Total War: WARHAMMER III

Total War: WARHAMMER III

Regular Cities for the Changeling
102 Comments
Ran 14 Jul @ 1:39pm 
I know it's maybe a complicated request/pipe dream, but would there be any chance of you making a version of this mod where the changeling instead can subjugate factions while establishing a trickster cult? E.g. the normal "vassalize" option on taking the last city except you also automatically get a cult in the vassalized settlement? Ideally would also allow you to feed your vassals once you have them. When trying this campaign I was quite frustrated that I had very limited ways to influence who would end up controlling the territory occupied by my cults. I feel like controlling factions from the shadows would be the perfect fit for the campaign/character
Nerevarine 1 Jul @ 1:39am 
I love you for this mod, finally can play the changeling as a normal campaign. I can confirm that not only the changeling can recruit multiple armies but makes huge empires too. Was playing as dwarves and the changeling had destroyed both the empire and the vampire counts and had a established a huge empire.
Paradux  [author] 29 Jun @ 11:40am 
As for the Changeling not building more than one army: I can confirm that he builds a lot of armies, so it must be something else that interferes
Paradux  [author] 29 Jun @ 11:36am 
@Valerian I am not sure, I'd have to check. I don't know, if I can access the default spreading logic, but I see what I can do
Valerian 20 Jun @ 2:02am 
does the expansion building work on own cities? So i have the cults in own cities with the expansion building (MCT on) and around the cults are only my own cities and the cults didnt spread.
Marakano 10 May @ 12:23pm 
Turn 34, Changeling has 10 settlements, those are more than Karl has. And it is awesome! I dont know what will be next, but i am nice with this for now, thanks.
Paradux  [author] 29 Apr @ 11:28am 
Thanks, I'll check it out
Ooh-la-la, It's GAGA!! 29 Apr @ 11:19am 
Nah, i aint using nothing that changes ai behavior ever since they "upgraded" ai
Paradux  [author] 29 Apr @ 11:16am 
That's strange. I'll have to do more testing then. Thank you for the info. Are you using other mods alongside this one?
I have definetly seen him recruit more armies in the past with this mod.
Ooh-la-la, It's GAGA!! 29 Apr @ 11:10am 
Well both, once he loses his army he can never recover
Paradux  [author] 29 Apr @ 10:50am 
@Ooh-la-la, It's GAGA!! you mean with this mod or without it? When I am using it, he seems to behave as expected. Default ai Changeling is indeed usually incredibly passive
Ooh-la-la, It's GAGA!! 29 Apr @ 9:23am 
Ai changeling is for some reason R tarded, he does not build and dont recruit
Nicole Belloubet 26 Mar @ 5:11pm 
Thank you so much for this mod. Finally I can play the changeling with a risk of loosing the campaign if I loose my cities. It was too broken.
Paradux  [author] 26 Mar @ 5:43am 
This mod no longer crashes the game on startup for 6.1.

I couldn't yet fix the issue with the scripts for the starting quest reverting on reload or manual fighting. For now the best solution is to autoresolve the first battle. You can lower the battle difficulty just before and increase it after again. Achievements won't be affected by this move.
Paradux  [author] 12 Mar @ 2:57am 
The mod should still work fine, even if marked as Deprecated. As far as I can tell, there were no changes that impact it.
Until I update it, you should be good to use it.
AahZ(RUS) 12 Mar @ 1:26am 
Hello. There is a "Deprecated" sign next to your mod in the mods menu. Do you have the opportunity to update the mod?
Paradux  [author] 20 Feb @ 10:03am 
Just as an update on the issue: It is related to the mission breaking when saving and reloading the game before finishing the first part of the mission chain. It seems to have the same root, but I have not found a solution yet and am still working on it.
Paradux  [author] 18 Feb @ 1:57am 
Oh wow, that is weird. Thank you for your resarch. I will look into that.
UmbraVivi 17 Feb @ 1:49pm 
@Paradux So I tried it again and figured out the problem: It doesn't work if you fight the battle manually. I have a mod installed that makes autoresolve less favorable so I fought the first battle manually each time. Turned the mod off, autoresolved it and it worked.

I also tried fighting the battle manually without the autoresolve mod and the quest didn't finish.
Paradux  [author] 17 Feb @ 10:06am 
Legendary Characters and Victory Conditions Overhaul seem to be working fine for me.
If you can find out which one of your mods is causing this, I can try to see what is going on and maybe make them compatible. Although I can't guarantee it will work, depending on how the other mod is set up.

Still, worth a shot, I think.
UmbraVivi 17 Feb @ 9:46am 
@Paradux The quest starts, yes. 2 quests to occupy the settlement start, in fact. One generic quest to occupy the settlement that gives money, and the changeling specific one that is supposed to reward a trickster cultist. If I occupy the settlement, the generic quest resolves, the Changeling-specifc one doesn't.

