Total War: WARHAMMER III

Total War: WARHAMMER III

Skaven Settlements Expand the Under-Empire
146 Comments
Ooh-la-la, It's GAGA!! 7 Jul @ 4:28am 
Very cool idea of a mod, i wish it would work with monogod chaos factions too, one look at slaanesh city and boom, seduced!
Acephelos  [author] 6 Jul @ 6:31am 
@Gingusa - It should, if you enable the MCT setting that allows under-cities to expand to regions you own.
Gingusa 6 Jul @ 3:40am 
does this work with control your own criminal underbelly
Acephelos  [author] 20 Jun @ 7:56am 
@PhazezGova - It does not. It probably won't need an update after the DLC releases either, but I'll check it anyway when the time comes.
PhazezGova 20 Jun @ 7:41am 
Does the wonderful mod need an update? :)
Acephelos  [author] 14 Jun @ 3:04pm 
@JazzMonk - I think I've found the problem. I've updated the mod. Sorry about that, and thanks for reporting it.
Acephelos  [author] 14 Jun @ 2:53pm 
@Dairak Logrus - Load order doesn't matter.

@JazzMonk - Could you send me the error in the log? Message me on Steam, Discord, or drop it here if you like/can.
JazzMonk 14 Jun @ 2:47pm 
I'm getting a script break from this update. Wasn't there yesterday. Love this mod!
Dairak Logrus 14 Jun @ 10:56am 
Ace Core Library need upper then your mod or down
Acephelos  [author] 14 Jun @ 8:57am 
This latest update to the mod un-limits AI under-city expansion, and adds a new MCT setting for compatibility with other mods. Everything seemed to work fine in my test, but let me know if you run into any issues.
jude 30 May @ 11:54am 
ahh my crashes were caused by that sea lane/caravan bug in a few diff mods. usually dont even check those cos theyre so regularly updated. rip scm marienburg i love fighting those guys
jude 30 May @ 11:38am 
thanks for the reply. yeh thats what im about to do now. annoyingly i think it only happens after a long manual battle (aghhh) restarted my campaign sooo many times.
Acephelos  [author] 30 May @ 10:33am 
@jude/bambo (lord of the pings) - I took a look at that mod, and I didn't see any hard incompatibilities that would cause a crash. I think some of the Skaven clans use custom settlement buildings, which would mean they wouldn't get the benefit from this mod though.

This mod just adds the vanilla under-city expansion effect to the vanilla settlement buildings. I'm fairly confident this mod and the under-cities survive razing mods aren't an issue. But, if Strat's mod uses custom under-city buildings, it may be incompatible with the AI use under-cities (AIUC) mod, without Strat sending the new buildings to the AUIC system first.

I recommend dividing your mod list in half over and over again until you isolate the problematic mod(s).
jude 30 May @ 6:51am 
hello, i was wondering if anyone knows if these under empire mods by Acephelos are compatible with Stratovarius' skaven clans mod? i can't tell if that other mod makes changes to the under empire.
i've been getting crashes after settlement battles (hate those consistent crashes - takes so long to figure out which mod is causing them. have to go to like turn 10 each time just to test ahhhghgh)
flameshroud 25 May @ 6:47am 
nooooo, just finished a skeven campain, curse you! :D
Acephelos  [author] 24 May @ 10:39am 
Today's update reworked the mod entirely, with several fixes and improvements, as well as new features. The update should be save game compatible. The colonizing of ruins was moved to my Under-Cities Survive Razing mod, and the two mods work together nicely.
Acephelos  [author] 1 May @ 11:17am 
@flameshroud - Thanks for the report. Hoping to have time to update this within the next month or so.
flameshroud 1 May @ 6:15am 
alright, got a crash that is probably this mod. got the dilemma if i wanted to take an adjacent ruin and the game crashed directly after clicking the option
DingoEatingBaby 15 Apr @ 11:44pm 
Alright, looks like the beastmen bloodgrounds are to blame. Scarbrands other devastated settlements have timers and seem to be working as intended. And the ones in the bloodgrounds area sticking around might be intentional as well. But they should probably have the normal bloodgrounds symbol.

