Total War: WARHAMMER III

Total War: WARHAMMER III

War of Attrition - Reduced Replenishment
131 Comments
Cerb  [author] 30 Jul @ 8:48pm 
Fixed rangers pouch, though it was character only
Cerb  [author] 30 Jul @ 5:18pm 
Yep, AI does have a few extra % replenishment since theyre not as good at making the right buildings/taking the correct skills, but it should only be about 3% at most.
Dean Winchester 30 Jul @ 4:42pm 
Thanks. Does this impact both the player and AI?
Cerb  [author] 30 Jul @ 1:37pm 
There are some very slight upkeep changes, for units that have higher or lower replenishment. Single entities get 12% replen boost, so cost 12% more upkeep, most other units are -4 to 4 upkeep change based on their rarity, with common, high replenishment units costing slightly more.
Dean Winchester 30 Jul @ 10:41am 
Does this mod impact upkeep costs? One person mentioned something about the AI paying less upkeep a few pages back.
Cerb  [author] 30 Jul @ 3:05am 
Yeah its probably just something thats slipped through, ill address the rangers pouch and see what i can find
Lolage 30 Jul @ 2:36am 
Hey Cerb, thanks for the mod! Currently giving it a first try and while my armies are clearly replenishing very slow at about 5% in encampment(playing Dwarfs) the AI does not seem to have this effect applied. Currently seeing a greenskin army with a 30% replenishment rate across all units. The army has no heroes, a lvl 2 lord (so no buffs there), and is standing in their broken province with a city without replenishment buildings. Wondering if this is intended or there might be a mod conflict? Not running anything else that affects replenishment.

Also small note, for Dwarfs, the Ranger's Pouch you can craft in the Forge still gives +15% replenishment, at least according to the tooltip.
Cerb  [author] 26 Jul @ 2:13am 
Yeah I believe thats a mod conflict, should be 5% constant
Omnplayer 24 Jul @ 2:27pm 
I noticed that Malakai's encamp stance seems to still have og replenishment. Could be a mod conflict though
Cerb  [author] 22 Jul @ 6:45pm 
Added 4% constant replen to replen post battle option
Cerb  [author] 9 Jun @ 2:43pm 
Yep exactly that, good luck though, will change the balance a lot
VC 9 Jun @ 5:09am 
HI Cerb, Im interesting in reverting the recruitment costs back to normal whilst still using your mod. Would I change the edits to the Campaign_diifculty_Handical_effect_tables? i.e. change the -50 back to 0? Thanks
MartialDoctor 31 May @ 9:18pm 
Alright, I see your point. Thanks for the explanation.
Cerb  [author] 31 May @ 3:06pm 
The recruitment cost is lowered so that you can more easily replace units after merging, so that youre spending a similar amount overall on recruitment to the base game, but its more spread out over time. I initially didnt include it and it made it quite difficult to recruit new troops consistently to continue a push for example, pushing towards people playing a very static, waiting game of allowing troops to replenish naturally, when i wanted people to merge and recruit new troops to fill in the gaps in their army.
MartialDoctor 31 May @ 9:01am 
Great mod here! I am really enjoy using it.

However, I'm not sure why you reduced the cost for recruitment. The other changes I understand but I don't quite understand the reason for that.

Care to elaborate?
Cerb  [author] 2 May @ 4:23am 
Game wont realistically calculate half percentages, but they will stack to form full percentages. Ill look over the useless nodes and adjust, cheers for the feedback
Ivrain 2 May @ 2:55am 
The main drawback that I noticed is the "useless" effects that occur here and there in the form of "increases replenishment by +0%".

Does the game not see small fractions, or are they really reduced to 0?
Didn't they look nicer at least +0.5/1/1.5%?
Cerb  [author] 1 May @ 1:20am 
if you see an ai army still replenishing too high (i.e. like 25% or so) let me know which faction and ill look into it
Andoros 30 Apr @ 11:01pm 
Ok thanks
Cerb  [author] 29 Apr @ 2:11pm 
Updated, the cheats they gave the AI hadnt been mitigated
Andoros 29 Apr @ 10:41am 
Does the mod need an update? Will the AI ​​be affected? It seems to me that the AI ​​isn't affected.
Cerb  [author] 28 Jan @ 4:17am 
Good luck mate, hope you enjoy :)
Harbinger 28 Jan @ 4:12am 
Yeah you are right, i did not considered that. Good work really, i'm about to test some of the mods deeply. Thanks again!
Cerb  [author] 28 Jan @ 4:06am 
Ive thought about it, but it would mostly just add more work, since id need to update it individually on top of all the separated mods - i think keeping them separate allows everyone to customise their experience to their own preferences, but ive got my collections for the complete cerb experience :)
Harbinger 28 Jan @ 3:55am 
Hello Cerb and thanks for all your contributes in making a more fun and realistic gameplay! Have you ever considered to put your mods into a single one, comprehensive of campaign and battle changes?
Cerb  [author] 3 Jan @ 1:05pm 
This is a bit higher -replenishment in general, it isnt just a flat reduction overall. I.e. at the lower end it goes from about 10% to 6%, but at the max end it goes from ~50% to ~20%. It's also a lot more finely tuned, and with a lot more additional balance changes such as slightly upkeep changes for units that replenish faster/slower than normal, and post battle options that give different bonuses to make up for the lower replen.
hary.keogh 3 Jan @ 3:17am 
Hi. How does it compare with Realistic Replenishment (-50%)?
Cerb  [author] 24 Oct, 2024 @ 1:32pm 
Not without a ton of scripting, whch would make the game much more unstable sadly
srtosco 24 Oct, 2024 @ 7:58am 
Honestly I´d like a version that would work somewhat like medieval 2, like needing the building to replenish instead of having to merge and disband, maybe having low replenishment like this mod as regular but having something closer to normal in settlements with level 1 barracks for dwarf warriors for example, and having a pool that would make replenishment higher until the pool is emptied.

