Total War: WARHAMMER III

Total War: WARHAMMER III

Sandbox Initiated
199 Comments
Kettar 18 Jul @ 1:48am 
Afaik, the mod works with IEE. But can I run in with old world classic? Curious about that.
MasterSJT 16 Jul @ 10:15am 
Great work @BadThrall
I'll look forward to hopping in again this weekend
Nasty 16 Jul @ 9:45am 
Seams to be working now. The culprit was the Jadawin's Unnatural Selection mod. Can't play this game without Sandbox Initiated, so all good.
Nasty 15 Jul @ 9:41pm 
latest update is 6.2.2. which im at. But was just a hotfix.
BadThrall  [author] 15 Jul @ 6:02pm 
It should be working - it has been fixed for 6.2 a few weeks ago. Tried to do new games and keeps loading up good after all the tests. Try unsubscribing, start the game, then quit the game and resubscribe and that may help and make sure you're on 6.2.1+ too.
Nasty 15 Jul @ 12:25pm 
It's crashing new campaign and old ones. Script error when loading in Ai factions or something.
akdlsls 12 Jul @ 2:52am 
I think this is the best mod for Warhammer Total War 3. Please update it so that it doesn't crash in new patches!
MasterSJT 17 Jun @ 7:47am 
It does seem that under today's update this mod is crashing during the initial campaign load.
Tried with just this mod enabled and same result sadly.
Didn't think anything in the patch notes would cause issues for this one.

Great mod by the way.
missbehave 2 Jun @ 8:10pm 
Yeah unfortunately MCT is very hit or miss in multiplayer (mostly misses). The whole position randomize itself is very cool, and a submod for it without the attribute randomization would be awesome if ever possible ^^
GagneWest 1 Jun @ 9:32am 
Hey ran this with radious a few qol mods like recruit legendary lords etc and less ai cheating about a year ago with a buddy, last night we swapped to AI Anti Cheat instead of less anti cheating and we have been getting crashes on turn end but it seems to be random and not every turn. Is there certain mods that change specific things about AI that leads to crashes?
BadThrall  [author] 1 Jun @ 9:24am 
@maxking21 & @hey - Thank you! Talked about this a lot in earlier conversions (I need to add this to description). In short: it's due to how diplomacy works, either decrease the number of factions via MCT or find another mod which does this - it helps a good bit with this or decrease the randomized placement chance - unfortunately compromises must be made if you want faster turn times sadly or until we can all afford NASA CPUs. This is an Total War engine limitation.

@SleepyTheSlimeKing - think this has more to do with the changes CA has made over time but honestly difficult to say at the moment. Balance is always something being adjusted with this mod though.

@Wingthor - that's randomization for you! Start a new game!
BadThrall  [author] 1 Jun @ 9:24am 
@star eyes @Jason[Onion] @Ganon Cannon- I'll look into adding a sub mod where it will disable it.
@MightNight - can look into that. Probably look into just adding more to MCT menu (probably another menu) where you can add cultures\factions to be omitted completely or they have a special rules for randomized placement. Grand Cathy doesn't suffer as much as say WoC and especially Wood Elves do with randomized placement so that's why they do not have an option currently. Thank you for the 1 settlement suggestion, it was a good idea!

