Total War: WARHAMMER III

Total War: WARHAMMER III

Small armies campaign
279 Comments
SpooNNNeedle 16 Jul @ 9:43pm 
btw I'd assume it's probably Grudgebringers as an AI faction giving you trouble Streletz, or the fimir since those two tend to have the most issues of them all.

This mod is great! Really ingenious way of going about it too! There are some balancing issues (like tomb kings don't pay army upkeep and thus aren't punished nearly as heavily for fielding illegal armies) but for the most part, this mod does what it wants to do the best out of any alternative mod or method.
Streletz 11 Jul @ 9:48am 
thanks for your answer, i forgot to mention but yep i got the dummy mod, and also the garnison and story battles.

I continued some tests today - the game lauches well with the following mod list
-Mixu unlocker
-Audio Mixer
-Mod Configuration Tool V09
-Mixu Legendary lord
-Mixu Legendary Lords: Asset pack
-Immortal Landmarks
-Recrut Defeated legendary lord
-Victory Condition Overhaul
-Legendary Characters
-Legendary Characters asset pack
-Trubbles Dummy unit
-Small armies Campain/Garrisons/Quest battles

So the culprit of the crash is probably one of the OVH lost factions mods, gonna try to find which one.

Thanks tipeee seems to work, just gotta wait for my paycheck by endmonth '-_-
Trubble  [author] 11 Jul @ 7:28am 
@Streletz: Thanks for the feedback, I think you may just need to also subscribe to the dummy mod, usually the only thing that makes this mod crash if it is not there. This mod is almost script-only, making it highly compatible with nearly all mods.

So happy you consider buying me a coffee, thank you. :-) I have added tipeee option too, in case that works better!
Streletz 10 Jul @ 10:49am 
Hello! First thanks for this mod! I think that I've abandoned a million of games after the 40-50 because of slow boring battles with millions of armies. Now I've barely reached the short victory conditions.

A first question - I use to play with a lot of mods, but adding smaller armies to my usual list crashes the game at launch. I'm gonna test on my own, but perhaps you have an idea which mods causes the troubles. It definitly works with improved victory conditions, improved lore and legendary landmarks. I need to check mixu compilation, mixu unlocker, cataph compilation, legendary lords 3 and all of the OVN lost factions, the trouble is definitely in this list.

And a second one, do you use something beside buy me a coffee? Seems it doesn't work here^^
ddrake4 8 Jul @ 7:23pm 
Weird, something must be up with AI income because I have upkeep set to 200%, I can barely afford a single army and the AI is fielding 5+ regularly, early game.
Trubble  [author] 5 Jul @ 12:44pm 
@ddrake4: Yes, the modifiers are the same for all factions independent of being AI or human controlled.
ddrake4 5 Jul @ 9:30am 
Does the upkeep modifier apply to AI? My AI is spamming small armies now and it's pretty annoying with how fast they can recruit.
きりふり 23 Jun @ 1:59am 
@Trubble That's only because I spend most of my time in Japan lol
Trubble  [author] 22 Jun @ 4:25am 
@きりふり: Sure go ahead! 请! (but your name is in Japanese?) :-)
きりふり 21 Jun @ 10:20am 
I really enjoy your mod Small armies campaign. I'd love to make a Chinese translation and share it on the Steam Workshop. Would you mind giving me permission to do so?
Quickpawmaud 13 Jun @ 3:37pm 
Was super weird even had matching version codes and everything never seen a mod be hidden like that before. It was the mod to customize starting army.
Quickpawmaud 13 Jun @ 3:36pm 
Oh yeah it was a different issue there was a mod that was not showing up in the mod manager for some reason one of us was subscribed to and we had to unsub from it but yeah was worried because first thing I tried was disabling everything but the three small armies ones and the dummy one. Luckily it was something else.
Trubble  [author] 13 Jun @ 2:12pm 
@Quickpawmaud: There is no AI changes implemented in this mod. It is possible that the AI will have different parameters to act from, but in my experience it is not that much different from regular play.

