Total War: WARHAMMER III

Total War: WARHAMMER III

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Build Your Map - Map Scenarios and Randomisation
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Tags: mod
File Size
Posted
Updated
27.006 MB
24 Mar, 2023 @ 7:44am
8 May, 2024 @ 6:30pm
11 Change Notes ( view )

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Build Your Map - Map Scenarios and Randomisation

Description
Chaos Dwarfs Update
I've updated the backend to support the latest map and the Chaos Dwarfs subculture. Editing provinces and map randomisation should work 100% as normal. Map scenarios have been deactivated until I've updated and verified that they work, which will take a fair bit more work.


Description
Ever wanted to do some minor corrections to the campaign map? Maybe move your favourite LL to the other side of the map to freshen up the campaign? Or maybe you just want to remove a faction from the campaign. Build Your Map - Map Scenarios and Randomisation allows to do that and more!

Take note that some MCT pages may take a while to load up, especially the confederation page, so be patient

Via the MCT you can change the campaign map in several ways:
  1. Completely randomise the campaign map start with several options for how you want to configure the randomisation
  2. Change starting location and capital of a faction
  3. Change which settlements a factions get and at what settlement level they will start at
  4. Cross race confederation on campaign start
  5. Destroy any faction at campaign start
  6. Try out pre-configured map scenarios with custom win conditions


Are you looking for a different challenge than your typical campaign? Custom scenarios gives you the opportunity to try out campaigns with different goals.

Compete against others on the leaderboard for being the fastest to complete a Battle Royale scenario

Battle Royale modes
  • Fight for the Empire: Start as a united race in a province of the Empire and fight for supremacy. The map is limited the Empire/Kislev and any race losing all their settlements are wiped out. Every race is locked into war against each other. The map is limited to the Empire/Kislev. (Check out images to see the map)
  • Lustrian Thunderdome: Each region in the Southlands is inhabited by a major faction, diplomacy is unlocked, but only one faction may be left standing. The mpa is limited to Lustria. (Check out images to see the map)
  • Southlandsbowl: Similar to Lustrian Thunderdome, each region in the Southlands is inhabited by a major factions, however diplomacy is locked and every faction is at war against each other. The map is limited to the Southlands. (Check out images to see the map)
Others
  • Invasion of Chi'an Chi: Chi'an Chi has invaded Grand Cathay. With Cathay at the brink of destruction, can you save Cathay and stop Kairos' scheme for the Dragon Throne?
  • Lore accurate: Minor changes to IE campaign map to make it better reflect the lore.
  • United Empires: Every race with a few exceptions starts of confederated into massive empires.

For more in depth information about various scenarios, check out the the post here

Feedback and Feature Request
Got ideas for interesting map scenarios or a feature request?
Feel free to comment in the this thread
Please do not comment on the performance/speed of opening up a MCT page. It's an issue I'm painfully aware of and will try to fix as MCT develops new features to better handle the massive amount of options this mod offers. The current MCT version was not designed for mods the size of this one.

Roadmap
  • Support for custom factions
  • Chaos Invasion/End Times scenario
  • War of the Beard/ancient empires scenario
  • ???

Localisation
Korean localisation by 엄준식 can be found here.

FAQ
  1. Why is does it take so long to open some MCT pages? - MCT wasn't designed for mods this size. For some pages like the confederation page, more than 100k options have to be generated. Until there is a better solution in MCT, make sure to save often if you want to make a lot of changes in MCT. You can save your changes by exiting MCT.
  2. Does map scenarios support multiplayer? - Not sure, I don't have anyone to test MP with. I've written the scripts to avoid desync errors, but until others have tested the scenarios in MP, I cannot tell for sure. Please let me know if it works or not in MP, it would be much appreciated.
  3. Please add support for <the custom faction you like>! - In due time, I'd like to find a general/automated way to support custom factions instead of hard coding in support.
  4. Is it compatible with Mixer? - Yes, sort of. The mod won't be aware of the custom factions added by Mixer, but moving vanilla factions around or using the randomiser (without retain empire size) will still work 100% as normal.
  5. Is it save game compatible? - The mod changes the map on the start of a new campaign, loading a campaign, even on turn 1, won't affect your campaign.

Known Bugs
  1. MCT randomly taking way too long to load certain page. It's a known issue and not something that I can easily solve. It's unfortunately the cost of providing this many options to the user.
  2. Giving a settlement to a faction you are confederating will create a zombie faction in the settlement it's given.

