Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Slaanesh Cult Buildings
26 Comments
Jolc3r  [author] 27 Jun @ 3:30pm 
yea
Potato0 27 Jun @ 2:40pm 
still work?
Jolc3r  [author] 12 Oct, 2024 @ 3:31pm 
Updated to latest. Recent changes to cults changed some stuff that obsoleted needing corruption.

For some reason they added devotees with enemy generals present which I couldnt figure out how to remove and replace without making a whole new building chain. Shouldnt really matter since it is so rare that an enemy general would sit around in a settlement you happen to have a cult in.
Jolc3r  [author] 8 Mar, 2024 @ 1:47pm 
Still works on my end.
The Viral Divinity 8 Mar, 2024 @ 12:36pm 
doesn't seem to work
悬月教教徒~大佬の似雪 15 Feb, 2023 @ 10:09pm 
Thank you, but I can only do simple mod
Jolc3r  [author] 15 Feb, 2023 @ 11:16am 
Go for it.
This is only mostly db changes anyways that should be exposed to anyone.

Feel free to link it, I'd be interested what other people do with Slaanesh mechanics.
悬月教教徒~大佬の似雪 15 Feb, 2023 @ 2:45am 
Hello, I want to make a mod on this basis, okay
Hinkel 29 Oct, 2022 @ 3:25am 
Playing as N'kari a must have mod.
Jolc3r  [author] 18 Oct, 2022 @ 4:56pm 
Deleted the script mod as CA did something similar in 2.2
faisalalajmi88 8 Oct, 2022 @ 8:35am 
Awesome, thank you.
Jolc3r  [author] 27 Sep, 2022 @ 4:31pm 
Also updated to add new dlc units to army disciple summon.
Jolc3r  [author] 27 Sep, 2022 @ 4:30pm 
Removed the disciple army spawn script changes from building/unholy manifestation changes as it was causing some issues and I don't have the time to debug why.

Split it off into another mod as I had some reports that it was causing mp desyncs.
Jolc3r  [author] 28 Aug, 2022 @ 6:00am 
I'll have time to check it out in 2-3 weeks. I used it briefly and it still worked, ymmv.
Aparajita 28 Aug, 2022 @ 3:34am 
Is this going to be updated for Immortal Empires? Mod looks great otherwise.
Jolc3r  [author] 13 May, 2022 @ 1:42pm 
I already added corruption to one of the cult buildings. My reasoning for not adding to all of the buildings is that it would make that first building more useless since the other buildings are much more useful imo.

This gives the first one an actual use. Next update I will change the seduction cost reduction to apply to the whole province so you can stack the reduction.


Something to be said about making seductive influence work for everyone instead of just human/elves. Not sure it's within keeping with the theme of keeping the humanoids alive as slaanesh and making a vassal swarm. Again, probably wouldnt put that on this mod if I do make it.
Jolc3r  [author] 13 May, 2022 @ 1:34pm 
Yes by rituals I mean unholy manifestation. It would be very easy to add a devotee cost to the rituals.

And yes, I meant something similar to changing of the ways but a little different. Paying your special resource (devotees) to yoink a settlement for yourself or steal an army for a couple of turns.
Naitsab 13 May, 2022 @ 7:05am 
the issue with corruptive influence is that it only works under certain circumstances/against certain races, while creating fittng effects (debuffing leadership, more seduction and corruption. in my book melee attack coud be added).
with rituals you mean unholy manifestations? first and last of those coud be tinkered with imho, but they don't cost devotees, right? so it woudn't help with spamming disciple armies. in case you mean changing of ways then that woud be great. i woud be surprised if it's possible to give slaanesh something similar though. but then again, i have no idea.
overall i'm all for giving slaanesh something more and i think i'm not alone. someone (Lehafir) made 4 very similar mods that buff the cult corruption and the most powerful one is also the most popular one. anyway, good luck.
flameshroud 13 May, 2022 @ 12:05am 
I like that idea, feels more slanesh
Jolc3r  [author] 12 May, 2022 @ 2:09pm 
I'm toying with the idea of changing one of the rituals to instead add a ritual similar to Tzeentch that lets you take over an army. Devotee cost would scale with the army size similar to allegiance points. Hell maybe also change the last ritual to take over a settlement instead of farting out armies every turn.

I might make the ritual mod into a separate mod though, I want to keep this mod short and concise.
Jolc3r  [author] 12 May, 2022 @ 2:08pm 
I agree on the zerg thing, imo the army spawning should be a ork/skaven/khorne thing. Doesnt really fit with slaanesh.


Im not sure what a good alternative would be though. Cult buildings already have a -10% to seduce cost. Maybe change it affect whole province cost and increase the seduction limit by 1? Would fit in with the Slaanesh seduction and be quicker to obtain reduction before the last stage of seductive influence.

I'm also thinking of adding devotee upkeep to some of the buildings so it doesnt get too crazy.

Im not sure what else to add though, seductive influence already kind of does the whole debuff thing.
Naitsab 12 May, 2022 @ 5:06am 
good stuff. personally i woudn't mind you expanding on this, especially alternatives to spawning disciple armies with devotees woud be great. flooding the map with those lategame isn't quite fitting imho. creating debuffing effects similar to the seductive influence for example woud be great. debuffing the enemy into oblivion feels way more slaanesh than the zerg tactics the devotee mechanics currently create. no idea if that is possible though.
Jolc3r  [author] 11 May, 2022 @ 7:24pm 
Updated.

-Reduced devotees from Excess Cult Den to +10 from +25 to keep in line with CA devotee income.
-Changed the disciple script for cult building and ritual. Higher corruption increases the size of the disciple army and turn 30 / 60 will improve the quality of the army template.

Let me know how the disciple army feels, I may need to adjust the unit weights for the templates.
Jolc3r  [author] 11 May, 2022 @ 7:20pm 
I get the lore thing, but gameplay-wise it would be very boring to only have spawns and marauders.

Marauders are already quickly beaten by many other units, and Slaanesh really benefits from having combined arms in its roster.
flameshroud 10 May, 2022 @ 9:56am 
You know, lorewise a cult uprising should mainly consist if cultists and spaun (cultists who were unwothy of the perfect prince's gifts), and very rarely a larger demon that they managed to summon in a ritual of extravaganzous exess, like a keeper of secrets (you can read that in the gothrek and felix "elven slayer"). Maybe its an idea to let the army consist of those units? Personally i think the gifts you give out with hero actions need...something
eko08 9 May, 2022 @ 10:19pm 
Great idea. They are disappointing as is