Total War: WARHAMMER III

Total War: WARHAMMER III

Malakai's World Tour (+AoR Rework)
162 Comments
DietDR.Price 7 Jun @ 2:45pm 
update
kris_ 21 May @ 11:15am 
This mod doesn't work correctly anymore.
[BRE] Humbert "Le Frog" 8 May @ 7:40am 
Update?
totalwarwarhame13 7 May @ 7:56am 
ah man such wonderful mod but really really need to remove the waaaaaagh mechanic, or change to something else. thanks
Votann 23 Mar @ 11:11am 
Is there any option to get this mod, just without Age of Reckoning rebalnce?
the waaagh army does not replenish
Nukular Power 11 Feb @ 9:33pm 
also would prefer the waagh thing removed
Gleen Cross 11 Feb @ 11:48am 
I was about to suggest the same thing Wolfgang and Sin said, the Waagh army system doesn't make too much sense, if the author makes a submod or remove this system, that would be appreciated. All the other concepts are pretty cool, saved by the Waagh
WolfgangTheSecond 1 Feb @ 2:51pm 
Would a submod version where the Waagh army is replaced by the standard system of adventure units being recruited directly into your army be possible? A lot of the adventure units are artillery, and that makes it very inconvenient to position them on some maps (to such an extend I almost prefer just waiting to get the units the normal way).
Redsight 30 Jan @ 12:54pm 
dear klissan, could you have the mod updated to the newest version please?
Kasus 30 Jan @ 1:25am 
when waagh army units die to attrition and i start a adventure the game freezes and crashes
Sin 23 Jan @ 9:47pm 
First time playing with this mod today and TBH, I'm not a fan at all with the waagh use mechanic and take away of adventure recruitment units. If just removed the waasgh mechanic and put back the adventure recruitment button, id LOVE the mod ALOT more but for now. Hard pass and wont use.
Klissan  [author] 17 Jan @ 7:31pm 
the two you mentioned in the bug threads are not bugs.
Kristof 17 Jan @ 2:12pm 
mod is filled with bugs atm
andjca2000 30 Dec, 2024 @ 1:34pm 
Would love to see an update to this mod. Just got the DLC a little while ago, and all of your changes would really make this faction unique, and very nomadic(as an airship should be!)
Phantasm98532 17 Nov, 2024 @ 11:20pm 
Bump, Update?
[BRE] Humbert "Le Frog" 23 Oct, 2024 @ 12:20pm 
update>
Jex 12 Oct, 2024 @ 8:04am 
Hey man, great mod!

As many before me asked, if it wouldn't be too big a hassle for you, would you kindly make the AoR changes into a stand alone mod?

Although thematically it does fit the lore (dwarfs being suborn and all), gameplay wise I personally hate the fighting against a timer... :'(
Revelation 6 Sep, 2024 @ 7:36pm 
Coop resulting in one of us dropping on load.
Colithiel 4 Sep, 2024 @ 7:40am 
Does this need updated to the latest patch or is it gtg?
Klissan  [author] 26 Aug, 2024 @ 9:43pm 
@Daverin2112
I tried to make tresspassing agreement between malakai and other dawi factions but it's not working when forced via scripting and you still get diplomatic penalty....
In my experience you can greatly offset respassing by helping fellow dawi in their wars and donating captured regions to them
Daverin2112 26 Aug, 2024 @ 5:27pm 
Hey Klissan, any chance you can program in trespass immunity for Malakai specifically? That way flying to another Hold isn't going to simultaneously piss off the guy you are helping.
hulahoopah 18 Aug, 2024 @ 6:49am 
thanks man :cozyspaceengineersc:
Klissan  [author] 17 Aug, 2024 @ 8:15am 
@hulahoopah
Drinking is automated now. Didn't update mod's description
Other 4 options should be working but some conditions should be met:
* you have enough money
* target in TSOG range (except travelling)
* for travelling - you didn't move that turn
hulahoopah 17 Aug, 2024 @ 2:34am 
So I don't get the option to drink, Malakai is constantly in the drink option. I can't use any other options, is it because of the malakai adventures mod im using with it?
Away 23 Jul, 2024 @ 8:29pm 
Love the mod! Anyone feeling like making an old world campaign submod for this?:er_heart:
Valleyland 22 Jul, 2024 @ 1:43pm 
as someone already asked, could you please make your AoR rework a stand alone mod. :steamhappy:
Valleyland 22 Jul, 2024 @ 1:40pm 
this mod is so peak even when playing other dawis since you can just chill instead of feeling obliged to rush :steamthumbsup:
Klissan  [author] 18 Jul, 2024 @ 5:33am 
Could you post a screenshot with mods used (especially made by me) to bug thread?
Son Gohan 18 Jul, 2024 @ 4:35am 
@Klissan , I have 100% and 100%, it is still at first phase (150+ turns).
Klissan  [author] 17 Jul, 2024 @ 9:35am 
It's a known issue. Seems to be a waaagh-related issue in general. And the quest uses db system for this stuff which means I cannot bypass engine limitations via lua. At least I haven't found any

But you can recruit the from horde military building and complete the quest. it doesn't take long. You can also bug out the mercenary button if you really want..
Zarquon 17 Jul, 2024 @ 4:15am 
Picked Goblin adventure first. 3 goblin hewers were put into the waagh system this mod uses.

Had several fights, hewers getting kills in all of them.

Adventure objective "kill 800 enemies with goblin hewers" is still at 0/800

It seems kills from waaagh units don't count. Please can this be fixed? Or allow us to recruit the units into our main army.
Klissan  [author] 16 Jul, 2024 @ 10:22am 
What do you mean by AoR doesn't work?
Haven't heard any complaints about AoR before. And you can even see some people asking for a standalone AoR mod.

