Total War: WARHAMMER III

Total War: WARHAMMER III

Skaven Settlements: AI Use Under-Cities
60 Comments
Acephelos  [author] 25 Mar @ 3:40pm 
The latest update fixes an issue that prevented the game from starting as of game update 6.1.
WitcherHammer 19 Feb @ 8:51am 
@Acephelos thx
Acephelos  [author] 19 Feb @ 7:29am 
@WitcherHammer - Yes, exactly as you guessed. Without MCT you're stuck with default settings. Though I will say I've played multiplayer games with this mod and MCT without issue.
WitcherHammer 19 Feb @ 7:10am 
MCT usually causes issues in multiplayer on itself. Will this mod work without MCT? I guess it will but without ablitity to change some parameters which is fine by me.
Acephelos  [author] 12 Dec, 2024 @ 2:15pm 
Updated the mod for update 6. No changes seemed necessary.
Shepherd Sean 8 Dec, 2024 @ 8:35pm 
Huh, didn't even think about this for the skaven, very cool! Thank you!
Acephelos  [author] 1 Nov, 2024 @ 1:37pm 
@Not_My_Spiderman - This should work with all AI mods, as this doesn't actually use CA's AI system. Instead, my code determines what buildings the AI Skaven factions build in their under-cities. If the Skaven AI decides to build something else, my code will deconstruct the building, refund their resources, and build what it thinks should be there instead.
I Have No Enemies Brother 1 Nov, 2024 @ 1:08pm 
@Acephelos

Would you happen to know if your mod would work together with Hecleas AI overhaul or conflict?
Acephelos  [author] 31 Oct, 2024 @ 3:12pm 
Updated the mod for update 5.3. No changes seemed necessary. Let me know of any new issues I missed.
Acephelos  [author] 20 Aug, 2024 @ 8:55am 
Updated the mod for update 5.2. No changes seemed necessary.
Acephelos  [author] 20 Jul, 2024 @ 2:38pm 
I've fixed a bug where certain MCT settings wouldn't lock in a multiplayer campaign. This did not prevent the mod from working. Let me know if you notice any issues I missed.
Acephelos  [author] 5 Jul, 2024 @ 3:21pm 
@.Dog with a Hat on the Nose. - Yes.
.Dog with a Hat on the Nose. 5 Jul, 2024 @ 1:26pm 
Does this work for multiplayer?
Acephelos  [author] 25 Jun, 2024 @ 6:13pm 
I've updated the mod for update 5.1. No changes seemed necessary.
Acephelos  [author] 2 May, 2024 @ 10:17am 
Yup. I updated the mod for 5.0. No changes seemed necessary. It should have the green check-mark in the vanilla launcher, and the date the mod was last updated was after 5.0 patch released.

I decided not to spam everyone with a notice that I updated the mod for 5.0.
sigmars_disciple 1 May, 2024 @ 9:26pm 
Ready for 5.0 as well, I take - I assume this here might be territory where CA is unlikely to "wilder"? Thx <3
Acephelos  [author] 12 Mar, 2024 @ 5:46pm 
I forgot to mention that this shouldn't impact other mods using the API, but it wouldn't hurt for API users to be aware of the changes in this update.
Acephelos  [author] 12 Mar, 2024 @ 5:45pm 
I've released the new update. I made it to turn 120 multiple times without issue, so it looks like it's ready. There should be a slight performance increase, some bug fixes, and slightly improved "AI" for this.

I recommend a new campaign for this update, but it might not be necessary. Of course, if you don't start a new campaign and run into issues, you should start a new campaign. Full change notes here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2918137037

Let me know of any issues I may have missed in my testing.
Acephelos  [author] 9 Mar, 2024 @ 3:54pm 
PSA: I've noticed some room for improvement with this mod, and along the way I've found some bugs, and room for even more improvement. Hopefully I'll get it all sorted out soon-ish, but I wanted to let everyone know ahead of time that the next update will require a new campaign, unfortunately.
Acephelos  [author] 22 Feb, 2024 @ 8:29am 
@Ero-sennin - Thanks <3

Also, I've Updated the pack for patch 4.2. No changes seemed necessary, but let me know of any issues.
sleepyHase 19 Feb, 2024 @ 5:28pm 
thanks! super great mod, especially with your expand the under-empire mod!
Acephelos  [author] 19 Feb, 2024 @ 4:59pm 
@Ero-sennin - It looks like it was a timing issue with player-owned under-cities, they'd be seen as unfit for any templates and then stuck in limbo, never to be touched again. I've fixed it in the last update, so it shouldn't be an issue for new campaigns going forward. I also fixed a bug with enabling or disabling under-buildings via the MCT menu when in a campaign.

Thanks for reporting it.
sleepyHase 19 Feb, 2024 @ 2:45pm 
oh forgot to add aha, no mention of the k8p under-city in the logs so i can only assume you only apply a template when a faction gains an under-city and don't check for ones that they begin the game with
sleepyHase 19 Feb, 2024 @ 2:43pm 
yeah i checked the logs and a bit of the script. the player under-cities definitely are working, it just seems to be the one queek starts off with under k8p that doesn't work, although its not that much of an issue cus it starts off with a tier 5 warren which youd definitely want to keep and youre gonna be taking the settlement hopefully within like 15 turns anyway
Acephelos  [author] 19 Feb, 2024 @ 9:57am 
@Ero-sennin - That's my bad, I forgot to go back and make sure it would work for player under-cities. That was a last minute thing that I forgot to check.

