Total War: WARHAMMER II

Total War: WARHAMMER II

Public Order: Expanded
Wyświetlanie 11-20 z 29 pozycji
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Aktualizacja: 7 lipca 2020 o godz. 2:49

-Added support for MCT2.0 (MCT 1.0 should still work)
-Fixed wood elf qb1 faction not having access to any generals
-Tweaks to Beastmen army compositions

Aktualizacja: 3 czerwca 2020 o godz. 18:41

Fixed an issue where both Norsca and Greenskins rebel incursions could confederate with other factions of their same race.

Aktualizacja: 31 maja 2020 o godz. 18:01

We are now updated for the newest content release!

NEW Feature: Emergent Events
Both Ydok and I wanted to implement a sort of "second chance" effort for some of the major factions that can unfortunately be swallowed by by blobbing AI behavior. Warhammer as a setting has been fundamentally designed, both on the tabletop as well as in-game to be about the various races finding conflict with themselves and with other races. So to be a player on the other side of the world, conquer their enemies only to see on the other side of the ocean that the AI blobbed up can be disappointing, especially if you were role-playing your campaign.

This feature aims to try and counterattack that in a small, public order flavored way while the developers deal with the fundamental issues of Ordertide. If you load up the game as Karl Franz, destroy the Couronne faction and occupy his city, the Bretonnian citizens would logically be extremely angry. A foreign emperor on their royal throne would be preposterous to stomach for both the nobility and the unwashed masses, and it would logically stand that they would do anything in their power to resist you.

Context out of the way, once these conditions occur (destroy one of the following factions: Reikland, Karaz-a-Karak, Vampire Counts, Grimgor's 'Ardboyz, Couronne, Lothern, Naggarond, Hexoatl, Clan Skryre, Khemri, The Dreadfleet and occupy their accompanying capital: Altdorf, Karaz-a-Karak, Castle Drakenhof, Black Crag, Couronne, Lothern, Naggarond, Hexoatl, Skavenblight, Khemri, Galleon's Graveyard), you will get two events in your feed, a few turns after another, informing you of non-interactable events happening in the territory, coalescing finally into an army with the respective faction leader that will aim to take the capital back from you or the AI! They do have an army composition based on what game period the campaign is in (early, middle, late) that can beat the garrison so do be ready for their final showdown!

Other notes:
-If one of the factions has been confederated they won't respawn after being destroyed.
-The faction won't return until it is at least turn 50 and their previous capital province has at least 60 public order.
-Assuming the above is met then there is a 10% chance of the faction returning if player controlled or 5% for AI.
-Events are tailored to subcultures and as such the incidents won't trigger if you are playing a custom subculture (like in OvN). The army will still spawn and have their spawn incident though.
-We have not disabled the vanilla re-emerging factions, so this may behave strangely if public order was to drop suddenly.

Other changes:
-Several improvements that should help with weird AI behaviour such as not occupying settlements and not attacking the right settlement.
-Army scaling tweaks to assist with early game rebellions.
-Improvements to several army compositions to reduce the quality of some of the early game armies.

Aktualizacja: 19 stycznia 2020 o godz. 12:53

Fixed issue where settlements were not correctly giving line of sight to your regions depending on the public order.

Aktualizacja: 15 grudnia 2019 o godz. 13:05

Updated for the Potion of Speed Patch.
-Updated the name generator with new names and name groups (nothing major, just a few additions to some groups)
-Added the new units/lords into the rebellion pools
-Added the new provinces into the province pools
-Used the new faction renaming commands to change the QB faction names to their rebel equivalents. These will change back to their original values during quest battles.
-Added the capability to have random mandatory units. This is useful for factions which have heaps of units within a specific theme, like Clan Skryre.
-Rebellion lords will not spawn any higher than level 15 (down from 20)
-Fixed having to declare war on rebels if they declare war on your vassals. Now they declare war on you first so we skip this
-Changed the army sizing scaling to be more linear (still a little random)
-Previously spawned rebels will now be removed from the system when they are no longer valid
-Several tweaks to unit weights and army compositions
-Rebel faction names will now change thanks to a new CA command. They will revert back to their quest battle name during quest battles.
-Proxy rebels will now be hidden in the diplomacy UI, albeit with a slight delay. Note: There are some cases where this will not work. Mostly during interim turn diplomacy.
-Fixed prompt asking to join war against rebels when they declare war on your vassal

Aktualizacja: 6 października 2019 o godz. 10:41

Fixed issue when saving causing other mods to not save. This broke the dilemmas from Empire Reloaded/SFO.
The amount of public order you get when an incursion occurs and it defeated now scales on the difficulty level. It is now always 5/10 + the difficulty penalty. The timeout period between rebellions also changes depending on the difficulty the timeout period is 4/3/2/3/4. The reason it goes up when it gets harder is because the PO penalties are more severe on the higher difficulties and I didn't want to double penalise the player.
Added a new type of rebellion called corruption rebellions. The quality of the composition scales off of the number of turns it is into the campaign as well as the amount of corruption in the region.
Added Mod Configuration Tool Support so the new rebellions can be disabled. Also has an option to disable the corruption rebellions if you find they make things too hard or too easy.

Aktualizacja: 20 września 2019 o godz. 14:17

Fixed bug resulting in proxy rebellions giving diplomatic bonuses between other factions

Aktualizacja: 17 września 2019 o godz. 18:17

Made some minor fixes to the rebellion system.
Ydok4 also made this good write-up:


We have designed a rebellion system inspired by Thrones of Brittania to work alongside the vanilla rebellion system.

It features:
-Chanced based rebellions. When public order is negative in a province there is a chance of a rebellion spawning. Eg: If PO is -10 then the rebellion chance is 10%. This caps at 50%.
-Rebellion army subcultures will vary depending on several factors. This depends on: The race you are playing, your neighbour's subculture, corruption type and geographical location.
-Rebellion army composition will scale in size and quality, this depends on how far you are into a campaign, the level of corruption and geographical location.
-When new rebellions trigger you receive a minor PO boost and get a penalty to growth and income in that region.
-When rebellions are defeated the penalties disappear and you receive a larger PO boost.

Other notable features:
-Some rebels can spawn on the ocean. Pirates!
-Rebel army archetypes and subcultures are weighted based on rarity from the lore.
-More variety! Rebellions will try not to spawn in the same region in a province twice in a row and will try to not pick the same subculture.

Aktualizacja: 17 września 2019 o godz. 18:17

The launcher fucked me on pressing the "update" button, I swear!

Aktualizacja: 15 września 2019 o godz. 18:04

FIXED : Updated for most recent patch and resolved the icon image path error bug.

NEW : Implemented for both the player and AI a probability based rebellion spawn chance system once public order in a province goes below -50. Rebellion events can still spawn at -100 PO if you leave it that low!

These rebellion armies have army compositions based off the race, campaign progression period of the race (early, mid, late), and the geography where the rebellion event fires off.

This is a BETA as we accept your feedback on the spawn chances and fix any holes in the script!

Shoutouts to Ydok4 for the new feature!