Total War: WARHAMMER III

Total War: WARHAMMER III

The End Times
57 Comments
Commander Stryker 11 hours ago 
Does this work with 7.0 Tides of Torment?
Asarius  [author] Nov 26 @ 4:30am 
@LivBFG already answered that question, nothing breaks, you can play as anyone you want.
LivBFG Nov 26 @ 3:53am 
Does this break if you're playing as one of the chaos factions? Had an idea for a campaign that would involve me playing one against the rest.
Asarius  [author] Nov 25 @ 8:39am 
Yes, after the DLC comes out, I'll do some things regarding unit and lord levels.
Šleser food reviews Nov 25 @ 7:32am 
This mod currently has been working perfectly with my mp game, and has actually added a credible end-game threat, but a question, are there plans to maybe rank up the spawned armies so they arent all rank 1 lords and units? Just asking because while fun, the non legendary lord armies are relativly easy to dispatch. For example the beastmen are the easiest to kill since they only really field rank 1 bestigors and minotaurs
Epyon (AnimeToxic) Nov 22 @ 3:34pm 
@asarius wow thanks i always wanted a mod like this thank you so much <3
Asarius  [author] Nov 21 @ 5:05pm 
@Epyon (AnimeToxic) Yes it will work, however after turn 95 it will become very cheesy, since the armies are all free of upkeep.
Epyon (AnimeToxic) Nov 21 @ 4:56pm 
will this work with player playing as warriors of chaos faction :)?
Asarius  [author] Nov 21 @ 12:48pm 
@ExtraCreamy glad you like it, next update will be after DLC comes out, then I'll move Belakor back to his island and probably add Norscans to the End Times.
ExtraCreamy Nov 21 @ 9:04am 
Always wanted a chaos end times so thank you! i started a campaign as Brettonia (The Fay) and just some things i saw after using this mod. As Sleser and Yondros said below, enemies still spawn after being annihilated. i destroyed Nkari but he came back on turn 95.
I wasnt a huge fan of Be'lakors armies spawning right on top of Couronne (he wasnt confederated so he got destroyed immediately) it would be very fun and realistic if Norsca and Chaos only spawned in the north so they could then "invade" the southerners.