With regards to multiplayer, have you tried with only this mod enabled and nothing else? Also remember to subscribe to the dummy unit mod. I don't think MCT works with multiplayer, so you cannot use MCT mod together with small armies command in multiplayer.

I recently heard from someone else that they were using this mod in a multiplayer setting (see below), and I did some coding for it a long time ago, so it "should" work. :-)

It is also possible that you may need to remove subscriptions and resubscribe in case you had an old version and steam decided not to download a newer update.
Quickpawmaud 13 Jun @ 5:19am 
Oh man I was so excited to play this in multiplayer and it just says incompatible version no matter what and we can't play
Quickpawmaud 13 Jun @ 1:11am 
This is by no means a deal breaker or ruin it for me but just something I would have to consider and plan for when playing if that is the case.
Quickpawmaud 13 Jun @ 1:10am 
I just started using this and loving it so far. Not for sure if it is the case yet as not played enough and could be a coincidence but the AI seems to be more aggressive. Do you know if the mod causes the AI to believe it always outnumbers you so it will declare war and attack you more often since it sees the player has few units but thinks it has many because of dummies?
Brutal Tom Nook 10 Jun @ 6:34pm 
Awesome mod 5 stars.

Real simple. covers all its bases well thought out well done man.
Its required because as a person when you're focused on your body you only have what... 10 body parts at most. When you get high and dissociate into TWWH3 and play a reinforced battle?? now you're meant to control 40 limbs???? stoopid.

This mod is essential for making the game immersive and responsive. Must have.
Trubble  [author] 10 Jun @ 3:16am 
@Buff_Cosmo: Whats up with the Greenskin armies? I do take steps to ensure that whaaarg armies don't go beyond the limit.

@Arnabus: I do not do re-balancing of individual units, that would put this mod in conflict with sooo many other mods. So yes, summoning is a little stronger in the context of smaller armies. Go skavens (I have actually thought about menace from below, but difficult to adjust). ! :-)
Arnabus 31 May @ 2:48am 
do you balance the summon units spell/ability too? because that will break the game. my idea is too reduce the summoned units size and stats by half!
Buff_Cosmo 30 May @ 2:38pm 
Amazing mod. Could you have a look at Greenskin armies? They might be a little tough to deal with...
Trubble  [author] 22 Apr @ 7:16am 
@Violen: Unfortunately the background income is hardcoded database change. I made a submod that reduces the income a bit, maybe it will be a fit for you:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3390059779

This submod is super easy to modify with a tool called RPFM, so you could install that tool, copy the submod and change around on the value.
Violen 21 Apr @ 3:48pm 
Idk about the large Background income. Currently fielding a max army and am still gaining almost 3k gold a turn with 6000 in the bank(start of game - No income buildings). I guess my upkeep is 3500 with a mostly tier 1 army so i couldn't field a full effective 2nd one, But it still seems excessively high. I'd feel better if i was making 2k instead of 3k a turn i think.
Feelz like vanilla income ammounts - Was hoping for a bit of a slower game - Maybe i will look into dropping it.
Violen 21 Apr @ 3:31pm 
Yes, im using it right now and wow, between this and SFO(Slow battle setting) fights feel so much more intimate. Before i'd be spaming things as fast as i could, and mass drag blob fighting(To make fanking easier) - Now I can actually field specialist units more often and use magic/abilitys in interesting and strategic ways. Every unit feelz so much more special and interesting, especially combined with SFO.
Battle before just felt like a intense chaotic blur to me. It realy does feel like These two mods should be the games vanilla gameplay. Thank you so much for this!
Trubble  [author] 21 Apr @ 1:01pm 
@Violen: It is in fact compatible with SFO. SFO tweaks a little on the back ground income, but before you worry about that try it out in its default state. I found the default state to be quite good when I last played around with SFO actually.
Violen 21 Apr @ 11:57am 
Is this compatible with SFO!>? Was realy looking foward to trying it out on my new playthrough but it sounds like it makes huge changes that would not sit well with SFO.
Markliuz Da Jesterly 7 Apr @ 6:48pm 
Thank you! :winter2019happydog:
Trubble  [author] 7 Apr @ 1:55pm 
sure thing, you can find a submod that overrides the defaults here, use rpfm to change the values if you need

