Total War: WARHAMMER III

Total War: WARHAMMER III

More impactful attrition
61 Comments
Trakaan - Adventurers Guild Inc.  [author] 17 Jun @ 7:04am 
Updated for 6.2. no changes
Trakaan - Adventurers Guild Inc.  [author] 10 Jun @ 11:48pm 
The values for replensihment are the same as in a vanilla game.
I still have it there because it was needed before but they reduced replenishment a while back so my modifications weren't neeeded anymore.
I could delete theses lines form the mod entirely
XIII07 10 Jun @ 1:00pm 
Love this mod idea!
What changes does it do to replenishment? It buffs it too for AI and player based off the difficulty if I read the tables right in the mod file?
Or are those the vanilla values anyways and nothing gets changed?
glythe 29 Apr @ 11:50pm 
Thank you so much! AI cheating on attrition completely ruins the flavor of the game about who controls land.
Trakaan - Adventurers Guild Inc.  [author] 26 Mar @ 9:35am 
Updated for 6.1. no changes, Enjoy! Check my other projects if you want to support what I do =D
Trakaan - Adventurers Guild Inc.  [author] 25 Mar @ 10:43am 
I won't have time to work on the mods this evening. Will start updating them tomorrow, will keep you posted once it's done =D
This mod is exactly what I was looking for. Thank you! :btd6thumbsup:
Trakaan - Adventurers Guild Inc.  [author] 3 Jan @ 4:19am 
yes the basic damages are (spreadsheet screenshot) but the final damages are not since has a reduction on dammage taken based on difficulty (I have lowered this reduction compared to a non modded game)
"Attrition for the AI is more impactfull
In base game the Ai can ignore attrition on harder difficulties. This mod makes it so the Ai will still take less attrition than you but a least a little so it is more carefull not to go in dangerous terrain and thus more true to the lore.
Values changes from : -30, -50, -60, -70, -80 to -0, -5, -10, -15, -20"
HunterIII 21 Dec, 2024 @ 1:02am 
thx for the update <3
Trakaan - Adventurers Guild Inc.  [author] 14 Dec, 2024 @ 1:36am 
Updated for 6.0
Trakaan - Adventurers Guild Inc.  [author] 6 Nov, 2024 @ 10:55pm 
The list won't be enough i should go through the code for all of them and I won't have the time for this right now.
An other thing you might want to try is to chnage the mod loading order so mine loads in last. (I do'nt remeber if it's at the top or the bottom)
Dusto 6 Nov, 2024 @ 12:29pm 
I do have a lot of mods active, but I wouldn't think any other one would have an effect on attrition/replenishment, would a mod list help?
Trakaan - Adventurers Guild Inc.  [author] 5 Nov, 2024 @ 11:03pm 
Okay I just tested and checked the mod code and it doesn't happen on my end.

The explanation could then be : a stance (vanilla or modified by a mod) that negates corruption (like Worldroots for the woodelves) // a replenishment bonus from whatever vanilla or modded source that would negate the attrition // a modification of the corruptions by another mod.

