Total War: WARHAMMER III

Total War: WARHAMMER III

Fudging Vassals
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Update: 31 Oct, 2024 @ 11:31am

  • New: Tzeentchian vassals SHOULD NOT be able to manipulate you into war with one of your vassals. I don't have a good way of testing this so I have no idea if it will work. I can't block this, however peace will be declared as soon as possible if it does happen.
  • New: Tzeentchian vassals SHOULD NOT be able to steal your or your vassal's settlements. Again, I cannot block this, however the settlement will be returned ASAP. Keep in mind that buildings which couldn't be converted will be deleted, and there is nothing I can do about that.
  • Fixed: Empire Region Return Dilemma firing when it should be left to the Elector Demands Region dialog from Empire Politics.
  • Fixed: Elector Demands Region dialog firing instead of Empire Region Return Dilemma.
  • Fixed: both dialogs firing at the same time.
  • Fixed: Karl Franz' province growth buff per ally doesn't apply to vassals.

Update: 23 Jul, 2024 @ 1:07pm

  • Fixed: you shouldn't lose your vassals if you lose all your territory. (For example, if you're Balthasar Gelt and Zhao Ming yeets you from Cathay back to the Empire.)
  • Changed: Weak Vassal Fix is no longer a static buff. Instead:
    • Recruitment cost buff only if the vassal doesn't have any armies.
    • Upkeep reduction only if the vassal's economy can't survive without it.
    • Weapon strength nerf for each of your enemies that vassal is stronger than.
  • New: Dilemma text will now tell you if the settlement is the province capital, if there are any tradeable resources there, or if there are any landmarks.

Update: 4 Jul, 2024 @ 10:42am

  • New: regions captured by vassals of an Empire faction within the Empire's traditional borders should now count towards Imperial Authority.
  • Fixed incompatibility with Mike DONNELLI's New engame parameters and scenario 5.0 mod. Thanks Xakiroment

Update: 17 May, 2024 @ 2:04pm

Fixed incompatibility with Scaredy Nat's Endgame Crisis Factions Declare War On Everyone mod. Thanks again goka9696

Update: 16 May, 2024 @ 10:36pm

Fixed incompatibility with Scaredy Nat's Endgame Crisis Factions Declare War On Everyone mod. Thanks goka9696

Update: 30 Apr, 2024 @ 6:37pm

  • There is an unfortunate situation where 2 dilemmas twice in a row will cause the faction text to be wrong. If this happens, I have to put an intermediate dilemma to break it up. I apologize in advance, if I can figure out some other way to fix this, I'll surely switch to that.
  • Changed: Your vassals should not raid you. Ogre camps are the unfortunate obvious exception.
  • Changed: If the vassal is bankrupt, transfer money from the protector even if that would bankrupt the protector. If you don't like this change, make sure your vassals don't go bankrupt.
  • Changed: endgame scenarios are sorted by least number of vassals you'll lose when the end times hit. If there are no scenarios where you won't lose a vassal, then one will be randomly chosen. When the endgame starts, your vassals will stick with you, unless you suck.
  • Fixed: vassals will be forced to disband units or armies if they are losing money regardless of whether they'll attrit next turn.
  • Fixed: vassals can't be compelled to recruit a new army if they disband an army around the time you try to compel them.
  • Fixed: race condition where you're prompted to do something with a region even if you lost it in between when you or a vassal captured it and when the dilemma was issued. Thanks Melchoir85
  • Fixed: Vermintide undercity could break vassalage. Thanks goka9696

Update: 22 Feb, 2024 @ 3:02pm

  • Fixed: Aleaf Anar's vassals should not be considered legitimate assassination targets!
  • Changed: removed any scrolling in multiplayer. This may make dilemmas slightly more confusing but this should address claims that dilemmas popping up break MP campaigns.

Update: 3 Dec, 2023 @ 2:17pm

  • Fixed: research techs do not unlock properly when a vassal has control of the required settlement.
  • Fixed: if your vassal loses the Race for the Motherland, they will not be confederated by the winner.
  • Fixed: if Katarin vassalizes Rasputin (or vice versa) and then wins the Race for the Motherland, they will not be prompted to confederate the new vassal instead.
  • Kislev: whoever wins the Race for the Motherland will be offered additional choices to either vassalize the loser or take no further action.

Update: 21 Nov, 2023 @ 11:59am

New Experimental Features - I will consider removing these if enough people don't like them.

  • If a vassal has plenty of money but refuses to build a new army after 10 turns, automatically use Allegiance points to force those lazy idiots to recruit a new army.
  • If a vassal could enter encamp stance and could take attrition next turn, automatically encamp if those dingalings won't do it themselves.
  • If a vassal will take attrition due to bankruptcy, then
    1. Transfer money from protector to vassal if the protector has sufficient funds.
    2. Incrementally lower the amount of vassal tribute collected until the problem goes away. (This is a protector-level change, not a per-vassal setting.)
    3. Incrementally remove the most expensive non-agent unit from all other armies.
    4. Disband all general-only stacks that have not moved and are not recruiting.

Also too:

  • Fixed: CTD on load due to missing effect key.
  • Fixed: dilemma choice text is blank when closest vassal and smallest vassal are calculated to be the same for the Unpleasant Climate dilemma.
  • Fixed: not properly detecting when player captures a settlement in a province where 2+ vassals have a home region.
  • Fixed: not properly detecting when an empire politics faction has an empire politics vassal capture a settelment in an elector count's traditional territory.
  • Fixed: not properly detecting when an empire politics faction has an empire politics vassal capture a settelment in an elector count's home province.
  • Fixed: not properly detecting when an empire politics faction has a non-empire vassal capture a settlement in an elector count's traditional territory.
  • Fixed: not properly detecting when an empire politics faction has a non-empire vassal capture a settlement in an elector count's home province.

Update: 31 Aug, 2023 @ 10:50am

Fixed: script break if you enable this mod mid-campaign.