You might have had a tough start where all other dawi factions were annihilated and amount of grudges skyrocketed
Son Gohan 16 Jul, 2024 @ 10:17am 
No, AoR doesn't work. The whole campaign go to trash can...
Son Gohan 14 Jul, 2024 @ 4:03pm 
AoR now very-very slow. I just can't get out from the first step (((
SemperFun 13 Jul, 2024 @ 3:42am 
HI, great mod, but I was wondering if there is any chance of releasing a stand alone AoR rework mod?
Mlotko 10 Jul, 2024 @ 5:38am 
Okay I understand. Either way you're doing A really great job and Good luck with learning modding. Just wanted to inform that something like this occured. Maybe it's gonna help you if you're ever gonna try testing it in MP
Klissan  [author] 9 Jul, 2024 @ 11:27pm 
@Mlotko
Mod hasn't been tested in MP and I have no experience with MP scripting. Will try to learn about it after the mod is flashed out

@Al3xtheMeh It's intended to be an one army adventure campaign with some defensive sieges (type of battles I'm usually missing in my playthrough)
Klissan  [author] 9 Jul, 2024 @ 11:24pm 
SAVE GAME BREAKING UPDATE

SO I've updated the mod:
* Support army now receives bonuses from lord's and heroes army wide buffs applied to main army
* Support army now has an upkeep and uses a supply line
* Drinking is now performed automatically each turn. Effects applied to the main and support armies

Planned updates:
* Spawning grudge armies for reaching a new age for the first time
* Add a new ability to TSoG
* maybe something else which I forgot right now
Mlotko 9 Jul, 2024 @ 1:05pm 
Hey, I don't wanna complain in any way. I just wanna ask a question or maybe report a bug. I have no idea if it happend to anymone at some point but lately I've started co-op campaign with my friend while having only this mod and one small one in addition (mod changes buildings icons, nothing more) and for some reason my adventure side objectives are glitched. For example in first adventure I have to fight 2 battles in mountains and while normally it shows 0/2 in my case it shows ,, n%/2" and no matter how many mountain battles I play it never changes. Also I unamble to complete ,,Fight with an army containing cavarly" sidequest even though I fought many battles with cavarly in enemy armies. I don't know if it's because of mod or maybe my game just glitched. Either way just wanted to inform and ask if it happend to someone in the past?
Al3xtheMeh 8 Jul, 2024 @ 8:20pm 
I really like a lot of the changes you've made with this mod, but I'm not a huge fan of the Adventure Army mechanic. The auto recruit for Adventure Units is my main issue with it. Having the ability to recruit them in other armies is very useful, and the majority of them are units that are annoying to have come in as reinforcements even if you've reduced the timer. What I'd suggest is to revert it back to the original mechanic, but maybe look into spawning a separate Grudge Settler style army that is guaranteed to have multiple units that you're currently adventuring for, but only lasts a certain number of turns or something. No idea how difficult this would be, but I just wanted to make a suggestion.

I also feel like the new start position is a bit too far from Adventure Quest Locations and natural allies, but the instant travel to friendly locations definitely makes up for it and hopping around the map.
Daverin2112 7 Jul, 2024 @ 11:06am 
Other than that, this is an awesome mod, and combined with the other mentioned, really helps add to the feeling that I am striving to help my fellow Dawi. I hope you keep supporting it! I get the feeling there are still other things you want to make happen as you learn, and I hope you stay encouraged to keep at it. :steamhappy:
Daverin2112 7 Jul, 2024 @ 11:06am 
So, I know others have said it, but... I think the WAAAGH needs a rethink. Unless you can figure out how to get it to be part of deployment, I think it is unfortunately an awkward choice considering the Adventure unit types veer towards either flying machines or artillery, and the latter at least are not units you want as reinforcements most times. Plus, since it is a separate army, buffs from Malakai and his heroes will not apply to them.

Might I suggest making that, instead, the Grudge Settler army? That way it can still be added based on what you want, it can be replenished, and thematically it makes at least a little sense. That or, as said before, a purely slayer based added army, where the throwaway nature of it also thematically makes sense.
Daverin2112 6 Jul, 2024 @ 11:31am 
Why, you happen to have a link to the answer in your own description!!! :P

Malakai's Adventures mod does remove regionless attrition and complete conversion to a self-sustaining horde, along with the other stuff it improves upon.
Klissan  [author] 6 Jul, 2024 @ 11:18am 
@Daverin2112 Glad you're enjoying it
How do you deal with no settlements attrition?
Daverin2112 5 Jul, 2024 @ 5:33pm 
To anyone who wants to use this to become pirate-errant Malakai, settler of grudges and righter of wrongs, adventuring hero to all other Dawi holds... the Trade Settlements mods works quite nicely with this, as he is allowed to trade his last (or only) settlement. Not quite as streamlined or integrated as, say, Grudgebringers mod, but still... faaaantastic!
Helion Halion 4 Jul, 2024 @ 11:26pm 
I want AOR standalone :>
Casper The Friendly Fuccboi 2 Jul, 2024 @ 6:40am 
An AOR rework standalone mod would be fantastic yea
An Arousing Avocado 29 Jun, 2024 @ 3:10pm 
Is it possible to have a separate mod for just the AOR on its own, I like it alot but not the Mal changes personally
I wish I knew how to do this on my own lol
Klissan  [author] 28 Jun, 2024 @ 4:28pm 
make sure you didn't move that turn with Malakai.