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3460051724
Markliuz Da Jesterly 7 Apr @ 12:44pm 
MCT doesnt work in multiplayer tho. :(
Trubble  [author] 7 Apr @ 11:41am 
@Markliuz Da Jesterly: If you use the mod: Mod configuration tool, then you can configure the size limit to what you want. :-)
Markliuz Da Jesterly 6 Apr @ 10:41am 
Could there be a 15 units version? would really allow those singular support units as well as heroes. :D
giovanigcr94 27 Mar @ 1:17pm 
It worked. Tks
giovanigcr94 27 Mar @ 12:39pm 
No! i'm gonna try to run a new campaign with the dummy mod and see if it still crashes.
Trubble  [author] 23 Mar @ 11:51pm 
@giovanigcr94: Are you also subscribe to the dummy unit mod? It is a prerequisite.
giovanigcr94 23 Mar @ 5:23am 
my game is crashing everytime i click on next round button since i subscribed to this mod. any idea why? i started 3 campaigns with different lords and it happened everytime
Trubble  [author] 28 Feb @ 12:32pm 
@Nebnil: When the game constructs a random army there will be a certain number of troops in it. The % valu scales this, so at 60% it will make for instance 9 units instead of 15.
Nebnii 28 Feb @ 9:58am 
What does the % of random armies in MCT mean? Default is 60, what would 100% do?
Trubble  [author] 24 Feb @ 11:26am 
@RatboyW: Wish it would be possible to control the background income with scripts. :-)
RatboyW 12 Feb @ 8:24pm 
Oh wow you cracked the code and got MCT customization to work huh?! You beautiful bastard
Serj Targarien 9 Feb @ 11:12pm 
Fantastic update!
Trubble  [author] 9 Feb @ 11:21am 
@all: With MCT you can now configure if it should be +100% upkeep debuff to keep number of armies in check. You can also configure if you want to limit recruitment slots as smaller armies could maybe be too quickly filled with default recruitment slots.
Trubble  [author] 8 Feb @ 4:03pm 
daredevil83: Possible to go above 20, but I haven't tried. See "note on army limit above 20" above for more info! :-)
daredevil83 8 Feb @ 10:23am 
follow up to that question. is it possible to go above 20 aswell_
jusjac 29 Jan @ 11:30pm 
Great. Will try that. Thanks for this mod btw!
Trubble  [author] 29 Jan @ 1:36am 
@jusjac: Yes, install another mod MCT (mod configuration tool) and there will be a menu where you can set the number
jusjac 28 Jan @ 11:14pm 
@Trubble: Ok good to hear. One more question: Is there a way to edit the mod to set the limit to 14 or 16 units?
Trubble  [author] 28 Jan @ 9:41am 
@jusjac: This mod fills in the 8 dummy units as soon as it goes into mustering mode, so the AI will build fairly balanced armies with the remaining space. In general I have not noticed particular strange armies, and I have been using this mod for ages. :-)

Given that the AI has access to the recruitment options etc.
jusjac 27 Jan @ 9:15pm 
Does the AI still build balanced armies with this mod? Or do the last 8 units (like artillery, cav etc) get "deleted" without the AI realizing.
Trubble  [author] 19 Jan @ 7:40pm 
@Nekatu: ?
Nekatau 19 Jan @ 9:54am 
Update?
Fizzgob 8 Jan @ 8:40am 
Oh, never mind. I see, it adds a debuff. Sorry, I didn't read the description properly. Ignore me! :D