Total War: WARHAMMER III

Total War: WARHAMMER III

Champions of Chaos Expanded
178 Comments
marceror 2 Jul @ 3:17pm 
Personally I think it makes a lot of sense for Warrior of Chaos to gain access to Daemon heroes a little later than the Daemon factions. It seems like a sensible delay for the mortal factions, just as it is harder to recruit daemonic forces into their armies.

And really, it doesn't end up being a big drawback anyway. WoC have multiple ways to gain population surplus quickly (e.g. salt resource, nurgle gift), so it really shouldn't take long to get to tier 3 anyway. By the time you get the necessary research done, a player will almost certainly have several tier 3 (if not tier 4 and 5) dark fortresses to recruit from.
FreeMot 2 Jul @ 9:32am 
still disagree but i understand your argument, thx man. athough maybe a little overpowered if spoiled, I feel is way more fun to have them earlier as CA is doing. Nice mod nevertheless.
百无梦后 26 Jun @ 9:23pm 
is this hold Radious mod?
Advice  [author] 26 Jun @ 10:08am 
@FreeMot
This has been a standardization change that CA has started making after this mod's release. I'll consider it, but at the same time I feel its not entirely inappropriate to keep them higher given the heroes are being lifted from other factions. I'll think about it in my next update.
FreeMot 26 Jun @ 9:03am 
i think cultist and demon heroes should be recruitable at tier 2...
marceror 14 Jun @ 7:19pm 
I just completed a near total chaos domination domain as Be'lakor with this mod (after like 90% map domination I finally lost motivation to keep going). It was great being able to recruit daemon lords and heroes so some of my daemonic armies could be 100% daemonic. In spite of a few lords/heroes having the wrong appearance, like the Masque from Legendary Characters and Azag looking like a dwarf, this mod added some great variety. I particularly appreciated that the lords and heroes had the appropriate authority boosts for the gods they represented. I ended up with 50 armies, and each of them was built a little differently than the rest. This is a well-done mod, and I want to express my appreciation for the effort!
marceror 31 May @ 8:02am 
Hey @Advice. I hope you don't mind, but I've taken the liberty of updating the final paragraph of your mod description to provide more detail on how hero recruitment works. Your current description mentions the research requirement, but the building requirement isn't addressed and left me feeling uncertain. I dropped a question here, and you clarified in the comments, but I was thinking this information could be helpful to others who are looking at your mod. So, if you would like to, feel free to use my updated description, or modify it as you see fit. I had to put that in a separate post due to the 1,000 character limit.
marceror 31 May @ 8:02am 
"Herald lords are available by default and can 'evolve' into the Exalted Greater Daemons at level 15, the same as in monogod factions.

Daemon Heroes and Cultists are unlocked for recruitment via technology for all characters, with the CoC lords having much quicker access to them than Undivided lords. Once the relevant technology is researched, you will also need to construct the correct buildings to recruit those heroes and increase the maximum limit. You will not see which buildings unlock which heroes until you complete the research for that hero. Once that is complete, you can check your building browser to see updated icons and flavor text specifying recruitment parameters.

All Daemon lords, heroes, and the cultists now have the passive authority granting skill seen on WoC characters."
marceror 27 May @ 6:30pm 
Thanks for the Advice... @Advice! :)

I had initially checked the building descriptions and didn't see anything to indicate this. Perhaps it doesn't show until researched or doesn't show at all. Either way, good to know that I can construct buildings to increase the caps.
Advice  [author] 27 May @ 4:48pm 
@marceror
The technology unlocks the ability to recruit them baseline. Recruitment capacity is increased per relevant recruitment building (Ex: marauder buildings increases slaanesh hero cap)
marceror 27 May @ 8:14am 
I'm curious how many heroes you get once they are unlocked in the tech tree? The tech indicates that a hero can be unlocked but does not indicate a quantity.
marceror 27 May @ 8:10am 
@Gutvald, I just started a campaign with Be'lakor and I am seeing herald lords of all 4 chaos gods available at turn one.