My other mods
  1. Less Red more Art A mod the brings more art into the campaign UI alongside new main menu backgrounds with music

  2. Looking for Vampire Coasts sea shanty and other background movies? Menu Movies Expansion 1

  3. Looking for the Ogre Chant and other background movies? Menu Movies Expansion 2

  4. Cult of Pleasure Mechanics for Morathi A mod that gives Morathi's faction a new fleshed out cult mechanic, a new cultist hero and the seductive influence mechanic from Slaanesh

  5. Tired of all the vent pop ups? Event Suppression allows you to suppress event messages.

  6. Katarin always win the supporter race A mod that ensures Katarin always win the supporter race and confederate Walmart Rasputin

  7. Seductive Influence *all races A mod the expands the number of seducible races

Credits:
Groove Wizard for developing and adapting MCT for ever changing requirements.
DJ Fro-Fro For developing RPFM.
u/UncommonCandy For the awesome work of blending the three game's main banner. It can be seen when playing the Fight for the Empire Scenario and in this mod description.

Want to learn more about modding? Join the modding den[discord.gg].
Popular Discussions View All (6)
38
24 Mar, 2024 @ 6:48pm
Feedback and Feature Request
Ulrik H.D
4
25 Apr, 2023 @ 4:12am
Scenario Overview
Ulrik H.D
0
24 Mar, 2023 @ 7:56am
Scenario leaderboards
Ulrik H.D
269 Comments
Lord Itachi 333 29 Mar, 2023 @ 11:51am 
Yes with "shift passage" I meant ending the turn.
Every turn is slower
No I haven't tried it because I thought the campaign might crash
aidayen 29 Mar, 2023 @ 11:36am 
Hello, can I somehow use your use your Battle Royal scenarios but without blocked diplomacy? Also, I tried this mod in multiplayer, me and bots spawn just right, but my friend spawns in the same settlement as in vanilla, for example in Cathay instead of Lustria, if picked Zhao-Ming.
Autumnchain 29 Mar, 2023 @ 11:33am 
Could this mod be used to set that a faction's default capital to be a settlement that they don't start with like Belegar's capital changing to Karak Eight Peaks if it's retaken or Mannfred's capital changing to Castle Drakenhof if he ever regains control of it?
Ulrik H.D  [author] 29 Mar, 2023 @ 11:08am 
@mickiedn Landmarks should work fine, I don't se why they wouldn't. Additional lords added to non vanilla playable faction would get killed/destroyed at the start of the campaign unless a human plays as them. In that case, make sure your custom faction belongs to a vanilla culture.

@Lord Itachi 333 Shift passage as in ending the turn? Is every round slower or just the first one? Have you tried deactivating the mod inside a randomised campaign to compare?
mickiedn 29 Mar, 2023 @ 10:00am 
Would a mod that adds landmarks work for the battle royale modes?
Or add legendary lords like MIXU his mods?
Lord Itachi 333 29 Mar, 2023 @ 9:21am 
I would like to report an increase in the length of the shift passage. Specifically I made everything random but during the turn change the AI is slower in making decisions. Could it be because the AI is in an abnormal situation? Normally a shift ends in 45 seconds for me. With the all random world it takes 2.25 more or less
Ulrik H.D  [author] 29 Mar, 2023 @ 6:26am 
@crcr! The fps of the game should not be affect by this mod by even a fraction once you have loaded up a campaign. You may experience stuttering the first few seconds of a new campaign as factions are moved around, but that should only take a few seconds. After that, this mod does literally nothing and should have no impact on CPU load.

I'll say it again, loading up a new campaign may take a little longer, be patient and don't spam click the program to proceed out of the loading screen. It may take a minute after the loading bar is complete, but it only happens when you make a new campaign for the first time. It has no impact on neither fps nor loading time after that.
lwhのsama 29 Mar, 2023 @ 6:21am 
my english poor! but this mod increases the entering game time and make the game frame drop.As a contrast,I remove the mod then test and find everything gets as well as before .
Ulrik H.D  [author] 29 Mar, 2023 @ 6:17am 
@crcr! Be descriptive please
lwhのsama 29 Mar, 2023 @ 6:14am 
yeh, i even spend too much time to get into the game and quit ! It is unnormal .