Total War: WARHAMMER III

Total War: WARHAMMER III

Underdogs (minor Franz/Volkmar/Gelt changes, complete Wulfhart overhaul)
94 Comments
LordOmlette  [author] 6 Jan @ 8:46pm 
@Raviollius - the easier the single-player campaign is, the more boring it is to play. But there were also so many weird inconsistencies that I felt would make it more immersive if I could get it more cleared up. After a while I got tired of trying to work around the weird coding choices and just went ahead and rewrote as much as I could
Raviollius 6 Jan @ 6:31pm 
I'm morbidly curious to what moved you to overhaul Wulfhart's campaign to make it more masochistic than vanilla
LordOmlette  [author] 6 Jan @ 8:01am 
@AwDiddums - HI MORRSLIEB is Gelt's impossibly OP version of Hellstorm Rocket Battery. Imperial Dragon is a special unit you can get if your faction has Karl Franz. Both are RoR, the game will tell you when it's possible to recruit either
AwDiddums 6 Jan @ 5:06am 
Hi, in the faction selection screen for The Golden Order it shows -90% for HI MORRSLIEB, what is that? Also, -90% for Imperial Dragons for Reikland, is this intentional? I couldn't see any of these changes/additions in your changelog unless I'm missing it tucked away somewhere. Thanks.
Tingu 25 Jul, 2024 @ 9:06am 
good work
Mars 11 May, 2024 @ 3:07pm 
Dope, thanks
LordOmlette  [author] 11 May, 2024 @ 3:02pm 
@Mars - sign a trade agreement with Northern Provinces (Miao Ying) and you'll get the short quest line to recover the Imperial Dragon. Not a mount, I don't know how to do those, but an RoR
Mars 11 May, 2024 @ 2:57pm 
Does Franz get a dragon at some point? I noticed he has an upkeep reduction to dragons with this mod enabled.
Mars 5 May, 2024 @ 10:58am 
frick yes!
LordOmlette  [author] 4 May, 2024 @ 1:08am 
New update is up. I'm sure there's plenty of other stuff that needs fixing but so far I'm happy with Reikland & Golden Order. More testing this weekend, I'm sure.
LordOmlette  [author] 1 May, 2024 @ 12:12am 
I really wanted to finish this today but so much has changed that it's gonna have to wait. Exciting times
iDon'tSpeakRussian! 28 Feb, 2024 @ 2:57pm 
You know, I wonder if this issue is the reason why CA cut that quest battle :D
LordOmlette  [author] 28 Feb, 2024 @ 12:46pm 
It's truly strange because it's one of the simplest possible quest battles. Setup a couple objectives. Trigger reinforcements when first army takes 70% casualties. There were problems earlier in WH3 when ambush battles could lead to auto-losses. I wonder if CA accidentally broke something while trying to fix that. Regardless, the bug is reported in the forums and they ack-ed it, so hopefully they'll get it in the next patch...
iDon'tSpeakRussian! 25 Feb, 2024 @ 8:44am 
What happens whenever the secessionists route or get wiped battle ends. its like script don't concider reinforcements into the objective thats the point here
888 25 Feb, 2024 @ 8:12am 
@Lordomlette: iDon'tSpeakRussian! :
not sure if the death of Weissmund triggers the end of battle (last battle today it didnt) idk perhaps its timed?? ( after all phase one units flee)

also the Huntsmarshall not appearing in diplomacy tab was a submod (which brought back vanilla recruitment only/ restoring certain Landmarks of Legends which where disabled by SH) of Sigmars heirs. just in case someone is curious.
iDon'tSpeakRussian! 24 Feb, 2024 @ 2:08am 
Well kinda yes, but I never had this happen to me in wh2 :D I can take a look on that battle script and see if I can help ;)
888 24 Feb, 2024 @ 2:07am 
@LordOmlette:
thx for this infos.
I tried battle of bloodpine woods multiple tomes now. and the instant victory seems to be triggered when the General called Weissmund (from Phase one) gets killed (no matter if the reinforcments arrived or not)
LordOmlette  [author] 24 Feb, 2024 @ 1:54am 
Weird story: Battle of Bloodpine Woods ending too soon is a known issue [community.creative-assembly.com] and is not related to the latest patch or this mod. The problem seems to be at the engine level since the scripts are more or less the same as every other quest battle

