Total War: WARHAMMER III

Total War: WARHAMMER III

All Faction - Monster Hunting (Updated for WHIII)
36 comentarii
Kerrberos  [autor] 13 apr. la 17:40 
Just tested and added some new scripting so that it now considers when a region is gained via confederation and unlocks the associated monster RoR accordingly. thanks for the tip ZX.
Kerrberos  [autor] 13 apr. la 14:54 
hmm yeah it looks like the listeners do not account for the settlement being gained by confederation. I'll take a look at fixing that.
ZX 12 apr. la 19:12 
Playing as Tzarina Katarin and comfederated kostaltyn who has Erengrad the mission to recruit the Mammoth says it has been completed but its not showing up in my recruit RoR pool
Kerrberos  [autor] 13 ian. la 5:36 
They are custom variations but closer to the boss versions. The original WHII mod author toned down a few abilities that would let some of these boss units literally take on an entire army on their own. For the price these units cost to recruit and upkeep, they are all still very overpowered units.
Krakenous 12 ian. la 5:27 
Does this version grant you the more powerful "boss variations" or just the regular lesser versions? Reason I ask is because there is two types and I'd prefer to have the more powerful boss variations with their special abilities which are stronger.
L7 29 dec. 2024 la 6:00 
Can someone make a mod for monsters to gain exp please.
Lemonz 15 dec. 2024 la 20:25 
This is great for Golgfag, it gives him more to do when he's travelling around do contracts, and feels fitting for Ogres
ElyonHU 14 dec. 2024 la 18:11 
pls up
Rustic "Kalessin" Citrus 18 nov. 2024 la 18:22 
I can also confirm it works flawlessley on IEE, its all I play technically!
Kerrberos  [autor] 18 nov. 2024 la 14:37 
I just tested both and IEE yes, Old World sadly no. it must us different keys for the settlement names? I will update description
Beaitukl 18 nov. 2024 la 2:15 
Do this competible with both tow and iee?
Rustic "Kalessin" Citrus 9 nov. 2024 la 14:38 
Ahhh, yeah i just got them finally, thank you for the clarification!
Kerrberos  [autor] 9 nov. 2024 la 13:08 
odd, I swear I updated the description when I moved the quests to turn 10 but it didn't take apparently.
Kerrberos  [autor] 9 nov. 2024 la 13:06 
@Rustic "Kalessin" Citrus

quests issue and unlocks for settlement starting owners happen on turn 10 now. But they can be unlocked earlier if you conquer one of the settlements before turn 10.
Kerrberos  [autor] 9 nov. 2024 la 13:05 
@- the monster should be added to your RoR pool as soon as you occupy shrine of Khaine, you don't need to build the landmark. It sounds like there may be a mod conflict then. i haven't tested it with SFO but I'll try to when I have time.
Smuckem 8 nov. 2024 la 10:19 
One of my dream mods, almost as fantasized about as "All Faction - Pieces of Eight"; a hundred thx!
- 8 nov. 2024 la 3:09 
cheers for this - great. For some reason I cannot get it to work. Playing VC, Kemmler and build the Shrine of Kaine level 2. Traygard is part of the garrisson, however it does not appear as recruitment option. Mind you, it will be something on my end as i have several mods, including SFO (and its submod)
Rustic "Kalessin" Citrus 7 nov. 2024 la 17:04 
Thank you for responding so nicely to me prior <3

Hmmm... I seem to be having an issue and am not sure of where the compatibility issue may lie.
It seems starting various campaigns as Karl franz and Boris Ursus shows no quests at all I'm assuming as the mod is supposed to?

If you have any further advice or possible compatibility notes ( running it in a mod stack ) it would be greatly appreciated! :WH3_greasus_rofl:
Kerrberos  [autor] 7 nov. 2024 la 11:03 
@Jopanis thanks, I linked to your SFO submod in the description.
Kerrberos  [autor] 7 nov. 2024 la 11:01 
@Rustic "Kalessin" Citrus, compatibility with that mod should be fine, This mod makes very few changes that effect the stats or abilities of CA's monsters for the Norsca quest battles.
RagnaroK 7 nov. 2024 la 10:02 
@Kerrberos - Ah yeah I always try to avoid to much custom stuff, seems more compatable by using vanilla mechanics when possible. :butterfly:

From modding I have learned, that the majority of gamers don't like to have a challenge, probably also why there is so many cheat mods, so I had to nerf it multiple times. :steamsad:

I would say keep it as you prefer, seems solid like this imo. Hope to see more cool mods from you. :WH3_clasp:
Rustic "Kalessin" Citrus 6 nov. 2024 la 15:12 
I mean... it SHOULD be fart-solutely devastating ;P

*ahem* - - That said...

