Total War: WARHAMMER III

Total War: WARHAMMER III

Murranji's Land Encounter Mod (for IE and Roc)
173 Comments
Yoshi 13 Jul @ 1:58pm 
Does the AI engage with these encounters on the campaign map? I dont think they do anything with the sea encounters unless maybe by accident
Murranji  [author] 9 Jul @ 9:31am 
Thanks - sounds like they may have amended how items are awarded through incidents in that case, I will follow up.
Stale Memes 8 Jul @ 10:13am 
You might need to update this after the recent item changes. I was playing a multiplayer campaign with a friend last night and I got the Armour of Tarnus as Gelt, but it has no rarity assigned to it, just empty brackets after the name. CA claims that the item is working on their end and it came as a reward from one of your encounters, namely in the northwest of Nongchang if that helps.
Retruvian 6 Jul @ 10:52am 
Please update :)
@Plaguelord I use IEE and this and it seems to work, I don't see the random landmarks on every section of the map, but it seems to be there in most places. I haven't played with the newest update though so I don't know if this mod or IEE still work.
TToKKang 8 Jun @ 11:27pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
Plaguelord 4 Jun @ 10:05am 
Any chance of making a version for Immortal Empires Expanded?
Louie04k 3 Jun @ 8:53pm 
if people are still having problems in MP check out a new mod "MP Sync" supposed to help mod authors make their mods MP compatible
Murranji  [author] 28 May @ 10:32pm 
@TeamDoggo, I have run this mod with update 6 without crashing. ensure you have an updated version and let me know if the bug persists it could be a mod conflict.
TeamDoggo 28 May @ 12:05pm 
causes crash as of update 6 and newer
garum.swc 19 May @ 1:31am 
This mod is one of my favourites. I am so glad to hear that it brings you joy creating it as well.

Good luck with the TOW and IEE adjustments. Looking forward to using them!
< blank > 11 May @ 1:47pm 
IEE/old world supported?
Burnin 6 May @ 8:21pm 
Hi! Glad things are looking up for you.
Any progress in creating quest battles?
I have an idea for a mod, maybe it will interest you.

Can any lords participate in quest battles for the Changeling faction, or only the Changeling? Is it possible to add these quest battles to all factions through the quest or mechanics of the Changeling faction (if it is not tied to the other mechanics of the faction)?
Maybe in the same way it will be possible to add Norscan monster hunting to the factions.

Well, then you can complicate the battles, so that the player first has a goal to strengthen the main army.
sarumanthecursed 6 May @ 7:17am 
You rock dude, just glad modding has become a positive coping method for you.

We all need to escape sometimes
Murranji  [author] 6 May @ 6:07am 
Thank you everyone who has subscribed as the mod has passed 10k concurrent subscribers.

The last 2 years have not been a great time for me personally, but I have found enjoyment and fulfilment in the passion from modding and appreciate everyone who has subscribed, rated, and left a comment on my mods.

The Total War community has helped me look to the future and restore some confidence and hope to my anxiety ridden psyche, and for that I am truly thankful to you all. <3
Devv 2 May @ 10:24am 
That'd be great thank you, struggling to find out where an encounter is right now lol
Murranji  [author] 29 Apr @ 11:05am 
Hi for next update I am going to look at adding in an old world compatible update and alter the markers slightly so it has improved visibility with a visible blue circle. I will also try and see if the markers for the bonus IEE regions can be enabled. Thanks.
skag 28 Apr @ 5:03am 
Would be sick indeed
Dreadnaughty 27 Apr @ 8:55am 
yes, please dear creator, make an old world compabilty patch! x2
zhivagor 26 Apr @ 10:08am 
would love an old world comparability patch!
szer285 26 Apr @ 8:00am 
Great mod, but would it be possible to make encounters more visible? Most factions and places on the map already have some kind of campfires or towers littered around, making your encounters hard to spot.
Wyccc 23 Apr @ 1:01am 
After testing, it is indeed incompatible with IEE
Mumm-Ra 13 Apr @ 1:02pm 
Works great with Amulets of Secrets - Land Encounters, [6.x.x] Land Encounters And Points Of Interest + MCT Support, and Chaos Treasures Closer To The Player (IE & IE Expanded). Thx
Murranji  [author] 13 Apr @ 9:08am 
Thanks! I put it in the description.
SprachZauberer 13 Apr @ 5:31am 
Hey @Murranji: I made a German translation for your mod: here
Wrell 7 Apr @ 2:04pm 
I agree with @Krinitz that an MCT option to alter how the number of turns it takes for the random armies to evolve from strength tier 1 to 2 would be really nice.

I have many mods which essentially halve the speed of campaigns. So if by default the random forces spawn with strength tier 1 from turns 1-30, tier 2 from 31-60, tier 3 from 61+, it would be nice to have a slider option to change that. For example, setting the "strength scaling" slider to 0.5 from the default value of 1 would cause tier 1 forces to spawn from turns 1-60 instead of 1-30 and so on - allowing players with campaign pacing mods to have the option for your mod to match their custom pacing would be amazing.
Pfleger Von Yggdrasill 7 Apr @ 1:18pm 
@Planewalker Which version are you on exactly? Just double check by resubscribe this mod, mixer and iee, and only using this three, encounters still wouldn't spawn for me
Murranji  [author] 6 Apr @ 8:32pm 
@Planewalker, thanks I will look to scale down the respawn speed a bit further in next update.
Planewalker 5 Apr @ 8:58pm 
Started a new game with Kraka Drak dawi on IEE, no issues so far on turn 30.
(not using other encounter mods)

