Total War: WARHAMMER III

Total War: WARHAMMER III

Cookies Chaos Cults
28 Comments
YuhBoiGuzma 5 Sep, 2023 @ 7:29am 
Epic. Thanks man!
Magic Cookie 54  [author] 5 Sep, 2023 @ 1:58am 
No longer causes the changeling's trickster cultists to create normal cults
YuhBoiGuzma 4 Sep, 2023 @ 7:46pm 
Yeah this breaks trickster cultistst for Changeling. Creates regular cults instead of trickster ones. Changeling makes hi cults just fine, its just the trickster cultists heros. I don't know if you can fix, just a warning for those who are going to play Changeling with this mod.
Darth Kraven 31 May, 2023 @ 6:34pm 
Do this need updarte?
Acephelos 11 May, 2023 @ 2:56pm 
@Magic Cookie 54 - If you're interested I can help you implement the MCT stuff and code that alters the spawn settings and such. Or you can just pull it from my mod. Your mod helped inspire my mod so feel free to pull from it.
Magic Cookie 54  [author] 5 May, 2023 @ 5:56am 
Don't know about compatibility without looking into how that mod is actually affecting the game files but I would suspect if you loaded my mod after their mod you would keep their changes to spawn rate, detection etc. but would have the building effects of my mod. I think if you loaded mine first and then theirs then their mod would overwrite changes I have made
Magic Cookie 54  [author] 5 May, 2023 @ 2:34am 
Update has rolled out fine this time round, did a quick check and working fine now. Thanks for raising this!
Magic Cookie 54  [author] 5 May, 2023 @ 2:12am 
Seems steams auto-filter decided to block the update when 3.0 dropped but didn't tell me. Currently trying to apply the update again. Will keep an eye on it to make sure it goes through this time
GreyHound 4 May, 2023 @ 2:29am 
Another issue, same root cause: the mod removes Chaos Dwarf building names because they're absent in the .locs.
Magic Cookie 54  [author] 14 Sep, 2022 @ 1:45am 
Fix for the issue has been uploaded
Magic Cookie 54  [author] 8 Sep, 2022 @ 11:49am 
@greyhound Thanks for raising this. I'll look into it over the weekend when I have some spare time
GreyHound 8 Sep, 2022 @ 7:04am 
Spotted an issue: this mod removes the new Chaos Fortress building chains' names (except for the Chaos Port chain as it existed in vanilla).

The root of the issue: the mod files include 3 .loc tables related to buildings, and those have not been updated to account for the Warriors of Chaos rework release, their Dark Fortresses and new building chains. Your tables override the vanilla ones, so the game can't pick up those lines. The easiest solution would be to just add the missing data and it should be good to go.
cool_balrog 31 Aug, 2022 @ 9:16am 
I've been looking high and low for a way to spread cults faster. Even the Slaanesh ability to spawn a few random ones would be amazing. I'll share a mod if I ever find where they hid this forbidden knowledge LOL
Magic Cookie 54  [author] 29 Aug, 2022 @ 1:33am 
@Lunethex Making all gods able to spread cults with cultists is one of the next things I want to add to the mod. Hopefully within the next few weeks if I can find time. I haven't looked into organic spread chances but think I know where to find them
Lunethex 28 Aug, 2022 @ 5:03pm 
Cults are really bad as it is, so this mod is a huge step in the right direction. I don't know if it's possible to mod all cultists to be able to promulgate their faith in settlements like the Slaaneshi dignitaries, but that's probably the biggest change I want to see from CA or a modder.

Do you know if it's possible (and where to find the value) to change the chances of cults appearing organically for Khorne, Nurgle and Tzeentch?
Pious Skeleton 26 Aug, 2022 @ 5:55pm 
Glad to see this updated.
Pious Skeleton 8 Jun, 2022 @ 5:09am 
@Magic Cookie 54 Awesome! I look forward to using it in my next Tzeentch campaign after I finish up with Skrag.
Magic Cookie 54  [author] 8 Jun, 2022 @ 5:03am 
@pious skeleton. I've added what I can in terms of corruption for now with the tools I have. Having play tested in as tzeentch a bit in a campaign it definitely helps with more cults popping up and changing of the ways being cheaper at your empires frontiers if you expand around your cults.
Chuckawookie 6 Jun, 2022 @ 1:57pm 
@Magic Cookie
I meant the army that comes from the building. The size of the army usually depends on the corruption in the area and the summoner's skills, but the one from the Salon is always weak with 3-4 units.
MangyMinotaur 6 Jun, 2022 @ 1:59am 
Very cool, gonna try it out!
Pious Skeleton 6 Jun, 2022 @ 1:58am 
@Magic Cookie 54 Thanks for taking the suggestion. The idea is that it can kind of help get the ball rolling a bit on establishing a network and, as mentioned, it's quite beneficial for Slaanesh & Tzeentch. And, as you said, it makes thematic sense since they would be practicing rituals, recruiting, and spreading their cult.
Magic Cookie 54  [author] 6 Jun, 2022 @ 1:41am 
@pious skeleton. I should be able to add that in, though given cults only appear in areas of high corruption I'll admit it hadn't crossed my mind. It would make thematic sense though.
Magic Cookie 54  [author] 6 Jun, 2022 @ 1:41am 
@chuckawookie I'll look into that, possibly as a separate mod, though I've found especially late game they can spawn reasonably sized armies, given that they're instantly recruited.
NoOne 5 Jun, 2022 @ 10:59pm 
Much needed mod! I agree that making cults spread some corruption would be nice.
Pious Skeleton 5 Jun, 2022 @ 9:14pm 
Making them spread a marginal amount of their specific corruption would be nice, namely for Slaanesh & Tzeentch who have their faction mechanics tied to presence of their corruption in others' territory.
Circle 5 Jun, 2022 @ 7:16pm 
Yeah disciple armies are disappointing :(

Great mod though, I look forward to trying these!
Chuckawookie 5 Jun, 2022 @ 6:30pm 
Is it possible to increase the *size* of the disciple army for Slaanesh? It usually summons a terrible army with 3-4 units.