If i get a chance to colonize another devestated scarbrand settlement via this mod, i'll update.

For anyone else struggling with this issue, i just reloaded the save and used PJ's console command to take the region.
DingoEatingBaby 15 Apr @ 9:39pm 
The Khuresh mod I saw on Lorebeards? I've been hoping for some news, a teaser sounds awesome!

I'm just gonna be careful clicking on those settlements while i deal with skarbrand and the beastmen. They had to go anyways. I'll update if i notice anything that might help figure out the cause, and whether or not the issue is a softblock or hardblock.
Acephelos  [author] 11 Apr @ 3:53pm 
@DingoEatingBaby - Thanks for the report. I wouldn't be surprised if there was an issue with Devastation or Blood Grounds now. I'll try to move these Skaven mods up in my ToDo list. I messed up and got sucked into helping with the Khuresh teaser mod, which has monopolized my time for the past few months now.
DingoEatingBaby 11 Apr @ 11:50am 
Just had a crash almost certainly resulting from this mod. Under empire spread and gave me the event to colonize an abandoned settlement. I pop over to see the settlement and it's been devastated by scarbrand. I clicked on it to see if it was just a graphical bug, but the game crashed immediately =/

Theres no timer on the devastation either. Disabling the mod and passing a turn does not open them up. It could be because Morghurs beastmen faction control one region in the province, but IIRC the bloodgrounds preventing colonization has a special tooltip? Or maybe that was a pre beastmen rework thing. I'll try to expand over there and figure out whats up next time i play.
Blue 27 Mar @ 10:25am 
thanks for updating! :D
Acephelos  [author] 26 Mar @ 2:28pm 
@Dogruler - The Skaven warlock engineers can place under-cities under allied settlements, but it'll count as a hostile action. The same should/could be true of the pirate coves, but I'm not familiar with the Vampire Coast. Last I checked, the game won't let you target settlements you own, however.
Dogruler 26 Mar @ 2:22pm 
kinda irrelevant to this mod, but is there a way to make it so you can do the hero action to put undercities and pirate coves under allied settlements?
Acephelos  [author] 25 Mar @ 4:01pm 
The latest update fixes an issue that prevented the game from starting as of game update 6.1.
Acephelos  [author] 18 Mar @ 5:52am 
@Gingusa - You can turn on logging, and send me the logs on Discord if you'd like. You can also try reloading the campaign. There are probably some new bugs since the last major game update that I haven't had time to address yet.
Gingusa 18 Mar @ 3:34am 
not sure the cause since i have quite the number of mods or if its an issue with me confederating the other rats cuz it was working before hand in the same campaign but now anytime i try to claim ruins with the pop up i get the red cross of death
Zotz 15 Feb @ 9:26pm 
Appreciate it, thanks for the great mods!
Acephelos  [author] 15 Feb @ 7:00am 
@Zotz - This mod predates the Devastated Ruins mechanic so there might be (probably) an issue there. I'm still working my way through all my mods to update them.
Zotz 15 Feb @ 1:06am 
I think I found a bug with how razed settlements act, specifically when there's a call for the skaven to claim or leave a nearby ruins. I've also had Devastated Ruins never clear, I'm very positive it should have by now. I'm not 100% it's from this mod, but I strongly suspect it is
Acephelos  [author] 15 Jan @ 6:08am 
@Phukface - I think so, I haven't tried it yet. I don't see a reason why it wouldn't since nothing in the mod is specific to the vanilla campaign map. Unless that mod changes vanilla scripts.
Phukface 14 Jan @ 2:38pm 
I'm not sure if it's been asked but would this work with The Old World mod? I figure it would but wanted to ask to make sure
Acephelos  [author] 5 Jan @ 8:12pm 
@Shatilov - I think I understood you correctly the first time. Just to be extra clear; none of my mods should allow the Skaven to occupy ruins sealed/locked by the Beastmen rituals. I specifically coded my mods to respect the Beastmen ritual. However the recent change CA made now requires I check my mods again to ensure the sealed ruins are still respected, and not expanded into and/or colonized. Again, thanks for mentioning it.
Shatilov 5 Jan @ 6:58pm 
I also want to add, that the Skaven AI builds nothing in these cities, asif they never occupied them.