If you want to be sure it's working, I'd recommend enabling logging, if it isn't already, and looking at the log file. It provides a clear timeline of what happens where for the majority of under-city management.

I'll take a look at the player option when I get a chance.
sleepyHase 17 Feb, 2024 @ 5:08pm 
heya, this doesnt seem to manage an undercity that a faction starts off with, like k8p for queek. specifically i was playing as queek and had the mct setting on that allowed it to manage player undercities and it didn't do anything with it, nor after deconstructing what is already built there
Badb 15 Feb, 2024 @ 5:46am 
Thanks for this mod !!
sleepyHase 31 Jan, 2024 @ 2:25am 
amazing mod, and amazing api documentation. makes me wanna make a massive undercity overhaul just so i can make like 50 different templates with really specific conditions lmao
Acephelos  [author] 30 Jan, 2024 @ 11:44am 
I've updated the mod and API documentation with a change to the API function names, to prevent potential conflicts with global functions in other mods.
Acephelos  [author] 22 Jan, 2024 @ 9:15am 
I've provided the Lua API documentation for this, it's intended for other mod authors:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2918137037/4130431211658075330/

I'll be updating this mod page later as well.
Acephelos  [author] 21 Jan, 2024 @ 3:49pm 
I finally finished the complete rework of this mod I promised about a year ago or so. Overall the new system is superior, and allows for other mod authors to make their modded buildings available for this mod to use, via under-city templates added by API, if they choose to do so.

I'll post a guide on how to use this mod's API a bit later, but I feel the code is fairly well documented if someone doesn't want to wait.
Acephelos  [author] 21 Nov, 2023 @ 10:34am 
I've updated this for patch 4.1. No changes seemed necessary. Let me know of any issues. Someday I will come back to this and polish it up. Someday.
Acephelos  [author] 31 Aug, 2023 @ 11:27am 
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?
Echo 23 Jul, 2023 @ 8:17am 
Awesome, thanks!
Acephelos  [author] 23 Jul, 2023 @ 8:01am 
@Echo - This current version does not affect endgame crisis under-cities, but the new version will include them. Both versions will dismantle under-cities that are no longer appropriate for the settlement they're under.
Echo 23 Jul, 2023 @ 1:01am 
Thanks. I have another question: does this mod or any of its associated mods change the way undercities are spawned during the Vermintide end-game crisis?
Since I've had the experience of having my vassal skavens spawning undercities under my own cities (with the warp bombs and army spawner buildings as well), which shouldn't be the case since we are not hostile or at war with each other.
I think that's just a bug in the vanilla script, but wondering if I could use this mod as a fix.
Acephelos  [author] 22 Jul, 2023 @ 4:02pm 
@Echo - Yes, the current system (and the new one not yet released, but soon) ensures that discoverability buildings are built before other buildings.

The next update is nearly done and will improve on this as well as allow other modders to create their own templates the AI can use for under-cities, and integrate any custom under-buildings their mods may have.
Echo 22 Jul, 2023 @ 2:06pm 
I think this is a nice idea, but have you included any detection chance reduction buildings in those templates? I find that without those (as a player would build), the AI just gets its undercities destroyed before they can complete the main building.
Acephelos  [author] 19 Jun, 2023 @ 6:04am 
@Viagrapancakes - It should not need an update, but it you have doubts or want to be sure, you can turn on logging with MCT and look at the log file to see what the sneaky Skaven might be plotting.

I am working on a somewhat significant update that restructures how the logic works to allow for an API though. Doing so would let other modders add custom buildings and templates to this mod for the Skaven to use.
Viagrapancakes 19 Jun, 2023 @ 5:06am 
Does this mod need an update after 3.1?
Acephelos  [author] 30 Apr, 2023 @ 8:15am 
This update adds (optional) MCT integration, allowing you to disable the special buildings and adjust the chances they'll be used.
Acephelos  [author] 23 Apr, 2023 @ 10:51am 
Ok, I've updated the mod so that it should no longer cause desyncs in multiplayer. Please let me know if you have any issues.
Acephelos  [author] 23 Apr, 2023 @ 7:31am 
I think I've finally realized why some of my Skaven mods are causing desyncs in multiplayer (it's been months since I've played multiplayer) so I'll try to get that fixed as soon as I have time.
Acephelos  [author] 22 Apr, 2023 @ 9:25am 
I've updated the mod to prevent the AI from deviating from the under-city templates this mod provides. This should improve the quality of the AI's under-cities.
Lickher_ish 9 Apr, 2023 @ 9:59pm 
oh that might of been my script problems in my last game 50 turns in
Acephelos  [author] 9 Apr, 2023 @ 10:10am 
@ Lickher_ish - Yeah, when the AI used the special warlock engineer to create the special Warlock Lab building. It wouldn't crash the game, but it would stop all scripts from working until after the next battle or savegame load, so it's almost worse than a game crash, in my opinion, because it's quieter and more destructive.
Lickher_ish 8 Apr, 2023 @ 8:14pm 
There was a script crash?
Acephelos  [author] 8 Apr, 2023 @ 4:17pm 
This last update addressed an uncommon bug that would cause a script crash. As usual; let me know if anyone has any issues.
Acephelos  [author] 20 Mar, 2023 @ 5:52pm 
I've released the next update, it should improve performance and allows the AI to restructure their under-cities as the settlements above come under new ownership. This should be multiplayer compatible, but I've not had the chance to test it yet.

For the best experience I recommend starting a new game, though it's not necessary.