They do still seem to spawn a bit too often to my liking, however i can ofc just let them be.
Pfleger Von Yggdrasill 2 Apr @ 4:55pm 
I believe since some point,maybe 6.0, land encounters don't spawn on iee anymore, because I'm using another land encounter mod I didn't notice it in time
Murranji  [author] 2 Apr @ 4:44pm 
@Pfleger - thanks for report I will check out if there is an issue with IEE.
Pfleger Von Yggdrasill 2 Apr @ 9:26am 
Is it not compatible with iee anymore? It made empire campaign setting extremely unstable. I assumed a script break happened but I can't read it
sarumanthecursed 31 Mar @ 2:52pm 
It looks like a chaos tower, and blends in evilly well to the surroundings
Sounds really cool, but I've played 40 turns with the mod on and haven't seen these once. Not sure what the problem is
Murranji  [author] 25 Mar @ 7:47pm 
Updated for 6.1 to address capitalisation issue.
Murranji  [author] 20 Mar @ 2:00am 
@Stale Memes - thanks for that, it’s possible there may have been some unannounced map changes with Skulltaker moved into Lustria, I will investigate it.

@Krinitz - I could think about it, I have split the custom armies into 2 strengths but have the random forces that can have at least 3 strengths. Given the theming it’s a bit hard to do it with further splitting the earlier game armies up into an even earlier one and then mid tier 1. I normally found in testing the lower tier armies can give a decent challenge which is what I’m going for for them.

@others - old world and IEE compatibility are things I hope to add, thanks.
Stale Memes 19 Mar @ 5:02pm 
I seem to have encountered another bug in my recently started Skulltaker campaign, where a marker spawned between Bregonne and the province's major settlement. Either Tlanxla or Tlaxtlan or something...? The one that doesn't have the lumber. Anyway, that particular marker was in inaccessible terrain between the two regions. Hope this helps.

Also, a word of praise for adding event notifications for a marker spawning, though I only ever saw a single one of those pop-ups.
Krinitz 8 Mar @ 4:38am 
This mod is fantastic! Can you expand on the thresholds you have for early, mid, and late game that determine the strength of the armies? Any chance for MCT integration to configure those thresholds? I use a suite of mods to slow the game down which results in a longer time to get higher tier units.

Great job and thank you!
Vaxar Kun 5 Mar @ 3:35am 
are there plans to add TOW and potential sub campaign support?
sjz1952 3 Mar @ 11:55am 
nice mod
75976766795 25 Feb @ 6:55am 
Is there a sub-mod that is compatible with the old world, please
hugoleomarinho 21 Feb @ 1:53pm 
I hope you can add OvN Albion units in the next update
hugoleomarinho 21 Feb @ 1:50pm 
Nice updates mate. Love it
Murranji  [author] 20 Feb @ 5:13pm 
5) Multiplayer desync - I made an update to the script which should address a source of possible multiplayer desync but I can't confirm if it is multiplayer safe yet. If somebody who plays multiplayer wants to test and confirm or advise if it is still causing desyncs that would be helpful.
Murranji  [author] 20 Feb @ 5:12pm 
I have made an update which addresses some issues:

1) The first time a marker spawns inside a player owned territory you will receive an incident notification directing you to the province to assist you to find what the markers look like so you know when they have spawned.
2) added a randomisation to the cooldown length to address MidnightNight comment on cooldown duration, they will now take 5-10 turns before a location is available again.
3) removed TEB Sartosa unit
4) removed a lot of debug log text since issues with markers not working seems to be resolved for now

I will be working to enabling markers in the Ind/Khuresh/Tor Elithis region in the next update.
MightNight 17 Feb @ 11:38pm 
Speaking of random...are the spawn timers for the encounters also random? For some reason they seem to appear too often
Murranji  [author] 15 Feb @ 2:22pm 
@Hammond thanks yes I normally use the random number function in my scripts. This is a fairly large script so I must have snuck math.random in somewhere, I will be updating it to fix that but may be changing it to an ordinal system as well…I am going to see which feels best
Hammond from Texas 15 Feb @ 11:29am 
Hi Murranji! My friend and I have really wanted to integrate this mod into our multiplayer campaign, so we've been looking through the script and doing some troubleshooting. Looks like a lot of the desync issues are coming from the use of the math.random() when determining the army to fight, which causes the host and connecting clients to see entirely different armies when the encounter is entered. Using the cm:random_number() function for this would make it so only the host rolls the random number, which in our tests seems to fix the issue and we both see the same army.
Murranji  [author] 14 Feb @ 5:57pm 
@Machaque - thanks for that report I will update it to remove them from the script.

@RiceKnight - currently it does though the markers dont spawn in the new areas, adding these areas to the spawn is something I have planned for an update. @Dragon32 thanks also for letting him know :)

@williamLaw thank you for your kind words.

@Misterkint - I have unfortunately had reports it can cause a desync as it uses randomised numbers to determine the chance of which type of battle you fight, I am thinking of swapping this to an ordinal system to address that.
Murranji  [author] 14 Feb @ 5:57pm 
@saruman - yes the blue circle does show but due to the size of the marker icon it entirely covers it. Updating the marker to something even more noticeable is something i want to do but I need to learn how to work in terry first (something I have planned now I have more time available).

@Tucanonerd - thanks very much for your kind words. I have seen there was a Chaos gates mod done for Warhammer 2 which did a similar thing and it is on my list of ideas to do something similar to that when chaos has raised a gate it creates daemon armies.