The cities remain in ruins less than level 1.
Shatilov 5 Jan @ 6:06pm 
I stand corrected, to be clear, the skaven cant occupy them.
Sorry for the miss information.

They are able to "expand" to them through this mod, and "occupy" them through other mod undercities_survive_razing

It would be good idea to add an MCT option for this to both mods.

by lowering the % to noticed that the ruins are no longer being occupied by the skaven.
Acephelos  [author] 5 Jan @ 5:54pm 
@Shatilov - In my opinion, no one should be able to colonize ruins sealed by the Beastmen ritual. If it were up to me, I'd prevent the Tomb Kings and Khorne factions from doing so as well.

I still plan to prevent my Skaven mods from colonizing ruins sealed by the Beastmen ritual, but I could probably turn that into an MCT setting, that way everyone can have it the way they like.
Shatilov 5 Jan @ 5:47pm 
Its a vanilla feature not issue,

Skaven can settle Beastmen ruined cities but in return beastmen can see Skaven cities.

Khorne & Tomb King can settle the ruins of the beastmen through their rituals.

To combat this I lowered the chance to 5%. for lvl 5 settlements and 3% for lvl 3 minor settlements.

the above changes are my preferences, but a good balance overall when combined with your other undercities mod.
Acephelos  [author] 5 Jan @ 5:41pm 
@Shatilov - No, it's not supposed to. I had fixed that previously, but in one of the latest patches CA changed how that mechanic works for the Beastmen, so I'm guessing I need to fix it again. Thanks for letting me know.
Shatilov 5 Jan @ 4:31pm 
is it supposed to allow the skaven to settle ruins that the Beastmen had done Ritual for.

Is this a vanilla thing? because it totally counters the Beastmen ritual.
Acephelos  [author] 12 Dec, 2024 @ 3:20pm 
Updated the mod for update 6. No changes seemed necessary.
Acephelos  [author] 26 Nov, 2024 @ 6:03am 
@famlygy - If you could send me the save file via Discord it would be easier for me to look into it.
famlygy 25 Nov, 2024 @ 6:52pm 
Hey there! Love the mod, but I've noticed during my latest Moulder campaign that answering "yes" to the claim ruins dilemma consistently leads to a CTD. The only mods I have affecting under-cities are this one and your other one that lets them survive razing.
Acephelos  [author] 13 Nov, 2024 @ 6:43am 
@Phukface - It looks like it should work. Just keep in mind that the code won't let under-cities expand to settlements you own by default, this is true in both mods as far as I can tell.

Also, if you're using my AI Use Under-Cities mod, the AI won't use any of the new buildings that mod introduces, not without another mod, or the mod author, using the API to add the new buildings to that system. If you're not using my AI Under-Cities mod then you can just ignore this entire paragraph.
Phukface 12 Nov, 2024 @ 5:05pm 
Since this only touches the main settlement building would this mod play well with this:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3211596577

I'm loving these mods and the extra options playing with Skaven
purpleV 1 Nov, 2024 @ 7:00am 
First campaign with it, playing TOW mod started today after 5.3 release, works perfect and is a pleasure to play!
Acephelos  [author] 31 Oct, 2024 @ 3:31pm 
Updated the mod for update 5.3. No changes seemed necessary. Let me know of any issues I may have missed.
silly goose 28 Oct, 2024 @ 4:15am 
absolutely agree!!
Rustic Clover 14 Oct, 2024 @ 12:54am 
Agreed with Winterwolf, one of the best ways to make AI more challenging is to actually implement them using the same mechanics the player gets to use, in one way or another. It makes fighting each faction more unique rather than just flavoured doomstacks at best.
Winter 17 Sep, 2024 @ 6:59pm 
Thanks for the mod & for mentioning that the AI benefits. I like AI having access to thematic features. To me that's a good way to increase difficulty instead of boring stat bonuses. :steamthumbsup: