spawns worked fine for me (all in the Old World), though admittedly, I also found them to be a bit rare. Not sure when I'll get around to changing the frequency, but to anyone interested the fix should be easy: just open the script as a text file and change the numbers listed on top, where it says "number of turns before dead faction respawns" (or something like that).

MiningforMorbius - not as far as I know. I actually looked a while ago for mods that improve rouge armies and even experimented with changing them myself, but never got to useful results...
ThrobbingforMorbius 7 Apr, 2023 @ 8:33am 
is there something like this for rogue armies and pirate fleets?
Hartmann 29 Mar, 2023 @ 1:16am 
Doesn't seem to work, I've only seen the 2 vanilla beastmen faction respawn, never Morghur, Malagor etc... and they respawn all over the place, not only in the Old World.
HughJanus69 22 Aug, 2022 @ 3:20pm 
compatible with sfo?
Vollhov 2 Dec, 2021 @ 2:02pm 
Hmm ... it looks like the beastmen are not compatible with this mod:
https://steamproxy.net/sharedfiles/filedetails/?id=1182534497
TehOmnissiah 4 Oct, 2021 @ 1:52pm 
This is awesome thanks
General Brooks 30 Sep, 2021 @ 3:42am 
Thanks for the quick response!
I was asking because I've been playing SFO for a long time and recently I didn't get any late game beastman spawns, even though SFO has had them before, so I wasn't sure which was vanilla or not. Your mod looks like a great way to bring back that feature though.
I'm more thinking about the other factions for the sake of game balance, because if i'm going to have beastman trouble as the empire (which I should) I would like my opponents around the map to have at least a little trouble themselves where its lore friendly for them to do so. I think they'd be demand for a loreful map wide set of respawns. Either way thank you for your work
ori  [author] 29 Sep, 2021 @ 9:34pm 
The respawn always occurs throughout the entire game, also in vanilla, so that was unchanged.
Taurox will also respawn, but in the Empire. The reason for this is that the script provides a list of regions to respawn in that applies to all the horde factions, so if I were to add a druchii settlement it would effect everyone, not just Taurox (and the whole point of the mod was to make BM mass spawn in the Old World)...

I personally don't play the WH2 factions, and since I originally made the mod for myself I focused it around the Empire; but if there is a demand for global respawns I might make a secondary version of this, since the changes are relatively simple.
General Brooks 29 Sep, 2021 @ 3:07pm 
Hi, to confirm does this cause beastmen to respawn for the entire game, or only change their strength when they do? Does it have any effect on other regions? I know you say you focus on the empire but with Taurox over in Naggarond it would be good to keep it fair and have the druchii worry about returning beastmen too
ori  [author] 13 Sep, 2021 @ 6:40am 
I have no idea, I don't have that mod... If you have PFM then you can check for yourself by opening the other mod and seeing if it has the Horde Reemergence script (or just ask the creator...). If it does - then it's not compatible.

Either way I recommend just listing this mod after the Rise of the Beastmen mod in the launcher - that way this mod will gain lower priority, and will be overridden without any issues if there is a compatibility problem.