Really love the mod though and i hope you keep improving upon it.
Asarius  [author] Nov 20 @ 5:46pm 
@mommy misato At the moment no, I havent figured out a way to do this, using MCT or dillema to set the turns breaks multiplayer and causes desyncs.
mommy misato Nov 20 @ 5:09pm 
95 turn is too long can i adjust the turn when will they spawn?
Asarius  [author] Nov 20 @ 11:32am 
Weird, I'll look into it.
Šleser food reviews Nov 20 @ 6:58am 
Yes this happened to me too
Asarius  [author] Nov 19 @ 3:11pm 
@Yandros they got destroyed before the End Times trigger and respawned with all armies on turn 95?
Yandros Nov 18 @ 2:47pm 
Hey man, great mod. Buuut, the description says "destroyed factions will not get resurrected", and they certainly did in our mp game. Got us good...
Šleser food reviews Nov 13 @ 1:06pm 
okay thanks
Asarius  [author] Nov 12 @ 4:13pm 
He will get swarmed, but its not scripted to attack only players. They'll attack anyone except other chaos factions.
Šleser food reviews Nov 12 @ 2:18pm 
Will Chaos specifically move to attack the player or nah? My friend is currently playing the empire in our game and im hoping hes gonna get swarmed by all the northern chaos factions
Филин Тёмный Nov 6 @ 7:22am 
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Asarius  [author] Nov 3 @ 7:38am 
@Kaspian22 Core game issue, no space at the bastion so game spawns them around, but you're right, I'll change the regions so they all spawn in the wastes.
Kaspian22 Nov 3 @ 5:45am 
kinda ♥♥♥♥♥♥♥♥ that villitch just spawns 5 of his new armies at my capital behind the bastion
Asarius  [author] Oct 28 @ 10:28am 
@Pinaman both of you try resubbing the mod.
Pinaman Oct 28 @ 9:58am 
Hi, we are trying to play in multiplayer, but when we try to join eachother the message shown is that our versions are diferent and we cannot join the game. onvce we disable the mod we can play multiplayer without problems. So it must be a mod issue, or we are doing something incorrect. Sorry being so anoying
Asarius  [author] Oct 27 @ 7:44am 
@Louie04k Not really, I tried but so many war declarations crashes the game, especially when playing on IEE, better to use some AI Overhaul mod so they will make better decisions.
Louie04k Oct 27 @ 6:58am 
can you make it so chaos declares war on everyone?
Asarius  [author] Oct 26 @ 4:55am 
@Pinaman ayy bro, you made me read for 500lines for nothing xD, as the description says, it works in multiplayer.
Pinaman Oct 26 @ 4:26am 
Sorry, my bad, mod was unchecked indont know why? Just one more question, doesnit worknon mulriolayee campaign?
Asarius  [author] Oct 26 @ 3:48am 
@Pinaman there is nothing you need to do on start of the campaign, it even works mid campaign, the only requirment is the mod to be loaded before turn 95. Try resubbing, if that doesnt work, check WH3 files integrity.
Pinaman Oct 26 @ 12:23am 
I have no other mods actives, and I’m playing on immortal empires… I dont know if theres is something you must or must not touch at the start of the campaign
Asarius  [author] Oct 25 @ 6:06am 
@Pinaman Yes it is working, if nothing spawns then you have mod conflict or not playing on Immortal Empires.
Pinaman Oct 25 @ 4:44am 
Hi, is this mod still working? i'm in turn 96 and nothing spowned
Peskyfletch Oct 22 @ 1:41pm 
Awesome mod thanks
God of Urging Oct 21 @ 4:57pm 
Thank you for the mod. I like that it's not added to the endgame events, since it makes it possible to plan a campaign where the crises are staggered (chaos invasion begins, and 10-20 turns later the undead crash the party, etc.).
Asarius  [author] Oct 21 @ 8:16am 
@Ca Bong thanks, that's pretty much how it's done already, the armies for each lord spawn around their starting position, so it covers every corner of the world.
Ca Bong Oct 21 @ 8:10am 
hi, thank you very much for the mod, I wonder if you consider to put all the additional chaos legions into the 4 corners or edges of the map, so they can grandually advand and invade the world from 4 or 8 sides.
Asarius  [author] Oct 19 @ 12:08pm 
@Pawlak Right, forgot about it, It could be made compatible but I don't play on The Old World. If anyone wants to make a compatible submod, they are welcome to do so.
Pawlak Oct 19 @ 11:55am 
Can you make it compatible with The Old World?
Modern Spartan Oct 19 @ 10:40am 
Okay perfect, thank you!
Asarius  [author] Oct 19 @ 4:07am 
@Modern Spartan It means those destroyed before the trigger will not be a part of the crisis. AI makes it own decisions. Its not scripted to attack just the player.
Modern Spartan Oct 18 @ 6:51pm 
Also do they attack everyone or just the player? An Invasion I would think should include all non chaos ai
Modern Spartan Oct 18 @ 6:50pm 
Destroyed factions wont be resurrected? Does that mean when it triggers dead ones wont return? Or does it mean they cant come back AFTER the crisis...? That will heavily affect my strategy :D
Reuphraim Edelmann Oct 18 @ 11:16am 
This looks like a really good idea. I quite liked the end times theme in TWW2, and the endgame disasters they replaced them with just don't seem interesting or thematic at all, unlike the End Times.

I hope they implement something like this in the base game, perhaps even contacting someone like yourself, the mod creator, to work with them officially.

For now, at least we have the mod!
Asarius  [author] Oct 18 @ 5:15am 
@Nova015 I also tried the customization for amounts of armies. It all probably can be done, but editing MCT or tables is worse than playing chess with Tzeentch. If anyone is willing to help out with this let me know.
Nova015 Oct 17 @ 7:48pm 
Perhaps one solution could be another version of this mod, with less armies on turn 80. That could work better with SFO. Adding a customization option for the amount of spawned armies would also work.
Asarius  [author] Oct 17 @ 5:50pm 
@Ashunava, unfortunetly not I haven't found a way to make it work, adding either an MCT customization or dillema choice, breaks the mod in multiplayer. If anyone feels its too early please post it in "Your ideas" discussion.
Ashunava Oct 17 @ 2:59pm 
Is there customization for the starting turn? Turn 80 is rather early in SFO for the scale of spawns as outlined.
Asarius  [author] Oct 17 @ 1:52pm 
@Pious Skeleton Arbaal and Kazhrak dont get armies due to their proximity to others, would get too crowded. I might add Wulfrik though. Another issue is on weaker PC that many armies will crash the game. The mod already spawns 255 armies.
Pious Skeleton Oct 17 @ 1:38pm 
Morathi gets armies but not Arbaal, Khazrak or the Norscans?
Asarius  [author] Oct 17 @ 11:14am 
That's the point, its the End Times after all. You might be cooked, but good luck :D