Total War: WARHAMMER III

Total War: WARHAMMER III

Eternal Dynasties (Version 1.3.0) - Medallion of Chaqua
222 Comments
greyTiger  [author] 2 Aug @ 8:29pm 
@La pecaminosa
There are no correct tablets for each pool. You just place whatever you would like most on those units.
La pecaminosa 2 Aug @ 7:14pm 
How can you see the correct tablets for each pool? Or is it try and error?
greyTiger  [author] 1 Aug @ 8:12pm 
The resources? Can you be more specific?
Fear 1 Aug @ 12:00pm 
Can you link me the ressources you used to make the mod ? I guess it's on da modding den discord
greyTiger  [author] 1 Aug @ 1:20am 
That's right. If you have 4 and they have 3 only you will get the spawns. A.I. factions can not take your tablets, so while their's may be gifted to a different A.I. faction if they die, that new faction still won't have enough to take control.
HaziTru 31 Jul @ 8:02pm 
Okay thank you so if only one faction gets spawns? Let say I have 4 tablets and a AI faction has 3 they don't get any and I get all ? Also does this switch and they can try again ?
greyTiger  [author] 31 Jul @ 4:55pm 
@HaziTru
With the spawn pools you want to place at least 4 tablets into a pool as this ensures you will control it and receives the units spawned. Using the appropriate tablets is of course important, but it's better to have a pool with one or two bad tablets than no pool at all.

If you manage to control all 7 tablets in a pool, and you have at least 10 unused tablets you have the option of replacing all the tablets. So later in the campaign you can tailor the tablet bonuses to suit the units better.

Lizardmen lords may also have a favoured spawning pool. You can see this in the medallion bonuses for Mazdamundi who prefers the Spawn of the Sun, and gets additional bonuses through the medallion for them.
HaziTru 30 Jul @ 9:03pm 
I'm confused with the spawn pools so should I put all my tablets in one pool to get that one even if the buff don't fit the unit, like a missile attack tablet on units who aren't missile units. Or each unit who donated tablets get some units so I should put the tablets in different pool locations where it makes sense ?
greyTiger  [author] 27 Jul @ 6:43am 
@Fear
Thanks for the support. Yes, it was a solo effort.
Fear 24 Jul @ 10:28pm 
the best mod i saw on the workshop for a while, did you make it solo ?
hosemaus 17 Jul @ 7:24pm 
This is a great mod. A lot of flavor. It took me a little while to figure out all the different moving parts. If you're interested in my UI/UX thoughts (you're under no obligation), send me a dm. Thank you for this <3
Chase Mate 15 Jul @ 3:11am 
Okay I'll give it a shot :)
greyTiger  [author] 15 Jul @ 3:06am 
@Chase Mate
It might work with multiplay, i don't know. The Single-Player Only is more to indicate I do not intend to support multiplayer if there is issues.
Chase Mate 13 Jul @ 11:27pm 
Would there be anyway to make this work with MP?
YTMightBeRuku 9 Jul @ 10:17am 
Hey, i love the work you've put into this, ive done a little guide/showcase on it as quite a few people were asking about it. Keep up the amazing work!
峰 ☯ 7 Jul @ 5:27am 
Leroy Sinclair 6 Jul @ 1:16am 
YES OMG
greyTiger  [author] 5 Jul @ 11:51pm 
@Leroy Sinclair
Do you mean Lost Calm Jurassic. If so there is already a submod for this.
Leroy Sinclair 5 Jul @ 11:43pm 
PLEASE MAKE COMPATIBLE WITH WILD JURASSIC MODS
greyTiger  [author] 5 Jul @ 3:50pm 
Mod has been updated to version 1.3.0. Please see the Change Notes tab for details.
greyTiger  [author] 4 Jul @ 5:42pm 
@Wompums
I have attempted to replicate the script break you discovered. Strangely enough I do not get this script error triggered. The most odd part of all is that the lua file rhox_fossil_ni.lua which throws the error for you does not exist in the Lost Calm mod, so where that error is actually coming from is somehow being masked.

My testing however was not a complete loss, as I did encounter a script break in my own code when saving a manual battle with Oxyotl. It happens under the same circumstances as you mentioned for the error you encountered, so I believe that this may have been the underlying cause which somehow gets reported differently for you.

