Total War: WARHAMMER III

Total War: WARHAMMER III

End Times Overhaul
10 Comments
iCT  [author] 16 Feb @ 2:18am 
I wouldn't want that. Because it's more enjoyable to watch world civilizations not paying enough attention to the great threat and fighting each other for their own interests and regretting it after it's too late. :D
i wish they bring back the bonus ofwarhammer 1 where all good faction get the "protector of civilisation" trait that made them get alliance together, u did it with the chaos side and that great thanks u.
Shogun 15 Feb @ 1:14am 
Thank you for the heads up and clarification. I appreciate it and the work you've done.
iCT  [author] 14 Feb @ 12:02pm 
@Shogun

Changes to faction potentials will not affect campaigns you are currently playing. It will apply to newly launched campaigns, and campaigns using the previous version of this mod will retain the previous values.
iCT  [author] 14 Feb @ 11:57am 
@Shogun

The Faction potential values ​​part of this mod is in BETA and I test the mod while playing every new campaign I start. In this way, I make changes to the potential values ​​of factions that are too strong or too weak in their area.
Shogun 14 Feb @ 10:32am 
Is there any chance release notes could be posted in the future? I sometimes get updates, but have no idea what's actually changing.
iCT  [author] 22 Jan @ 12:25pm 
@Tesrali

Thank you very much. I'm glad you enjoyed it. However, as I mentioned in the description section, it uses the same tables as the "faction unlocker" and "custom faction" mods, so there is a high probability that you will experience incompatibility.
Tesrali 22 Jan @ 7:52am 
Awesome mod dude. This does all the things I want for Immortal Empires. This combined with Hecleas' occupy meant Kislev got wiped out in my Imrik campaign which is what I prefer. (I'm also using some scaling AI stuff from

<3

I did use this with a slew of other faction mods by the way. I made it to turn 105 without a crash---and I figured out the crash was in fact a consequence of Marienburg and Tabletop Caps not getting along.

~
Legions of Nagash (6.0)
SCM Marienburg (6.0)
Cataph's Southern Realms (TEB)
Araby
~
iCT  [author] 14 Jan @ 12:25am 
This mod is not intended to be faithful to the lore, but rather to enhance gameplay.
Order factions are become strong enough to overthrow all Chaos factions in the end game. In this case, Chaos factions cannot be expected to also handle the conflict among themselves. In the vanilla game, Order always wins. This mod aims to fix this.
The Real Shakespeare 13 Jan @ 12:16pm 
I like the idea of this mod but the Chaos diplomatic changes feel extremely overtuned. Should Valkia really have a +200 relation affinity with Sigvald? They're actively serving different gods, doesn't feel like much a of a "great game." I'm not a big lore guy so maybe I'm wrong. Big fan of the AI corruption changes, tho!