In this mod or in vanilla, Reikland doesn't start with diplomacy with Markus Wulfhart enabled. He's too far away. It might have been something that another mod did and maybe they changed it. I can't say for sure.
888 23 Feb, 2024 @ 8:43am 
@LordOmlette:
Thx very much thats just an info :-) playing right now a new campaign latest pstch and it seems to work fine.
For some reason I cant see the huntsmarshall in the diplomacy tab (also using Sigmars Heirs and dont know if this is tied to your mod or XD´s ... I could see the huntsmarshall MW before the latest patch .... Volkmar is in the diplomacy tab)
LordOmlette  [author] 23 Feb, 2024 @ 8:17am 
@iDon'tSpeakRussian! @ZeroOne - I still got 2 more mods that aren't 4.2 ready yet, as soon as those are done I'll revisit this. Thanks for the heads up!
888 23 Feb, 2024 @ 7:37am 
@LordOmlette:
The battle of Bloodpine woods has 2 phases ..... the first where Franz ambushes .... the second where enemy forces arrive.
For some reason the battle ends for me before fighting the enemy reinforcments (all the units from phase one are on the run at this point)
The battlle ends when General Weismund is dead no matter the remaining forces
iDon'tSpeakRussian! 23 Feb, 2024 @ 7:26am 
I also got that issue as ZeroOne is describing. What should happen during the battle objective should shift from destroying secessionists to destroy Middenland reinforcements, I believe UI shows that's what happens but I guess its not really happening. Somehow after obliterating ambushed secessionists battle completes with success, middenland fellas can't even reach you in time in most cases
iDon'tSpeakRussian! 17 Feb, 2024 @ 10:20am 
yeah exactly :)
LordOmlette  [author] 17 Feb, 2024 @ 9:59am 
@TomatoHugo - thank you! <3
LordOmlette  [author] 17 Feb, 2024 @ 9:59am 
@iDon'tSpeakRussian! - I think you're thinking of the Beast Slayer quest battle, which starts around level 7. Whatever it's called, it's a different name from WH2 but it definitely gives 5000 GP.
LordOmlette  [author] 17 Feb, 2024 @ 9:58am 
@ZeroOne - I don't play with any other Empire mods (other than Middenheim Grand Cannon , of course) so I can't say for sure. I know that
Sylvania: Faction Overhaul and Nordland's Campaign are both incompatible and I want to try and fix that next.
888 17 Feb, 2024 @ 2:50am 
@LordOmlette:
Compatible with Mixer now ... nice!!! You are the only one nerfing Wulfhart but with thought.
Any Empire overhaul mods you recommend in addition? (I know itss now compatible with Sigmars Heirs... :-) )
iDon'tSpeakRussian! 7 Feb, 2024 @ 8:04am 
I was wondering if Karl's quest battle reward could be the Reikland Runesword (or drakwald?) and 5k gold like it was in warhammer 2. That would provide some much needed economical early game boost to Reikland :)
西红柿Hugo 7 Feb, 2024 @ 3:31am 
A rising star for the empire(*❦ω❦)
Pimmy 15 Jan, 2024 @ 3:20am 
Great news! Thank you :)
LordOmlette  [author] 14 Jan, 2024 @ 4:19pm 
Not only are we now compatible with Mixu's Mixer, we're also compatible with The Old World! Just remember to load this mod with priority over both and it'll work like a dream. (Although you may want to start a new campaign.)
Pimmy 10 Dec, 2023 @ 3:47pm 
Great to hear, thank you for your work!
LordOmlette  [author] 10 Dec, 2023 @ 12:38pm 
@Pimmy - Unfortunately, not yet. Same problem with Mixer: alot of the code has to change to make it make sense. But I'm salivating over how big the map is, I can't wait to play it, so making this mod compatible is a top priority!
Pimmy 10 Dec, 2023 @ 12:19pm 
My LordOmelette, would this mod work properly with the "Old World"mod made by Chaos Robie?
LordOmlette  [author] 2 Dec, 2023 @ 11:41am 
@♿ iDon'tSpeakRussian! ♿ - the randomized reward for that quest battle comes from the mission, not the quest battle itself. I very recently investigated a complaint that reinforcements don't work in Eltharion's Talisman of Hoeth quest battle. As a result, I now know a little more about how quest battles work, but it's a very long way to go before I can answer one way or the other whether randomized quest battles are possible
iDon'tSpeakRussian! 1 Dec, 2023 @ 7:02am 
I really like that Blood Pines QB has randomized rewards, that lead me to think....do you think it would be even remotely possible to make...randomized quest battles? :O
iDon'tSpeakRussian! 26 Nov, 2023 @ 10:29am 
Wow, You went deep, even restored Bloodpines quest battle. Thank you that battle was great for boosting early economy for Karl :}
LordOmlette  [author] 3 Sep, 2023 @ 10:14pm 
@nicchuck01 - my gut says no because Recruit Defeated Legendary Lords already does that. My current priority for this mod is to actually be Mixer compatibility. This still needs more work unfortunately
PresidenteCarlos 3 Sep, 2023 @ 7:31pm 
Maybe for Wulfhart and volkmar add a "imperial government in exile" if the empire falls? (Confederate cult of sigmar/Huntmarshals Expedition, Give Gelt and karl to faction, increase growth rate to represent refugees at the cost of control, add runefangs and elector regiments,remove buliding limits) Could be an interesting playthrough?
Daverin2112 16 Aug, 2023 @ 7:45pm 
Got it. So actually, this makes sense. You wanna get more income to keep paying for armies, but you are likely gonna lose any actual turn by turn spending power except what you raid/raze/whatever for. So you are more reliant on the dispatches. Unless and until you can basically swear off Empire trade completely.

