Total War: WARHAMMER III

Total War: WARHAMMER III

Under-Cities Survive Razing
86 Comments
hansjp 1 Jul @ 11:22am 
@acephelos Thank you for confirmation.
Acephelos  [author] 30 Jun @ 12:38pm 
@hansjp - The mod should still work. I check it wherever there's a major update. The next check will be for update 7.x when the next DLC releases.
hansjp 30 Jun @ 12:18pm 
Is this mod playable with the latest game update? My Mod console/window claims it is "outdated".
Acephelos  [author] 15 Jun @ 5:23am 
@officialaziztv - Just tested this with all my other Skaven mods enabled, and the under-cities seem to survive razing without issue. Many Skaven died in the testing process. You might save your game and run some more tests of your own, maybe it was an isolated incident?
officialaziztv 14 Jun @ 8:35pm 
as of today, undercities seem to be being destroyed upon razing :(
LOn3 24 May @ 11:10am 
@Acephelos thanks :steamthumbsup:
Acephelos  [author] 24 May @ 10:20am 
@LOn3 - No load order required. The mod sorts that out itself.
LOn3 24 May @ 9:47am 
Does this mod require a load order? like for example does it matter if its all the way at the bottom of my mod list or no?
Walkabout 23 May @ 5:35pm 
Thanks for the heads up
Acephelos  [author] 21 May @ 3:14pm 
Just a heads up, I've reworked this mod in the next update with several improvements and fixes, but it will likely break your saved games that were using this mod. Sorry. ☹️

The biggest change is that it will require a new core mod of mine that will be the backbone of my mods going forward, which will allow me to update multiple mods at once.

I'll release the update and update the mod page this Friday. I just wanted to give everyone some notice first.
Acephelos  [author] 25 Mar @ 4:05pm 
The latest update fixes an issue that prevented the game from starting as of game update 6.1.
Acephelos  [author] 20 Mar @ 6:32pm 
@Blue - This particular mod would probably be fine to do that with, but not the others. Unfortunately porting stuff back to WH2 is a slippery slope. I don't want people to expect more of that from me because it effectively doubles my workload. (Which I'm already incredibly behind on.) It's not as simple as copy/paste in many cases; most of the time I'd have to recreate the mod from scratch.

Ideally a modder who still supports WH2 would port this over for me (for you).
Blue 20 Mar @ 1:36pm 
Can you upload this to Warhammer 2?? please ;-;
Acephelos  [author] 12 Dec, 2024 @ 3:23pm 
Updated the mod for update 6. No changes seemed necessary.
Acephelos  [author] 31 Oct, 2024 @ 3:38pm 
Updated the mod for update 5.3. No changes seemed necessary. Let me know of any issues I may have missed.
armityle 4 Oct, 2024 @ 1:20am 
I see, but thanks anyway
Acephelos  [author] 3 Oct, 2024 @ 1:12pm 
@armityle - I'm sure it's possible but I'm behind on my mods at the moment, so I won't have time to look into doing so for the foreseeable future, unfortunately.

My current problem is that I don't have enough time to maintain the mods I've already released, or planned to release, so I can't afford to add more mods into the mix right now.
armityle 3 Oct, 2024 @ 7:54am 
Thank you for the mod and your hard work. Could you make a same mod for Vampire Coast?
walk_the_max_planck 26 Aug, 2024 @ 5:10pm 
Thank you very much!
Acephelos  [author] 26 Aug, 2024 @ 5:41am 
@walk_the_max_planck - The AI will always occupy when they would be presented with that dilemma.
walk_the_max_planck 25 Aug, 2024 @ 6:52pm 
Hi! Thank you for the mod and your hard work. I use and am enjoying all 3 of your Skaven mods. That said, I'm wondering if AI Skaven benefit from the occupation dilemma? I've never really looked into it and never really noticed. I'm just starting a new campaign, so I'll look at the logs, but i figure it's a good backup to ask you directly.
Acephelos  [author] 20 Aug, 2024 @ 2:41pm 
Updated the mod for update 5.2. No changes seemed necessary.
Acephelos  [author] 19 Jul, 2024 @ 11:49am 
I've updated the mod to address a bug with certain MCT settings not locking in multiplayer campaigns. Let me know if you encounter any new issues I may have missed.
Acephelos  [author] 25 Jun, 2024 @ 6:23pm 
I've updated the mod for update 5.1. No changes seemed necessary.
Acephelos  [author] 23 May, 2024 @ 3:43pm 
@Obisam - Very weird. This mod doesn't mess with any of those buildings or resources, so I'm not sure how that's happening. I'll see if I can recreate the issue in my next Skaven campaign. It could also be the result of another mod interacting with this one in an unforeseen way.
Obisam 23 May, 2024 @ 3:09pm 
Well what I'm saying is that, for example, I have an under settlement producing 2 food and consuming 2 food. But in my food statistics it says it's consuming 3 food. And when I try playing without your mod it's working again properly.
Acephelos  [author] 23 May, 2024 @ 3:06pm 
@Obisam - I haven't run into the issue you're seeing yet, and I'm not entirely sure I understand the problem, but I think I do. I suspect what you're seeing the a limitation of how the vanilla under-city buildings work; some building effects won't work unless the settlement is not a ruin.

So I suspect that the buildings under the ruins aren't actually providing as much food or income as advertised. It could probably be fixed, but doing so would actually be a separate building mod, which is actually outside the scope of this mod. Doing so in this mod would cause compatibility issues with other mods.

That said, I could be wrong in my estimation of what you're seeing. I'd keep what I said in mind though as you continue to play, and see if that lines up with what you're seeing at all.
Obisam 23 May, 2024 @ 3:01pm 
While using your mod, the food and money consumption don't seem to work well. Even though my under-settlements are perfectly balanced, the food/money consumption always increase (as if it was counting twice when a ruin is getting colonized again). Could you fix it please?
Nobyl 22 Apr, 2024 @ 9:05am 
Thanks for fixing the issue. To confirm, it's working for me now.
CornetDeBiffles 22 Apr, 2024 @ 7:09am 
Goat :steamthumbsup:
Acephelos  [author] 21 Apr, 2024 @ 6:12pm 
Thanks for reporting it CornetDeBiffles and Nobyl. I've fixed it in this update and tested it, though it likely won't suddenly start working for under-cities that were already in razed regions before this update. Full change notes here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2914955087

Let me know of any further issues.
Nobyl 21 Apr, 2024 @ 4:03pm 
I don't think the occupation dilemma is working currently. I tested the mod on its own and the dilemma never pops up. Under-cities do survive the city being razed though.
CornetDeBiffles 10 Apr, 2024 @ 1:09pm 
@Acephelos - Nope, it doesn't. But i'm running multiple other mods that could be the cause of that issue. I'll work it out.

Nonetheless, the two that works for me are awesome ! Gud work
Acephelos  [author] 9 Apr, 2024 @ 10:33am 
@CornetDeBiffles - There are a lot of mods with that name. Does the one you're using extend the number of building slots in Skaven under-cities as well?
CornetDeBiffles 9 Apr, 2024 @ 2:44am 
Hi, i play with all 3 of your skaven mods and "Building Slot Extended". I don't if there is a compatibility problem, but the occupation dilema is no worky.
Acephelos  [author] 22 Mar, 2024 @ 6:59am 
@Sly - I actually can't think of a way to do that, I strongly suspect it's not possible. If it is possible it would be an AI mod affecting all factions, but that's not my area of expertise.

Regardless I don't think it would actually be a very lore-accurate mod, which is my preference. The Skaven believe they're a superior race and plan to dominate, enslave, and/or devour any other race once they're able to. Attacking their allies at some point is part of their plan.