Seems like a cool mod. I already had the herald lords and cultists in my previous WoC campaigns from other mods. Cool to also have heroes, and a nice bonus that they have chaos authority added in! A little sad that the models for certain characters from awesome mods like Legendary Characters get replaced. But going to give this a whirl.
Gutvald 14 Apr @ 8:58am 
The mod still works, but you must wait some turns to see heralds spawn in lord list. (Tested with Valkia)
theeagle_mxx 6 Jan @ 10:07am 
playing as Valkia and noticed that Heralds of Khorne cant get any mount. Also the Bloodreaper and Exalted Bloodthirster are missing their blue skill line
Imperial Sunstrider 5 Jan @ 5:04pm 
Makes sense.
Advice  [author] 5 Jan @ 11:40am 
@Imperial Sunstrider
@ 猫叔
I might have had to make tweaks to some lord/hero archtypes that could cause an issue of that nature, but ultimately, compatibility with other mods outside of direct crashing with dependency mods isn’t something I find great priority in.
Sorry.
猫叔 5 Jan @ 4:16am 
I also encountered the problem of legendary characters having bugs
Imperial Sunstrider 5 Jan @ 12:34am 
For some god forsaken reason this mod seems to make The Masque from Legendary characters take on a random hero model and also a seemingly random portrait?
mika95 4 Jan @ 6:53pm 
sorry my bad
Advice  [author] 4 Jan @ 6:24pm 
@Hohyeon
Please elaborate. Who are you playing as? What buildings are missing? Did you research the techs to unlock heroes?
mika95 4 Jan @ 6:13pm 
When playing as the Chaos Warrior faction, there are no Hero Buildings instead of the Khorne,Slaanesh,Tzeentch,Nurgle
Greasus Goldtooth 26 Dec, 2024 @ 2:42pm 
I've got blue skill line missing for khorne lords. Does someone know how to fix it???
Grat mod by the way.
Kil'jaeden 22 Dec, 2024 @ 11:40am 
Still works right?
leonli1010 17 Dec, 2024 @ 6:11am 
Love this mod, thank you so much for making this! Do you think you can add so that WoC lords also buff some monogod units they don't have access to in vanilla, such as Heartseekers and Wrathmongers? WoC red line currently do not buff them.
Advice  [author] 6 Dec, 2024 @ 9:47pm 
@HotPizza87
No they can not, and its not something I'm interested in doing. Cults are not a racial mechanic for WoC.
HotPizza87 6 Dec, 2024 @ 9:09pm 
Can the cultists establish cults? If not, is that something you can/want to do? Nobody else has done it for Warriors of Chaos, as far as I can tell.
Advice  [author] 24 Oct, 2024 @ 7:25am 
@Wyrda
This mod shouldn't affect that in any way.
Wyrda 23 Oct, 2024 @ 1:14pm 
weirdly it's just the nurgle devotions.
Wyrda 23 Oct, 2024 @ 12:32pm 
I'm trying to devote my guys to the gods but it consumes the souls and doesn't transform them. I am running SFO, think that's why?
BearArse 22 Oct, 2024 @ 8:01pm 
Lol okay good to know
Advice  [author] 22 Oct, 2024 @ 6:21am 
@BearArse
If it does, its by accident.
BearArse 21 Oct, 2024 @ 11:25pm 
This mod work with Overhaul mods such as Radious and SFO?
Advice  [author] 21 Oct, 2024 @ 9:29am 
@hddavis7
Did you research the corresponding techs?
hddavis7 20 Oct, 2024 @ 5:36pm 
For Kholek, I don't see any additional units being added for each building type. Am i seeing something wrong?
Advice  [author] 10 Oct, 2024 @ 5:32am 
@galberg3
Not sure what you mean? You need a building of some kind to recruit heroes. If you mean just out of dark fortresses, that was the old version of the mod, which felt very lopsided.
galberg3 9 Oct, 2024 @ 7:26pm 
I really like this mod. Any plan for a no building needed version?
Advice  [author] 9 Sep, 2024 @ 6:02pm 
@yuriykaraivan
Thank you very much for the support! Cultist capacity is increased by building the dark fortress building at which that cultist type is recruited. (Ex: the military building for marauders should increase alluress and slaanesh cultist cap).
OracleFish 9 Sep, 2024 @ 2:00pm 
Amazing mod!!! I have to thank the author for awesome work done here and for mantaining it well! One question, Is there a direct way to increase cultist capacity? the only way I found for now is Resource Buildings and was wondering if there's some other method. Nothing mentioned in description of your mod thus asking. Once again great work!!!
soonfx 24 Aug, 2024 @ 3:24pm 
This mod is what I've been looking for for a long time. Thank you so much for making the mod.
HotPizza87 26 Jul, 2024 @ 8:43pm 
I know but I was wondering if you implemented it. Hey ho...
Advice  [author] 26 Jul, 2024 @ 10:07am 
@HotPizza87
No. WoC do not use the cult mechanic seen in monogod races. Slaanesh cultists in WoC have no target settlement action.
HotPizza87 26 Jul, 2024 @ 7:55am 
Does having the cultists allow you to establish cults like you would for N'kari for example? I'd love to be able to play with Sigvald whilst being able to build up seductive influence and summon disciple armies using the cults whilst still keeping Path to Glory, Eye of Chaos etc whilst also having access to Slaaneshi Unholy Manifestations.
Advice  [author] 8 Jul, 2024 @ 4:26pm 
@Telaka
Possible? Maybe. Lords and heroes function a lot differently behind the scenes.
Not to mention its not really something I find very important to look into.
Telaka 8 Jul, 2024 @ 4:01pm 
Is it possible to lock the Demonic lords (heralds) behind tech tree like the monogods hero ones ? I think it would be better WoC faction, as if you start with mortal lords and then through tech you get access to not only heroes but also lords.
Norman 30 Jun, 2024 @ 6:09am 
I forgot to update some RPFM functionalities, that was it! :) Thanks!
Advice  [author] 25 Jun, 2024 @ 2:36pm 
@Norman
Thank you for the support. You are correct in that being the location of faction permissions (though you might want to look through some of the other tables to clean up effects for a more proper edit for the heroes). As to why you get an error message on opening the table, I don't know. I didn't alter it with this last update, and I just opened it now normally. What does the error say?
Norman 25 Jun, 2024 @ 9:54am 
Hey dude, appreciate the mod!