I will try to keep an eye out for this kind of thing when playing because right now with the current data I can't do much.
If anyone as encountered a similar problem or if you encounter it again and have more elements that could be of great help to solve this (if this is something I can solve).
Dusto 5 Nov, 2024 @ 10:40am 
I was on hard campaign
Trakaan - Adventurers Guild Inc.  [author] 4 Nov, 2024 @ 11:52pm 
That doesn't seem right ... What difficulty are you playing at so i can do some checking in the mod file and test this on my own ?
Dusto 4 Nov, 2024 @ 5:44pm 
I'm playing a campaign with taurox and I have 100 undivided corruption and 48 vampiric. yet the wood elves are walking through with only like 4 random units taking attrition, and it's less than 1% of their health every turn
Trakaan - Adventurers Guild Inc.  [author] 1 Nov, 2024 @ 1:02am 
Updated for 5.3 No Changes
Trakaan - Adventurers Guild Inc.  [author] 20 Aug, 2024 @ 9:02am 
Updated for 5.2. I have reorganised the Discord with a new modding channel if you want to chat. =)
BardInThePurple 4 Aug, 2024 @ 2:08am 
Thank you for your work and for making the alt ruin version!
Kassorax 28 Jul, 2024 @ 9:25am 
Thank you! Can confirm this works! You're the best Trakaan!
Trakaan - Adventurers Guild Inc.  [author] 28 Jul, 2024 @ 12:58am 
It would be his mod first then mine. (The last mod loaded overwrites the values IF they are the same) as I only modifies corruption it's "safer" this way =)
Kassorax 28 Jul, 2024 @ 12:32am 
thank you so much! So If I want the anti cheat mod from him but with your corruption values, load your mod first so those values work, then his works with everything else? hypothetically.
Trakaan - Adventurers Guild Inc.  [author] 28 Jul, 2024 @ 12:02am 
it should be. But if the other mod modifies values for attrition : "mod order " (in the launcher) will be important so the values for this mod (or the other one you mentionned) apply.
Kassorax 27 Jul, 2024 @ 11:45pm 
Wow great mod! Is this compatible with "Less AI Cheating (campaign)" by Volcano by chance?
egbert504 18 Jul, 2024 @ 7:39pm 
Thank you for this mod:steamhappy:
Trakaan - Adventurers Guild Inc.  [author] 7 Jul, 2024 @ 12:15am 
It's done (that was a fast one ^^ ) here it is : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3283799873 . so to be clear THIS MOD IS UNCHANGED. (I only modified the picture) if you want attrition effects only there is the other one =)
Trakaan - Adventurers Guild Inc.  [author] 6 Jul, 2024 @ 11:47pm 
As many people are using this mod in its current form, I will do it the other way around and create a new mod with attrition effects only. Will try to do this today and will post the link here and in description when it's on the workshop.
Kenjataimu 6 Jul, 2024 @ 3:24pm 
Could the "Remove 0 cost for AI to occupy ruins" instead be a seperate mod? Would be nice to have that even if I want attrition to be the same :)
Trakaan - Adventurers Guild Inc.  [author] 26 Jun, 2024 @ 7:38am 
updated for 5.1, No change. "Dave" (the official modding tool) is working weirdly for me right now so i had to rely on external tools only (i normaly check if datas are coherent by using both the official and an external tool). Please report any problem you may encounter (caused by this mod).
Trakaan - Adventurers Guild Inc.  [author] 2 May, 2024 @ 8:51am 
I will have a look this week-end
Sosvo 1 May, 2024 @ 1:00pm 
Plague attrition damage got increased in 5.0
Trakaan - Adventurers Guild Inc.  [author] 1 May, 2024 @ 3:54am 
updated for 5.0 no change
Trakaan - Adventurers Guild Inc.  [author] 23 Feb, 2024 @ 9:44am 
updated for 4.2 no change
The Mannis 2 Oct, 2023 @ 5:08am 
Thank you for this mod.
Trakaan - Adventurers Guild Inc.  [author] 3 Sep, 2023 @ 4:59am 
updated for 4.0 no change
less1630 2 Sep, 2023 @ 10:54am 
pls update
Trakaan - Adventurers Guild Inc.  [author] 24 Jul, 2023 @ 8:31am 
indeed it is thanks for pointing it out !
sigmars_disciple 23 Jul, 2023 @ 5:01pm 
I believe it's "impactful" (one L), no?
Trakaan - Adventurers Guild Inc.  [author] 25 May, 2023 @ 8:25am 
updated for 3.1
Trakaan - Adventurers Guild Inc.  [author] 8 May, 2023 @ 9:34am 
Updated small changes to the values (see image), the grimdark version is available =) here ; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2973266889
Trakaan - Adventurers Guild Inc.  [author] 16 Apr, 2023 @ 4:36am 
Updated, no change in values for the time being. I'm planning a "grim dark" version as a separate mod with increased damage from attrition to both player and Ai.

i'm aslo looking into attrition based on climate suitability for all factions and attrition in "order territory" for demonic factions. I will let you know if i implement this or not (might be a separate mod or integrated into my climate mod)
Trakaan - Adventurers Guild Inc.  [author] 13 Apr, 2023 @ 8:10am 
Update will have to wait at least until friday for me to have a look at it (so expect an update tommorow at the soonest or more likely during the week-end) A major update and rework (+different versions (grim dark)) of all my mods is scheduled for the 8th of May.
Trakaan - Adventurers Guild Inc.  [author] 26 Mar, 2023 @ 4:38am 
I will post a list of all changes with the next update
Trakaan - Adventurers Guild Inc.  [author] 26 Mar, 2023 @ 4:37am 
it's a small increase ( 5% at moste from what i remember) and more a rebalancing with some attrition increased (those linked to rites for example) and some left as it is.
peepineye 25 Mar, 2023 @ 9:21pm 
what do you mean by more damage from attritions? does every type of attrition in the game get an increase?
if so, by how much?
i don`t mind the attrition value in the base game, i think it`s balanced enough, so if the mod not only removes the resistance from the AI, and also increases the attrition value for both the player and AI, seens that it would be too strong.
Trakaan - Adventurers Guild Inc.  [author] 24 Mar, 2023 @ 1:18am 
Never tried SFO. For the modding part, I like the idea of building upon the Vanilla games; it's too much work to undestrand a complete overhaul, it's hard enough to understand CA choices ^^. But I might have a look just in case ;)
Agraza 23 Mar, 2023 @ 6:12pm 
Do you ever play SFO? I enjoy it, and intend to try layering your work on it. I'm curious why you don't prefer to use it.
Trakaan - Adventurers Guild Inc.  [author] 18 Feb, 2023 @ 9:46am 
updated for 2.4, no change ; Will update when the chaos dwarves are here and will try to do a big update with new content one or two weeks after that.
Trakaan - Adventurers Guild Inc.  [author] 10 Feb, 2023 @ 4:29am 
should be
Nighon 9 Feb, 2023 @ 2:41pm 
Hi, is it still working ?