Fantastical Forces 1.11 [WIP]
- Event chains that reward the player with fantastical/fantasy units and ideas. The event triggers is based on territory (more below).
- Everything in this mod is made with compatibility in mind! No original files have been replaced, and should be compatible with all major overhaul mods that adds to the vanilla tech tree (like Frigate’s Content Pack and Man the Guns Expanded ).
- The mod has unit technologies for long games, with upgrade techs being available well-into the early 50’s.
- And much more to come in the future! Currently, only Dinosaurs and Vampires are implemented, but I plan on adding a lot more, like mountain ogres/trolls, Kaijus for Japan, Goblins, Dragons, Bigfoot, and the ability to deploy Freddy Fazbear.
Everything in this mod starts with an event like "mysterious disappearances" and whatnot. These events are tied to the territory you own, and will begin to trigger after a month or two of in-game time.
Here is a list of the trigger conditions:
Vampires
Own any state in the strategic region "Northern Balkans". No Cores needed. In a normal game, Romania, Hungary, and Czechoslovakia start with states in this region, but you can also just conquer one of ’em and get the event yourself.
Dinosaurs
Own any province with jungle terrain. That’s it.
This mod does not overwrite any vanilla files, and should therefore be quite compatible with all other mods, with a few exceptions. This mod is not compatible with:
- Mods that completely replace the vanilla technology names for infantry weapons, infantry support weapons, mechanized, the entire artillery category, and tank armor. However, very few mods actually do this, and everything should be fine. If not, I’ll add some compatibility updates if you guys are having trouble with stuff like road to 56 compatibility.
- Mods that completely alter/replace the map.
However, very few mods actually do this, and everything should be fine. If not, I’ll add some compatibility updates if you guys are having trouble with stuff like road to 56 compatibility.
Confirmed to be compatible with:
Frigate’s Content Pack
Dragons (both as units and "planes")
Some kind of lovecraftian cult (few or no units, but you can curse other nations. You will be able to give an enemy leader fish hands.)
Goblins (cheap and trashy inf with higher org regen)
Mountain ogres/trolls (big, expensive, defensive infantry. You will be able to make a sniper company that uses anti-tank cannons)
Bigfoot (special event chain for America)
Kaijus (special unit for Japan. Massive combat width and more expensive than an entire division, but very powerful.)
Freddy Fazbear (remember that one meme? You can do that one meme.)
– Are the units affected by doctrine?
Your vampire and dinosaur units will be affected by doctrines. If you are in doubt if a unit is affected, simply hover over and check.
Currently, all the special units are classified as infantry, except for the armored dinosaur units, which count as mechanized.
there are one or two doctrine techs that give buffs to specific units instead of just saying "all infantry + motorised/mechanized". There, buffs are not applied to this mod’s units, but I only found techs like that on the bad side of the blitzkrieg doctrine, once on the grand battleplan doctrine, and once on the mass-assault doctrine. All in all, it’s pretty minor, and doesn’t affect the game much in any way.
– Infantry support weapons tech don’t give Bonuses to My units?
They don’t. The techs are a bit dumb like that. However, I have remedied this through decisions. These tech decisions will catch your gear up to speed with the passive buffs, and only takes less than 20 days each (and are mostly free). This has been done for compatibility reasons.
also, all the Vampire and Dinosaur event pictures are from total war warhammer 1 and 2.