Question: I wanted to edit the mod in RPFM to disallow Sigvald from recruiting non-Slaanesh characters, however, when I open "faction_agent_permitted_subtypes_table" (I suspect the requirements are coded there), I get an error message. Do you have any tips how I can circumvent this or edit the mod to disallow Sigvald the recruitment of non-Slaanesh characters?
sigmars_disciple 21 Jun, 2024 @ 3:55pm 
That's my bad then! Sorry @J.theos I guess I sounded pretty rude then, now didn't I? <3

Feel free to make a voodoo doll that represents me and torment me endlessly with needles (or whatever tickles you Eviltide savages fancy and/or appropriate) in retribution. I deserve it I guess as my explanation might be true for 95% of all races in the game, but explicitly excluding this one

I misread it as one of these countless comments you see on mod pages where users "report" the most outrageous things. That sometimes triggers me as I think we should all respect each other's time here. My bad!

I'll see you Goddamned Chaos heathens on the battlefield soon though, by Sigmar! <3
Advice  [author] 17 Jun, 2024 @ 10:50am 
@sigmars_disciple
I appreciate your passion, but @J.theos does have a point and is correct. When a building does unlock recruitment of a hero (for that province), it will show up as if they're a recruitable unit card in the corner of that building in the settlement management panel. By default, the buildings that unlock recruitment for heroes in this mod do not have that unit card picture on them because that effect has to be first unlocked via technology, after which it does appear. Also, most buildings that unlock recruitment of heroes are the same ones that increase their capacity.
sigmars_disciple 16 Jun, 2024 @ 11:24pm 
When a building that increases the cap for a hero type has been constructed, the cap has increased (as the building's tooltip "promised" you). Then, unlike recruiting units which you'll do with a general, you'd typically click one of your SETTLEMENTS. In the settlement panel, the button all the way on the right should be to "recruit hero" in THAT PROVINCE, which should be the one with that building you constructed...

That's how most races in the game do it. You play Chaos, so you'll know how things may slightly differ there....

OR DO YOU? :) You're so welcome, brother <3