Total War: WARHAMMER III

Total War: WARHAMMER III

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Man The Ramparts - Campaign Realism Segment
   
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19 Feb, 2024 @ 3:50am
24 Jun @ 8:26am
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Man The Ramparts - Campaign Realism Segment

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A segment of my semi-overhaul mod "Man The Ramparts!" for your collection.

*IMPORTANT*
Read carefully please - Each semi-overhaul version of my Ramparts mods work as intended. The 3 individual segments however has issues. Campaign segment works with Siege & Battle segments individually, but Siege & Battle segments together will make your game crash to desktop upon loading in. I am working on it, but have no solution so far, thus I recommend using the semi-overhaul variants.

This mod contains only the campaign part of my semi-overhaul and also serves as a clarification of said part. By using any of the 3 complete versions below, you should not be subscribed to this.

I made 3 different versions of the semi-overhaul, taking into account that some play with minor tier four or five settlements or simply vanilla. Make sure you have the correct version, at which you should only ever have one of them active when playing.

Ingame screenshots show some of the new values & effects. Don't mind the slaves or wheat resource, those are from some of my other mods linked at the bottom.

What The Mod Does
  • Artillery
    -Chance of capturing an enemy artillery of same faction/race has been increased to 80% from vanilla 10%, leaving a 20% chance that it was destroyed during combat.

  • Trait Limit
    -Characters can now have up to 500 traits, more than actually in game even with custom mods I believe.

  • Supplies
    -Defensive supplies has been increased and added to settlements and walls.
    -Walls will also provide supplies of ammunition for the defender, increased amount pr. tier.
    -Tier 3 wall defense buildings in minor settlements will make them walled sieges again, tier 2 will not.

  • Replenishment
    -All sources of replenishment has been decreased by 50% to prevent fully healed armies over a single turn.

  • AI
    -AI minor factions now have the same parametres as major factions, fighting & expanding on equal terms.

  • Garrisons
    -Garrison regiments will receive 1 rank of xp every 4 turns, reflecting a year of drills & training.

  • Public Order
    -Postive & negative public order effects are more severe/rewarding. Negative will actually hurt you now if you do not address it. Positive gives small buffs to movement, ambush, reinforcement etc. as a well fed/payed army moves more willingly & knows the land.

  • Stalk Stance
    -Stalk stance is now an option for Wood Elf factions, Crooked Moon (Skarsnik), Oxyotl & Wulfhart.

  • Mercenraies or RoR Regiments
    -All RoR regiments had their recruitment cost & upkeep raised by 50% to showcase them as mercenaries.
    -Some factions where it made sense with a tavern, brothel, graveyard or raiding building has 6-8 different RoR regiments for hire. Those RoRs are picked to make sense as mercenaries, the regions & fun new takes on rosters lacking those types. Each RoR can only be hired one at a time, once wiped, they return for hire again.

  • Ogre Camps
    -A wide variety of ogre units are now available for hire in new ogre camps.
    -Each ogre camp has a fixed number of units available, so use them wisely. Despite the fact that each unit has a percentage marker, they will NOT replenish, not unless I somehow get a script for it.

  • Ogre Aversion
    -Ogre aversion towards all factions have been set to -20 and vice versa for all factions towards Ogres, since Ogres are mercenaries willing to plunder and eat all without prejudice.

  • Auxillia Recruitment
    -Allied units per army has been increased to 8.
    -Ogre units per army has been increased to 8.
    This is to somewhat showcase that Auxillia regiments often took up a great part of an army.

  • Rebels Via Corruption
    -Chaos corruption spawns Beastmen rebels instead of Warriors of Chaos.
    -Corruption rebel armies now has access to their respective full rosters - Including RoR's, Lab's, DLC etc. Vanilla roster to chose from is very limited.
    -Corruption rebel army types are Nurgle, Khorne, Slaanesh, Tzeentch, Vampires, Chaos & Skaven respectively.

Honourable Mention
  • Gratitude to [PuB] Axlegolas for permission to use his brilliant xp script. You can find him and his excellent mod by clicking his name.

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
Popular Discussions View All (2)
2
12 May, 2024 @ 5:52am
Changelog
RagnaroK
0
3 Feb @ 5:04pm
Public order and it's penalties balance
Chinag
34 Comments
RagnaroK  [author] 29 May @ 10:01am 
Public order positive/negative has been decreased by 50% to prevent it from spiralling out of control.
Henskelion 23 Feb @ 5:10pm 
I like most things about this mod, save for the change to making minor AI factions powerful. All that does it make it so the Ordertide becomes an even bigger thing than it does in vanilla, to the point where seeing Hochland defeat Festus is a typical occurrence.
luich 12 Jan @ 10:14pm 
thank you!
RagnaroK  [author] 7 Jan @ 12:31pm 
:steamthis:Update:steamthis:

:sealdeal: Fixed this mod, so it works properly again.

:sealdeal: Added all the new Ogre units for recruitment near their camps.

:sealdeal: Changed version for Ogres towards all factions to a -20 and the same for all factions towards Ogres, since Ogres are turncoat mercenaries who eats and loots everyone. :_meat_::Resource::pig_in_a_poke:
RagnaroK  [author] 16 Dec, 2024 @ 11:11am 
Mod is updated to work, but no changes made yet as I have run out of time for today :ratcoon:
RagnaroK  [author] 7 Dec, 2024 @ 7:08am 
I can't quite remember if the -4 & -8 is a vanilla stat or not, I will look into it.

Artillery will always be lost if you lose or get a draw (due to time etc) despite withdrawing it. A vanilla feature I always disliked. :steamthumbsdown:
RooikatG11 7 Dec, 2024 @ 6:13am 
Also just played a Siege. My Artillery used up all their Ammo,so i retreated them out of the Battle so they cant get killed and stuff. Wanna know what happened next? Despite not even taking a Hint of Damage during the whole Battle i lost ALL my 6 Artillery Pieces.
RooikatG11 7 Dec, 2024 @ 5:08am 
Excuse me kind Person But i think i found a Bug. Public Order for Empire in Positive first gives +2 Control and then suddenly -4. And at highest Public Order level -8. Is the Minus intended?
RagnaroK  [author] 9 Nov, 2024 @ 2:46pm 
Death loop as you say, is to reflect how unhappy your populace is, because you don't tend to them. Giving a happyness bonus on lower levels makes no sense to me, why are they happy that they are unhappy? :steamlaughcry:

My spin here, is to incentivise actually caring about puplic order, as to the vanilla experience, where you don't, even with legendary debuff.

Now you actually need to make PO buildings and in the beginning maybe a lord/hero, PO ancillaries to keep those populaces in check.

You are also being rewarded for your effort, as well as the penalty you speak of if you don't.

Rebellions will still reduce negative PO by 20 pr. turn as pr. vanilla.

I get that it is not for all, but CA does not like the current PO system either, judging by their latest blogs. Curios to see what they come up with. :steamthumbsup:
Agraza 25 Oct, 2024 @ 9:28pm 
dude why would public order spiral into a death loop? the design has it self-recover with significant penalties at low levels. you stack the recruiting, building, replenishment penalties and make public order go faster and faster to the bottom.

negative public order should cause very mild positive control