Lore reasons aside, it also could create abusive gameplay where you plan to betray the faction later, but use you alliance, and its guarantee to keep your under-cities, as a means to smuggle vermintides and doomsday devices throughout their territory first.

So I guess not, sorry, lol.
Sly 22 Mar, 2024 @ 3:35am 
Hi Ace. Would you ever consider making a mod that makes AI allies unable to destroy your under cities? As it is, you can be allied with norsca (vermintide style) and they'll just destroy your under cities with no penalty or cost but keep all pacts. Like "bro I only dug a tunnel underneath you"
Acephelos  [author] 12 Mar, 2024 @ 5:32pm 
I've released small update. Let me know of any new issues I missed in my testing.
Sly 3 Mar, 2024 @ 8:24pm 
This is perfect!! Thank you
Acephelos  [author] 22 Feb, 2024 @ 4:40pm 
I've updated the mod for patch 4.2. No changes seemed necessary, but I took the opportunity to update how the MCT settings were loaded. Let me know of any issue.
Acephelos  [author] 19 Jan, 2024 @ 11:12am 
I've released a small update that adds a new MCT setting:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2914955087
Acephelos  [author] 22 Nov, 2023 @ 1:35pm 
I've updated this for patch 4.1. No changes seemed necessary. Let me know of any issues.
Acephelos  [author] 31 Aug, 2023 @ 11:54am 
I've updated this mod for patch 4.0, no changes seemed necessary. Let me know if you have any issues.
SEVEN GOON SESH 31 Jul, 2023 @ 2:32pm 
Commenting on all three of your mods but I have a question:

Currently I'm playing an SFO focused mod list. In Lustria (Originating from Oyxl, I think?) pretty much every province is stuck at 100+ Skaven corruption due to adjacent province modifiers- however the modifier is INSANE with the highest being +186 and the lower end being +16.

It's clear there's a weird negative-feedback loop happening right now. Since clearing out Skrolk doesn't stop the spread and it is only happening in Southern Lustria from what I can tell.

Aside from Moulders Meangerie/Zeppelin I don't have any other Skaven mods. (There's technically Singe's skaven units, but it's a UNIT mod.)

So I'm left to believe SFO + Skaven Settlements is having some issue together. Do you have any idea?
Acephelos  [author] 18 Jul, 2023 @ 6:00am 
@Wizard_ice - With my mods, I would consider it over-powered. Instead I'd recommend choosing which provinces to infect, that have under-cities.

This thread isn't really the place to discuss these things though. I'd like to keep this more on-topic if possible so as to not deter people from subscribing to the thread.
Wizard_ice 17 Jul, 2023 @ 10:58pm 
the scaven plagues will work as normal so there is a high chance for you to harm yourself in the process.
Wizard_ice 17 Jul, 2023 @ 10:57pm 
I just thought of a wonderful idea with the aspect of Steven plagues, skaven rituals and under cities mixed together... Once you activate said right it'll trigger a scaven plague in the cities that you have understudy in.

Just wondering about other people's opinions on it do you think it's overpowered underpowered. What do you think about it.
Acephelos  [author] 17 Jul, 2023 @ 12:28pm 
@NintenDoingIt™ - That's also probably possible, but balancing that sort of system would take time. I'd rather go the simple route and reduce the success chance agents have when scouting ruins. I'd probably base it off of Skaven corruption though. Lower corruption would mean the Skaven are less evident in my mind.

It's not something I plan to do though, at least not in the foreseeable future. Partially because the AI aren't fooled by the ruins, they know where all the Skaven settlements are.
NintenDoingIt 17 Jul, 2023 @ 10:56am 
Hi there! I just found this while starting a new Skaven campign, how about one where your under-cities that are placed in ruins have a chance of not being found instantly, based on some discoverability chance vs your building?

KR
Wizard_ice 13 Jul, 2023 @ 12:53pm 
@Eressea De Haran - That is a really interesting mod idea, I'd be curious to see how it will turn out.