Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Faction Strength & Starting Armies
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Update: 23 Jul @ 2:43pm

- Corrected the Scale with Difficulty MCT setting so that it's more in line with vanilla. Scaling from Easy/Normal/hard/Very Hard/Legendary was -25/0/25/50/75 and is now -75/0/75/150/225
- The Faction Potential Bonuses MCT settings and functionality has been disabled due to (what appear to be) changes made in game update 6.2. They may be re-introduced at a later time if they start working again.
- Fixed a script syntax error that seems to have been dropping calls to cm:faction_set_total_potential_override_value.

Update: 23 Jul @ 10:40am

- AI faction potential bonuses will now update when cm:faction_set_total_potential_override_value is called, if they were applied previously.
- Changed the mod name from "Dynamic Faction Starts" to "Dynamic Faction Strength" in the Mod Dependency Missing incident text.
- The correct faction potential will be reapplied as necessary when the vanilla Minor Faction Potential setting is not ON (checked).

Update: 22 Jul @ 1:16pm

- Changed the mod's MCT title from "Dynamic Faction Starts" to Dynamic Faction Strength.
- Updated the Workshop thumbnail image I forgot to upload.

Update: 18 Jul @ 3:23am

- Updated the Scale with Difficulty MCT setting tooltip to reflect the changes made in the previous update.

Update: 18 Jul @ 3:19am

- Fixed a bug that would prevent the certain checkbox-based settings from displaying properly when switching groups.
- Changed the default Set Faction Potential MCT setting to 175 from 200, brining it in line with vanilla.
- Changed the default Minimum Modifier MCT setting to 0 from -20, brining it in line with vanilla.
- Changed the default Maximum Modifier MCT setting to 60 from 20, brining it in line with vanilla.
- Changed the scaling used by the Scale with Difficulty MCT setting to -25/0/25/50/75 from -50/0/50/100/150, bringing it closer to vanilla.

Update: 14 Jul @ 4:10pm

- Fixed an oversight in the code where the list of cultures was hard-coded, this prevented the mod from properly handling new cultures that were introduced via mods or game updates.

Update: 10 Jun @ 9:35am

- Cleaned up some unused code in the MCT script.
- Changed the default Set Faction Potential MCT setting to 200 from 250.

Update: 9 Jun @ 6:36am

- Totally reworked the mod code and MCT layout.
- Added a bunch of new features.

Update: 25 Mar @ 3:56pm

- Removed the capitalized "MCT" in a script file name that prevented the game from opening as of game update 6.1.

Update: 12 Dec, 2024 @ 3:17pm

- Updated the mod for update 6. No changes seemed necessary.