@Griffox & @StickyBum12 @subway_34- shouldn't be crashing the game, IF you're using the Mixer submod - you should be using Mixer as well.
star eyes 23 May @ 2:57pm 
is there anyway to disable the attribute randomization without using mct? mct causes crashes in a lot of multiplayer setups.
MightNight 27 Apr @ 1:57pm 
Sorry for the continued requests @BadThrall, but is there a chance we can also get a placement restriction option for Grand Cathay similar to the Wood Elves? Their mechanic is tailored around maintaining the Bastion so I think that just shuffling Cathay among themselves would be great for them as well.
MightNight 30 Mar @ 11:53am 
That was fast! I absolutely LOVE the new single settlement option! I can finally play the rotblood tribe without having to rush a war haha
MightNight 25 Mar @ 5:37pm 
@BadThrall Is there any chance to have an option which only gives 1 settlement per faction and the rest are ruins? What about having "Horde" factions start without settlements? I would love to start a campaign where factions slowly start colonizing around the world
Griffox 20 Mar @ 8:45am 
Anyone else having game crashes while using this mod?
maxking21 16 Feb @ 6:25am 
Nice idea, but unfortunately this mod slows down the game terribly, making it unplayable.
SleepyTheSlimeKing 31 Dec, 2024 @ 11:49pm 
I don't know why, but for me this mod is great except for one thing, The AI cheats... like alot Im playing on normal difficulty and a faction that has one settlement will field like 5 armies before you can even make one when you have 10 times the land they do. I don't know why this happens or if its intentional.
hey 17 Dec, 2024 @ 2:13am 
Thanks for creating the essential mod. Does anyone know if it works well after 6.0 dlc? I've played the beginning a little bit with Golgpac, and I've confirmed that player random moves work well with the end-time scenario. But each scenario, like endtime, makes the turn load long. Factions that have to be especially close to or hostile to me seem to make the turn load long. (For example, 1:30 seconds at endtime, 50 seconds at the bottom of endtime scenarios when unchecking random options, and 30 seconds for vanilla or traditional scenarios or scenarios off are fine.)
hey 14 Nov, 2024 @ 12:29pm 
Ah! So the scenarios are based on diplomatic relations. I understand now. Anyway, thank you very much, creator! Thanks to you, I no longer find myself in boring and similar situations with every new game. This is almost an essential mod!!!
StickyBum12 9 Oct, 2024 @ 7:03am 
What conflicts does this mod have? I keep crashing turn 1-10 at end turn also rarely after long battles
Wingthor 25 Sep, 2024 @ 3:40pm 
I have the problem that everybody elses startingposition gets randomized but mine
Jason[Onion] 21 Sep, 2024 @ 6:08pm 
Anyone else having the issue of some factions not randomizing positions? happens the most to me around cathay. Also im unable to turn off the random buffs and debuffs due to the mod configuration tool causing desyncs with SFO in multiplayer.
Tom Riddle 23 Aug, 2024 @ 2:14pm 
nice mod ! Thank you
Ganon Cannon 12 Jul, 2024 @ 5:19am 
Is there a way we can shut off the attributes in the beginning? No offense man but they are way too crazy, the level of randomness it adds is not even total war anymore. Awesome mod besides that.
Sorrow 7 Jul, 2024 @ 1:04am 
Awesome working mod, brings so much randomness and novelty to freshen up the game. Thanks!
subway_34 29 Jun, 2024 @ 1:06pm 
Keeps crashing after 5-10 turns
BadThrall  [author] 27 Jun, 2024 @ 4:25pm 
@Oscar Yes, new feature to remove minor factions (whose settlements would be abandoned) but this is no longer the default and is now optional setting in MCT. The idea behind this was to improve turn times.

@Tye Dye Guy Thank you!! :) - I do it primarily because I make this mod for what I like but I'm happy others like it too!

@Mass_Echo yep that's how it works. You can mess with some of options in the game via MCT menu (not all of them which can only change before starting a new game).

@Gaunt_XIII I'll look into this at some point with the rolls, totally get what you're saying for sure and thank you!

@kiro72727 Hopefully this is on the rare side, try making a new game (or just saving your game on turn 1) and reload. If other mods are changing start positions this may be a side effect of that.
Oscar 13 Jun, 2024 @ 9:02am 
Thanx. I used it a lot. But lately there are a lot of abandoned settlements after the shuffle.
Tye Dye Guy 27 May, 2024 @ 5:48am 
This vastly increases the game's replayability and is something I have wanted for a long time. Thank you so much for your development and work in this mod!
Mass_Echo 24 May, 2024 @ 6:36pm 
So on turn 2 i will switch to a new area? also am i able to mess with options in game. Im only using the tabletop caps mod
Gaunt_XIII 19 May, 2024 @ 7:37am 
@BadThrall Great mod. Just a suggestion: add MCT functionality for us to be able to choose what attributes are randomised buffed/debuffed at the start, and what we want to stay "vanilla". The problem is that when EVERY battle attribute is randomised, you are more likely to have different buffs and debuffs cancel each other out to create "average" factions, due to normal distribution. I would love to be able to just randomise MA/MD/WS/MS and maybe ward save for battles, and just a few attributes for campaign, rather than every single one. Many thanks for a great mod anyway.
kiro72727 9 May, 2024 @ 1:45am 
Question: in another randomization fashion, there was a problem when, during randomization, the provinces of one faction (state) were scattered into different parts (that is, for example, Karl Franz had one province in Lustria and another in the north), which caused a situation when AI tried to send lords on a trip around the world and in general He was being unreasonable. Is there a similar problem in your fashion?
Cython 3 May, 2024 @ 2:03am 
i have custom scenarios on random so thats probably it
BadThrall  [author] 2 May, 2024 @ 3:36pm 
@Cython By default, no. If you selected a custom scenario however this could happen though.
Cython 2 May, 2024 @ 8:56am 
so i decided to start a malakai campaign and somehow started with all the dwarfen factions confederated could this mod be the one causing this?
BadThrall  [author] 30 Apr, 2024 @ 9:18pm 
@123 - This is now nerfed (long story behind this) and is configurable with a new setting in MCT called "Potential Bonus"