I am using other mods but none that should interfere with this. The most impactful mods I use are the legendary characters mod and perhaps victory conditions overhaul.
Paradux  [author] 17 Feb @ 8:31am 
@UmbraVivi, it seems to be working fine for me on both campaign maps. Are you using any other mods? Does the quest start at all?
Paradux  [author] 17 Feb @ 6:06am 
@UmbraVivi, Thank you for the report. I will check it out and see what is going on
UmbraVivi 17 Feb @ 5:58am 
The starting quest to occupy the target settlement does not work. I saw that it's a known bug that it can't be completed if the game has been saved and reloaded before completing the objective, but I've tried to start new campaigns several times with no saving and reloading and it never once finished.
Nukular Power 20 Jan @ 7:30pm 
huge improvement imo
Phukface 14 Jan @ 3:53pm 
Just wanted to drop a thank you for this mod, The Changeling was annoying before and this makes him better to fight against and play with
Paradux  [author] 2 Jan @ 10:56am 
@Kasus probably. You could ask for direction in the Modding Den Discord to get started. That is what I did to get help with this mod. I assume it shouldn't be too hard.
Kasus 2 Jan @ 5:19am 
is there a way to remove the "reveal shroud" reward? i dont have a good pc and once i reveal huge swathes of the map with vision i lose fps, do you know what tables i should modify? i can make the pack myself, i assume i have to modify some payloads or something
Paradux  [author] 28 Dec, 2024 @ 12:43pm 
Thank you for testing it, that is great to hear
Draktanar 28 Dec, 2024 @ 10:57am 
tested it, seem to work (no ctd, i can capture settlements), could be worth mentioning in the description, it's cool to be able to add mods mid-campaign
Paradux  [author] 28 Dec, 2024 @ 10:34am 
Ah I see. Hm, that will probably work, although the basic mission chain might break. As in the one that directs you to create a Trickster Cult, but the rest should in theory work fine.
Draktanar 28 Dec, 2024 @ 6:01am 
oh no, for the player ^^ (if it's "only" for the start scripts, it's okay for me)
Paradux  [author] 28 Dec, 2024 @ 5:25am 
@Draktanar you mean for the ai to use it?
I think it should work, but I am not 100% sure. Depending on how the Changeling is doing in your campaign, he might not be able to recover, though. Even if he has a few Trickster Cults established, those will not prevent a game over for him anymore until he gets a city once he loses his last army.
There are some things that are executed at campaign start, but those are mostly used for missions and Trickster Resources the ai isn't going to use anyway.

I think I tested deactivating the mod in an ongoing campaign ages ago which worked, so I would assume the reverse is also possible, but I can't check and confirm it right now.
Draktanar 28 Dec, 2024 @ 2:03am 
can we install the mod mid-campaign ? or does a new one is mandatory ? I used the mod before on a new campaign, but replaying TTW3 now, i forgot to activate it ^^" and the info is not specified in the description. the mod is amazing, thanks to you for it :3
Ooh-la-la, It's GAGA!! 21 Dec, 2024 @ 12:58am 
Yes i agree this mod is dope, it also fixed the Changeling Ai, he is completly r tarded without your mod.
Paradux  [author] 19 Dec, 2024 @ 11:19am 
Thank you very much for the kind words.

Just as a general Information: Even though the game might display this mod as outdated, it should still work unless you encounter any issues.
.waveshaper 19 Dec, 2024 @ 7:46am 
I consider the Changeling to be unplayably broken OP and boring without this mode. You are doing god's work here.
Paradux  [author] 19 Nov, 2024 @ 1:51am 
I have used the Rebalanced Trickster Cults & Mechanics myself, but not combined with this mod here. It is possible that it works without issue, but I haven't tested that.

With "Expansion Buildings" I mean the buildings in Trickster Cults that have a chance to automatically expand the Cults. The idea is to limit the Changeling to exactly the number of Cults configured, although these buildings can just be re-enabled in MCT.
Guvenoren 19 Nov, 2024 @ 1:12am 
Also, what so you mean with "expansion buildings?" Like the buildings inside trickster cults?
Guvenoren 19 Nov, 2024 @ 1:12am 
Of course, a hard question to ask, but how do you think this mod would work with "Rebalanced Trickster Cults & Mechanics" from Acephelos?
Paradux  [author] 18 Nov, 2024 @ 4:59am 
@grackul thank you for the information. I will look into that.
grackul 18 Nov, 2024 @ 3:22am 
hey, you can allow changeling to own settlements with script and cm:add_or_remove_faction_features function instead adding it in feature_set_to_faction_features_tables
bix 9 Sep, 2024 @ 7:48am 
works as intended :steamthumbsup::steamthis:
(I do think the mechanic has worth as a horde army, and isn't playing w this mod anymore)
Guvenoren 2 Sep, 2024 @ 8:06am 
Interesting.
So, without this mod, Changeling NEVER recruits any armies because CA never made the AI capable of recruiting from foreign settlements.
Paradux  [author] 2 Sep, 2024 @ 1:13am 
@Guvenoren if you mean the AI Changeling then yes, it will build multiple armies just like most other factions.

I see him regularly take over the central and south eastern part of the Empire and holding it for a long time with this mod activated and he builds the armies he needs to conquer and defend those territories.
Guvenoren 1 Sep, 2024 @ 1:58am 
Does this make Changeling able to recruit new armies?
nlikely 6 Jun, 2024 @ 6:28am 
This deserve more attention. Campaign with changeling so good now.
Paradux  [author] 23 May, 2024 @ 5:43am 
@incata There probably is a way, but I haven't looked closer into it. The Changeling should have suitable climate everywhere, just like Kairos. Maybe I'll fix that up just to avoid any confusion.
Incata 23 May, 2024 @ 4:52am 
@Paradux Is there a way to add habitability visibility to settlements?
Great mod, thanks for sharing.
Ontological Silliness 21 May, 2024 @ 11:38am 
Thanks very much for making this. The changeling regular campaign is braindead easy because no one can every catch you with the hide mechanics.