I have an actual question too!
Would you happen to be able to speak on compatibility with together Monster Hunt mods, that say, make them instant? https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3193411965
My gut says no... but I thought I should ask!

That said, thank you for an interesting feature, all your hard work, and any consideration ahead of time <3 :WH3_clasp:
Joni 6 nov. 2024 la 15:04 
Nice, can we get something like this for all the animals, wolves, eagles etc.?
Kerrberos  [autor] 6 nov. 2024 la 14:54 
I see you changed the effect of CA's ability which will affect the Norscan quest battles, what PJ or DarudeSandKing did was completely recreate their own version of the abilities, which involves a LOT of tables. I think the player probably won't notice a slightly less devastating morale wipe from the farts though :steammocking:
RagnaroK 6 nov. 2024 la 14:24 
In case you are interested, I have it in my monster abilities mod, it is like 3 tables or something, where I nerfed it, but then again, it balance him out due to his other lower stats. :steamthumbsup:

Great work with the mod, nice addition. :Dominated:
Kerrberos  [autor] 6 nov. 2024 la 13:13 
Yeah Blorgar has a very busted Farting ability. PJ or DarudeSandKing actually nerfed the player version of that ability in the WH2 release. I couldn't get the custom ability for that one working in WH3 though, so in this version the player unit has CA's original busted ability.
RagnaroK 5 nov. 2024 la 9:54 
Blorgar the Mad has lower stats due to his powerful farting ability I think.

I wonder if the AI not recruiting outside their race, could be related to similar features like waaagh, rebel and rogue armies, where you need to attach units in order for them to be allowed to recruit them. Just a thought and hopefully not sending yu on a goose chase. :hunter:
Kerrberos  [autor] 5 nov. 2024 la 7:58 
Update posted today based on feedback.

added the Imrik legendary Moon Dragon to the mod, unlocked via Wei-Jin. Wei-Jin is a good spot since it has a global landmark, is not owned by a legendary lord turn 1, and the moon dragon can be considered a cousin of the moon empress.

The Missions now spawn on turn 10 instead of turn 1, and RoR unlocks for factions that start with a monster region also happen on turn 10. Should not impact existing saves, unless you were pre turn 10 you will get duplicate missions issued that can be abandoned.

Did a balance pass on stats but honestly not much needed to be updated. Blorgar the Mad Titan's raw weapon strength was lower than average giant's because his splash attacks were twice as strong. I get that splash attacks are not represented in UI so I swapped him to the RoR giant weapon type instead.
Kerrberos  [autor] 4 nov. 2024 la 20:50 
@Ydok4 That's an excellent idea actually. Even turn 10 would be preferable for issuing the quests and unlocking the monsters I think. This would prevent the lords who own a key settlement from crushing their early game battles by picking up a monster.
Ydok4 3 nov. 2024 la 20:45 
@Kerrberos Love how simple this idea is and will give this a whirl.

Regarding the early access to some of these monjsters, would a simple solution for be disabling the mission until a certain turn is reached? Even restricting the monster hunt missions to start at something like turn 30 would help balance these out a bit.
Kerrberos  [autor] 3 nov. 2024 la 11:50 
I'll do another pass at the balance, I didn't mess with the unit stats from the original mod, so if stat baselines inflated from WHII to WHIII they may need a bump, but honestly they all come with some crazy OP abilities, Blorgar may not need high weapon strength when his farts route every unit in his vicinity.
Mac 2 nov. 2024 la 4:12 
would love to see all the special dragons that imrik can hunt in this mod or the ROR 5 mommoth unit from the norsca faction.
TIRAMISU3000 1 nov. 2024 la 17:57 
some ror monsters have lower weapon strenght that their regular variants. ex blorgar mad titan have 400 weapon strength while regular giants 700
Clanrat 31 oct. 2024 la 20:05 
the ai useing them is awesome
Peskyfletch 31 oct. 2024 la 1:11 
This looks awesome, thanks