Total War: WARHAMMER III

Total War: WARHAMMER III

Da Mega Mod
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Update: 3 Jun, 2024 @ 9:02pm

1.8.3
Updated AI budgets table
Added new script to gift AI money to accommodate their new spending caps


...why?

- This is apart of an going attempt to mitigate amount of 1-3 unit armies the AI has spammed out into mid, and especially late game. Eventually want to use this in Organic AI, but for now makes more sense in the overhaul, especially the gifting AI money part.

Update: 2 Jun, 2024 @ 11:15pm

Removing old OAI db files, bringing over the updated budgets

Update: 2 Jun, 2024 @ 3:02pm

Update: 1 Jun, 2024 @ 9:22pm

1.8.2
horde re-emergence update:
"Added script logging (toggle switch too)
Hordes will now declare war on owner of region they spawn into, unless it is their own culture/chaos in general for beastmen"

Update: 1 Jun, 2024 @ 6:41pm

1.8.1

More tweaks to the diplo script. This time a bit of an actual overhaul to how it functions. Here are the details:

- Added proper logging for my sanity. It's mostly disabled on the upload build here but, this is an example of what you'll see in the log:

New Campaign Loaded - Mod Running - 2024-06-02 01:25:08
Starting zsouldiplotweakListeners
Requirements met: wh2_main_def_karond_kar Declaring war on: wh_main_emp_wissenland
Attitude: -239, Probability: 17%, Roll: 11


Neat, eh? It crunches the numbers to calculate the probability based on an attitude scale from (-)230 - (-)800 where it caps off at 99% so it's never fully forced, just extremely likely it'll occur, then rando rolls a "d100" similar to the old range system to compare. If the roll is lower than the prob %, it fires.

- Changed up the logic.(sic., yeah, that, above here lol) No longer does it check against that range of numbers as I was having issues with that system once had the logging rigged up. (This has been a lot smoother, and overall seems like a more robust system )
- Minor tweaks here and there to optimize the script and correct oversights

Have another update planned soon to account for anything missing out of the new DLC, but it's a "it'll get done when it gets done" kind of time frame as mod seem stable and haven't noticed anything too wonky on my current playthrough, ignoring that bug with the script.

- MrSoul

Update: 30 May, 2024 @ 12:14am

1.8.0
bug fixes, rest all updates between now and last written note in here just updating the mod as had to for game updates, to fix other bugs etc.

Update: 4 May, 2024 @ 11:57am

Update: 4 May, 2024 @ 10:53am

Update: 7 Apr, 2024 @ 6:55pm

Update: 3 Mar, 2024 @ 2:19pm