Total War: WARHAMMER III

Total War: WARHAMMER III

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Reasonable Reliability Penalties
   
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overhaul
Tags: mod
File Size
Posted
Updated
6.415 KB
5 Apr, 2022 @ 10:14am
25 Mar @ 6:48pm
3 Change Notes ( view )

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Reasonable Reliability Penalties

Description
Introduction
As before, no sales pitch. The mod aims to make the penalties and timeframes for betrayals more reasonable than in vanilla, where if the player so much as looks at a trading partner funny, they lose all their reliability. No more having to enviously watch the AI betray everyone willy nilly with no consequences. No more having to be at war with the entire world because you allied with one faction.

Features
  • Penalties for issuing threats, not joining wars, and not aiding allies in joint battle have all been reduced.
  • Penalties for breaking diplomatic agreements or going to war with a faction with which you have agreements have been rebalanced according to the agreement.
  • As an example: Egregious betrayals such as attacking a military ally or not honoring a military alliance carry harsh reliability penalties, whereas attacking a trading partner who hates you has very little in the way of repercussions.
  • The more important the agreement between factions is, the longer the period of time before a declaration of war is considered kosher. Choose your allies carefully.



Compatibility
Fully save game compatible.
Compatible with anything that doesn't change either of the treachery tables.

Known Issues
None.

Shameless Plug

This is far from the only mod I've put out. My library of Warhammer 3 mods can be found at: https://steamhost.cn/steamcommunity_com/profiles/76561198039493969/myworkshopfiles/?appid=1142710

If you enjoy this mod, make sure to

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38 Comments
Commisar Jon Fuklaw  [author] 25 Mar @ 8:04pm 
They are the only parts of a packfile that does not need decoded to be read because - in practical terms - they are the file names of each individual file within a packfile. It's tedious, but anyone can fix the issue in RPFM by hitting expand all and renaming anything with a capital letter in it. The packfile name itself does not need changed, else myself and many others would have to re-upload mods to fix it due to steam not accepting different file names, but I digress.
agent.theory 25 Mar @ 7:52pm 
I can do basic modding, as in changing other people's mods. What are these file headers? That seems like something I could fix.
Commisar Jon Fuklaw  [author] 25 Mar @ 7:21pm 
Yeah, it only took two hours to remove every capital letter from around 500 file headers.
agent.theory 25 Mar @ 7:12pm 
That was fast. I'm still checking all my downloaded mods. 67 out of 174 are incompatible with 6.10, with about 20 left to check.
Commisar Jon Fuklaw  [author] 25 Mar @ 7:03pm 
Issue should now be dealt with for all of my mods.
Commisar Jon Fuklaw  [author] 25 Mar @ 6:10pm 
For the same exact reason that I described. Ironic, since no table changes were needed this patch, despite the hype about how "big" and "comprehensive" it was to be.
agent.theory 25 Mar @ 6:08pm 
The 6.10 "update" wrecked a lot of mods.
Commisar Jon Fuklaw  [author] 25 Mar @ 6:06pm 
Known. CA fucked up how table headers are read, so I have to rename tables in every mod .
agent.theory 25 Mar @ 5:54pm 
Crashes the game in version 6.10. Worked OK before that.
Solmyr 19 Jun, 2024 @ 1:49pm 
Yes, it works.