Actually, then this is perfect. This goes well with Pwner1's mod that makes all dispatches give RoRs. So now when Wulfhart says elites gather... he means it.
LordOmlette  [author] 16 Aug, 2023 @ 7:31pm 
@Daverin2112 - This happens at turn start. Unfortunately, I can't guarantee the order that a turn start listener will fire, so I can't say for sure when it happens before or after income is applied.

If you have multiple trade agreements with AI empire factions, the remittance (half your treasury) is split between those factions. (Not cascading halves)

No remittances when you have zero Empire AI agreements.
Daverin2112 16 Aug, 2023 @ 1:53pm 
So, to be clear, a single ai trade agreement will cause half of your current treasury to vanish each turn.

Is this before or after income is applied? Do you keep losing cascading halves for multiple trade agreements? So this does not happen when you have zero empire ai agreements?

The prior one was pretty self-explanatory, but this now is a bit more obtuse. After a shocked reaction. I -think- I see how it sets up an actual unique campaign, and synergizes with another mod quite well, but the details matter here.
LordOmlette  [author] 16 Aug, 2023 @ 10:39am 
@Daverin2112 - it's half of your treasury, not your income, but only if you have positive income. If you're losing money, no remittances. I've updated the changelist to reflect that. Sorry for the confusion
Daverin2112 15 Aug, 2023 @ 9:26pm 
So, I am going with Wulfhart, and... I get the idea of sending trade income back to the Electors, but I am clearly losing more than what I am even getting in max trade, to the point I am losing treasury each turn despite the fact that, if all of my trade would be wiped, I'd still be in the green. What's going on under the hood, here?
LordOmlette  [author] 26 May, 2023 @ 12:50pm 
@ZoidySVK - They don't actually count as Empire! They're considered Southern Realms (TEB). This confused me for the longest time, but it makes sense when you consider you can't confederate with them. For this reason, they are not considered investors in the expedition, so none of your income will be remitted to them
Zoidy 26 May, 2023 @ 12:45pm 
When you establish a trade agreement with any AI Empire faction, a big chunk of your income will be remitted to them.
Does this apply to the "new world colony" too ? Since they are technicly "southern empire"
LordOmlette  [author] 21 Mar, 2023 @ 6:39pm 
@Pimmy - Mixer edits the same file all Empire Politics mods do (wh2_dlc13_empire_politics.lua) so you're right about the conflict. I'm working on better compatibility is coming eventually, but even when I do get it rolled out, your workaround (changing the mod order) is the best way for them to co-exist.

Dumb story: going back to look at the code, I found it *is* possible for starting fealty to be way higher than what I wanted even when using *just* this mod, so thank you for the heads up.
Pimmy 21 Mar, 2023 @ 10:17am 
Hi @LordOmelette! I finally took the time to find the root for the problem I reported earlier this month. After some switching around in the load order, I found that the mod works perfectly until it is situated lower than 'Mixu's unlocker - MIXER'. So I am fairly sure there is a compatibility issue between your mod and that mod. Hope you find this information useful!
Pimmy 13 Mar, 2023 @ 1:32pm 
Very good idea. I really felt like playing tonight so I moved your mod up as number one in the load order and that worked. I will try to single out the mod responsible using the tactic you described another time. Thank you!

I really like the feel your mod gives up untill now! Not being able to sign any treaties yet with Toddy feels right and I like how the randomized effect made the Northern provinces more likely to defect. Very thematic!
LordOmlette  [author] 13 Mar, 2023 @ 12:53pm 
@Pimmy - You may be able to zero in on the problem faster by disabling half the mods at the same time instead of one at a time. If so, I may be able to add a check to avoid changing starting fealty if that mod is present and/or ask the mod author to fix their stuff.