No idea if something like that would be possible
Cerb  [author] 23 Sep, 2024 @ 3:18am 
Found and fixed, sorry for the wait
Notthebeegees 15 Aug, 2024 @ 12:38pm 
It's the standard hero replenishment skill.
Cerb  [author] 14 Aug, 2024 @ 6:25pm 
Sorry, is that a skill? a trait? i likely missed something if it has that much, could you give more information please? :)
Notthebeegees 14 Aug, 2024 @ 3:51pm 
Why is wargor giving +8% replen base? I don't even understand how that's possible when every other hero is giving the intended amount.
Cerb  [author] 25 Jul, 2024 @ 4:29pm 
Also that mod will make the game extremely easy, to the point of why even bother, but thats me personally.
Cerb  [author] 25 Jul, 2024 @ 4:28pm 
It wouldnt conflict, but honestly the changes made by that mod arent what i would consdier good. AI needs attrition resist because they cant work out how to avoid it, for example, and will just send army after army to their death via attrition in an endless cycle without it, for example. Among many other issues.
I Have No Enemies Brother 25 Jul, 2024 @ 11:12am 
@Cerb

I use all of your campaign mods. Would the following mod conflict with this specific attrition matters mod? I thought I saw some over lap but I believed it to be very minuscule that I wouldn't think it would impact game play by "too much".

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2926591990
Cerb  [author] 3 Jun, 2024 @ 8:49pm 
I think i found whats causing it, doesnt seem to have any errors played until turn 5 with both of the mods active
Cerb  [author] 3 Jun, 2024 @ 7:53pm 
I do not, only used debugger/script logging and seemed fine, ill check it out, thanks :)
hortanium 3 Jun, 2024 @ 6:09pm 
I have found the script log that was generated by the WH3 mod manager. Is there a way I can send it to you? The cause appears to be trying to reference a garrison commander that doesn't exist.
hortanium 3 Jun, 2024 @ 5:57pm 
start of the second turn with the update. Happened at the end of first turn before that. Any chance you have the context viewer option checked in your game? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3081952033
Cerb  [author] 3 Jun, 2024 @ 5:30pm 
Yeah sorry, dont see any x's popping up, is it a specific turn that it happens?
hortanium 3 Jun, 2024 @ 5:29pm 
I've unsubscribed and resubscribed to the mod and validated the game files. Still gets a script break with caravans of the old world and also a script break occurs when using only this mod. No idea why. At this point, if you don't see the big red x on your end, something is just wrong with my game. Thank you for trying to figure it out.
Cerb  [author] 2 Jun, 2024 @ 6:26pm 
Should be fixed now, you may have to force redownload the mod to get the changes
Cerb  [author] 2 Jun, 2024 @ 5:54pm 
thanks :)
hortanium 2 Jun, 2024 @ 5:49pm 
yes, the only other mod is one to disable into movies, which doesn't have any scripts when I checked in RPFM
Cerb  [author] 2 Jun, 2024 @ 5:32pm 
this is specifically with the mod old world caravans on too? ill check it out
hortanium 2 Jun, 2024 @ 5:28pm 
Looks like I'll have to have some fun creating new lord effects.

Sadly the script break still appears to happen. As soon as I end the first turn, the big red "X" pops up. Unfortunately, my ability to diagnose script errors is poor, at best.
Cerb  [author] 2 Jun, 2024 @ 4:59pm 
Youd need to give the caravan masters an effect that increases replenishment for their specific army. Which would require a submod being made for old world caravans essentially.

The script break should be fixed now, i just updated it a few mins ago, let me know if it still happens :).
hortanium 2 Jun, 2024 @ 4:54pm 
I really like this mod but it does not play nice with Old World Caravans. It runs, but causes a script break. In my case, I delete the garrison replenishment script which sorts that out. The major issue, is that caravan replenishment is massively nerfed and I can't figure out how to edit the files to adjust this. As Bretonnia, once the caravan returns home, it replenishes 1 men at arms per turn and does not replenish knights at all. When the caravan comes out on friendly territory on the first turn of a dispatch, replenishment is normal. Do you now what needs to be edited to make caravans replenish after returning home?
Cerb  [author] 25 May, 2024 @ 2:51pm 
<3 thanks mate, appreciated