@MadEorlanas - This MAY be possible and something I've been investigating here and there when I have time but cannot promise anything on that front, would be really cool for sure.
123 29 Apr, 2024 @ 2:38am 
On default settings Grimgor had 7 Waagh stacks on turn 19. Turns out he was getting +104% income from buildings on top of the normal upkeep reduction cheats. I'm all for difficult campaigns but this is absurd.

I made a new campaign and removed fog. It looks like you're giving many major factions +50-80% income that further increases with strategic threat?

Please consider adding a toggle for this feature. 🙏
MadEorlanas 31 Jan, 2024 @ 11:51am 
I wonder, would it be at all possible to make the short and long campaign victories quests based on rivalries/neighboring factions? Something like, "conquest 20 settlements AND kill the one rival faction that's been a pain all campaign"
BadThrall  [author] 20 Dec, 2023 @ 9:57am 
@sarumanthecursed I strongly doubt it, nothing in the mod that I know of is capable of doing that.
sarumanthecursed 15 Dec, 2023 @ 1:26pm 
does this mod make ai archers regen ammo ? was vs deepwood scouts on a platform and the ai scouts just kept regening ammo once it hit 0
BadThrall  [author] 13 Dec, 2023 @ 6:22pm 
@Velox Aeterno No problem! :) The workaround is to set randomization placement chance to like 30-50% which should help with turn times and still keep the "randomize" factor. Stinks it has to be this way but I don't know of a better solution currently at the moment. Hopefully WHIII patches will help resolve, we'll see.
Bop 13 Dec, 2023 @ 6:13pm 
@BadThrall thanks! Didn't realize you actually answered me back then there! I think i got hospitalized shortly after when I posted that comment before so I wasnt able tor emember lol

Thank you! Good theory.
BadThrall  [author] 13 Dec, 2023 @ 6:01pm 
The answer is in my prior comment. Start a New Game and have random placement turned off and run about 4 turns and then run another with it on with randomized placement chance at 100%. Difference is night and day and my prior comment has my theory as to why.
Bop 13 Dec, 2023 @ 5:41pm 
@WhyNOT!?.House yeah I've observed the same thing with this mod even months prior. Interesting and weird. I wonder why
WhyNOT!?.House 6 Dec, 2023 @ 11:49pm 
I don't know what the problem is, but computers take three times longer to make a move than in the regular version of the game.
Romain1014 5 Dec, 2023 @ 3:26am 
Hello,
thanks for this mod, i love it.

I have a proposal, Do you think you can create and add this following option to your mod?:

That the player can only have 1 lord (the starting choice for the campaign) and that it is impossible to recruit new lords during the campaign.
And as soon as the main lord is dead, the campaign stops instantly.

Because personally (maybe I don't play very well hahaha) but I find it boring to go back and forth between colonies, my lords die and I directly recruit a new one to recreate an army and have it destroyed again, etc. ..., the feeling of playing for nothing~~

that will be awsome ;)
BadThrall  [author] 27 Nov, 2023 @ 5:33am 
@Leaf Yes, it's to help make random placement as "random" as possible, but can be reversed by the "SI: Climate Penalties Enabled" sub mod.

@WhyNOT!?.House Thank you!!

@izacaelwillian Yes.

@kalamaree A lot of work involved there but would be cool for sure. Maybe!

@Velox Aeterno I do believe overall this is true. 4.0 seemed to changed how diplomacy works and if random placement is on and the factions meet more of each other then the diplomacy bogs down turn times a little more due to that.. as more factions perish it starts getting a little better but that's a bit of bummer. Honestly the AI is a little more bonkers in 4.* right now.. hopefully future updates to the engine will help "reverse" this.

@TheNatural_1985 I can safely say that troll goes all over the map. Nothing special about him. Guess you rolled same spot!
Leaf 26 Nov, 2023 @ 11:15pm 
this automatically make all climate suitable w/o tweaking using MCT. is that intentional?