Total War: WARHAMMER III

Total War: WARHAMMER III

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[6.x.x] Land Encounters And Points Of Interest + MCT Support + IEE
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4.138 MB
31 Dec, 2024 @ 8:04pm
22 Jun @ 9:05am
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[6.x.x] Land Encounters And Points Of Interest + MCT Support + IEE

Description
Credit to the original mod author, diagonal_zero. Original mod at Land Encounters And Points Of Interest.

Originally posted by Dante:
Can be enabled/disabled in the middle of a campaign. I also have no clue about if this works in MP or not.

Originally posted by Dante:
Compatible with Immortal Empires Expanded.

This is standalone so don't enable both mods. Implemented the crash fix that others already mentioned in the comments of the original mod from months back and also added MCT support that offers 2 options:

  • Disable the Smithies from spawning in the game (takes effect in a new game, already existing Smithies can still be interacted with).
  • Decrease/increase the percentage of all possible spawn points on the map to be active. In the code, the default spawn percentage was set to 100% but diagonal_zero's comments said that 75% was the intended norm so I set that as the default.

Not looking to add any new event types so this is probably all I will do for this apart from fixing it crashing after a new CA patch.

In addition, please read the description of the original mod for current limitations and compatibility.




Random Encounter Force Generation System (beta)

This mod by itself provides fights in easily accessible locations so you will at least have something to do and also profit from them as well. This new system is designed to make those fights more fun and customizable. The following is a summary:

1. Randomized Generation: The system generates random forces for encounters based on difficulty settings. Players can choose from three difficulty levels: Easy, Medium or Hard. Each of them have specific parameters for unit tiers, unit counts, and experience levels.

2. Customizable Settings: Through MCT, you can adjust various settings to tailor the encounter forces to your preferences. This includes setting the minimum and maximum number of units in an encounter force, unit experience, lord levels, how many possible unit types can spawn per iteration while the system is populating the force, etc.

3. Mod Compatibility: The system optionally adds compatibility with a lot of mods that add their own custom lords, heroes and units.

Originally posted by Dante:
Check the Supported Mods thread in the Discussions tab at the top of the page for which mods are supported by this system.

Known bugs

  • Sometimes heroes are spawned with the Goblin placeholder card image. Does not affect them in-combat.
  • Sometimes, lords and heroes would not receive their full lore of magic set. Not sure what is happening there but it seems infrequent.
  • Final dilemma rewards for the new system is lopsided but the after-combat rewards is working as normal.
  • Sometimes units appear in factions that do not make sense. I am using a generalized regex pattern to match each unit to an appropriate faction as best as I can. This relies on the mod authors properly naming their unit keys to indicate what faction they are a part of so that is the reason why.
  • Sometimes the encounter force does not spawn.

Things left to do

  • Implement some kind of progressive difficulty instead of being static at Easy, Medium or Hard.
  • Add support for the lords and heroes + their skill overrides for the rest of the supported mods.
  • Consider removing the hard limit of 2 monster units and 3 warmachine units for an encounter force.
  • Enable the factions added by some of the mods like Nagash.




Originally posted by Dante:
Just encountered a crash mid-game with all those landmark mods enabled and I turned off diagonal_zero's mod and got past the turn that was crashing and turned the mod back on. Now I don't see the crash anymore. So I guess that somewhat answers how to brute force your way past the landmarks incompatibility.

So it seems like you can disable/enable diagonal_zero's and Muranji's at any time mid-game and it will still work.

Also it looks like having diagonal_zero's and Muranji's enabled at the same time works with no issues and you can have events from both of the mods. So it ultimately is up to personal preference whether you want to have both enabled or choose one.




RUS translation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2834418439
GER translation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3523057895
139 Comments
Dante  [author] 11 Jul @ 2:17pm 
@Balthasar23th Thanks! I just linked it in the description.
Balthasar23th 11 Jul @ 1:38pm 
Thanks for this mod! I have made a German translation for it. You are welcome to link it.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3523057895
Ooh-la-la, It's GAGA!! 11 Jul @ 9:13am 
I tested it, works fine
Dante  [author] 11 Jul @ 9:01am 
@Ooh-la-la, It's GAGA!! There are no issues as far as I can see in-game.
Ooh-la-la, It's GAGA!! 10 Jul @ 8:33am 
Nothing got broken i hope, those hotfixes are out of nowhere
Dante  [author] 3 Jul @ 8:21pm 
@Gavlan no issues so far in my campaigns having them enabled.
Gavlan 3 Jul @ 7:42pm 
does this version allow use of the landmark mods too or does it not work like with the original
Ben 3 Jul @ 5:17pm 
@Dante Awwwwww fudge. Shame. This was the only way to get RoC stuff aside of the RoC campaign (and those Slaanesh followers, the Sycophant and Paramour, were invaulable).
Dante  [author] 3 Jul @ 9:52am 
@Cloak&Dagger I imagine with all of the spots spawned in, it might cause a dip in performance while on the campaign map. You can adjust how many spawns in via MCT.
Cloak&Dagger 3 Jul @ 9:50am 
Is this supposed to cause massive lag or do I have an incompatibility?