I have fixed my lua to prevent this error from occurring again and it will be included in the upcoming 1.3.0 release. Hopefully this will in turn resolve the issue you encountered.

Cheers
greyTiger  [author] 4 Jul @ 3:45pm 
@Wompums
Okay. That seems very strange. I'll try to replicate it today see what my code is doing just before the script break.
Wompums 4 Jul @ 10:20am 
@greyTiger I don't know anything about modding so I have no idea about what's going on under the hood but I ran a bunch of test campaigns yesterday and some this morning too.

When the Lost Calm mod is used alone or even with all of my other mods active it seems to function like normal. Well at least at the beginning cuz i didn't run any of the test campaigns past turn 20 but it worked as intended the entire time.

It's only when this mod and the Lost Calm mod are active together that it produces this error and it seems to happen every time as soon as you fight a battle manually.
greyTiger  [author] 4 Jul @ 1:14am 
@Wompums
Thanks for the heads up on the issue. I'd imagine that this script error you encountered would happen even if you are not running the Medallion mod since the error is within one of Lost Calm's lua files and my code doesn't interact with them in any way.
Wompums 3 Jul @ 9:23pm 
Hello there, just wanted to let you and anyone who's having problems know that there seems to be a conflict with the mod Lost Calm when playing as Oxyotl. When you fight your first battle manually after sending out your first caravan you will get this error message the next time you open the caravan panel and all of the Lost Calm mechanics stop functioning.

"SCRIPT ERROR:"
"{string/"script/campaign/wh3_main_combi/mod/rhox_fossil_ni.lua/"}:180 : attempt to index field "?" (a nil value)"

It seems to happen regardless of whether or not you have the submod active.
J-Cool 3 Jul @ 6:35pm 
Yay. I have very much been waiting for 1.3. Thank you for your work.
greyTiger  [author] 3 Jul @ 12:47am 
Version 1.3.0 should be coming this weekend. Included in this release;

* Play as the Southern Sentinels faction.
* Play as the Wardens of the Living Pools faction.
* Play as the Zlatlan faction.

* Added some code to push the spawning pools screen and medallion screen up by 30 pixels in order to allow the player to access the close button at resolutions that don't normally fit the screens.

* Changed the initial Astromantic Power requirement from 30 to 20.
* Changed some text in the welcome screen for the mod.

Note:
Version 1.3.0 marks the last major release for the Lizardmen for some time as I will be shifting my attention to the next race and their mechanics.
greyTiger  [author] 29 Jun @ 6:17am 
DioMarmotta
The Lizardmen factions that are not in Lustria like Krokgar can still benefit from the ancient spawning pools. As long as the region which the pools are located in has been under the control of any Lizardmen faction, then the pool is opened up for tablets to be placed in. You don't need to personally conquer the regions, you just need to have more tablets in a pool than any other Lizardmen faction to control it.
DioMarmotta 29 Jun @ 1:23am 
hello, thanks for this awesome mechanic, jsut one quick question, how do you benefit while playing Krokgar? There are no spawning pool in that part of the map (unless i miss something)
thanks!
greyTiger  [author] 28 Jun @ 7:08pm 
@PoisonClaw
You are correct, this is not compatible with the Old World mod. The keys of all the locations used by this mod don't exist on that map which would cause it to crash.
PoisonClaw 28 Jun @ 10:25am 
I have the slight suspicion that this mod is not compatible with the The Old World Campaign mod. Cause noone (except Oxyotl for some god forsaken reason), has the ability to use the spawning pool thingies properly. And I mean that I can open the window ONCE but if I close it, I can never access it again
greyTiger  [author] 28 Jun @ 12:04am 
@Hospitaller
It can be used with the Victory Conditions Overhaul mod as I don't introduce any new victory conditions of my own. Thanks for the revised text, I will compare it to the current text tomorrow to see what changes you have suggested.
Mørŧariøn 27 Jun @ 11:01pm 
There were a few errors in the mods intro text, I took the liberty of fixing them. Not sure if you want to use it but here's the revised text:

The first new system that the update introduces requires the player to rebuild the legendary Medallion of Chaqua.
The medallion was destroyed during the first war with Chaos, broken into more than a dozen pieces by a powerful blast from a Chaos sorcerer. The ferocity of the spell – combined with the medallion’s own immense energy – caused the pieces to be strewn across the globe.
After several centuries of searching, no clues as to the fragment’s whereabouts were found and the medallion was presumed lost forever. However, the increased presence of Chaos in the world has had an unexpected consequence.
The medallion’s unique energy signature has been located nearby …

----END----

Once again I love the mod and didn't mean to spam comments, enjoy the weekend!
Mørŧariøn 27 Jun @ 10:46pm 
Can/should this be used with Victory Conditions Overhaul? Thanks for all your work!
greyTiger  [author] 27 Jun @ 9:51pm 
JFCaesar
I am currently considering Ungrim Ironfist or the Tomb Kings for the next mechanics update. I was going to create Lord Skrolk's mechanic next, but Venris is releasing a plague mechanic for him in SFO and I want to see how that turns out first incase he decides to make a non SFO version.
greyTiger  [author] 27 Jun @ 9:49pm 
Eugenio Seleuco
When a Lizardmen faction is destroyed or confederated, any tablets they placed into the spawning pools will be gifted to the Lizardmen faction with the best diplomatic standing with them. If all other Lizardmen factions are dead, then you will receive their tablets.

If the gifting of tablets to a faction causes that faction to then have the most tablets in a pool, the pool will change ownership to that faction and they will receive the primeval spawns.
greyTiger  [author] 27 Jun @ 9:46pm 
@deathbunny465
Your best bet is to lower your resolution to 1280x720 which is the same aspect ratio as 1600x900. I am currently looking into a solution where I can dynamically resize the screens and their components at certain resolutions, if this is possible I will include it in the next update.
Eugenio Seleuco 26 Jun @ 3:03am 
What happens to pools when a faction that socked tablets gets destroyed or confederated?
JFCaesar 25 Jun @ 5:24pm 
Saw the thumbnail and thought: Wait, this looks a bit like one of my favourite Mods from WH2 from GreyTiger. IS HE BACK? And yes, you seem to be. Thank you so much for this. Wish you all the best, your mods are awesome. Hope we can get the Slayer King monster hunt mechanic at some point, that you had in your WH2 mod, but this is amazing as well!
deathbunny465 25 Jun @ 11:29am 
While playing in 1600X900 Screen resolution i cant close the medallion menu as the checkmark is shown below the screen, i have to swap to 1440X900 it's not the end of the world but when you next update the mod could you look into a fix the black borders are ugly and swaping back and forth all the time gets old quick. Thanks for reading even if you wont'/cant fix it
Dahorsh 22 Jun @ 4:26pm 
Thanks again for this.
toshiro87 22 Jun @ 8:29am 
Just want to say thank you for your amazing work.
NomadicOsiris 22 Jun @ 7:57am 
You are the best. Thank you tons for all the work and passion greyTiger.!
greyTiger  [author] 21 Jun @ 10:24pm 
Mod has been updated to version 1.2.0.
greyTiger  [author] 18 Jun @ 3:59pm 
Version 1.2.0 should be coming this weekend. Currently performing some testing on the additions and bug fixes. Included in this release;

* Play as the Sentinels of Xeti faction.
* Play as the Tepok's Spawn faction.
* Replace all tablets slotted in a spawning pool once you fully control all tablets in that pool.
Sgt. Rooster 17 Jun @ 7:57pm 
@greytiger This is the definitive lizardmen experience mod!
greyTiger  [author] 17 Jun @ 4:06pm 
@Leon_B_01
Sorry. No plans to attempt to make it multiplayer compatible.
greyTiger  [author] 17 Jun @ 4:05pm 
@Romulus
I made a crusades mechanic for the Bretonnians in Warhammer 2 which worked along those lines. When I get around to them it will most likely be a refined version of that mechanic.
Leon_B_01 17 Jun @ 12:31pm 
will the mod be Multiplayer compatible in the Future ?
Romulus 17 Jun @ 11:28am 
Agreed. Very much in favor of tomb kings or bretonnia. If you do bretonnia a mechanic for crusades similar to to greenskins waagh would be amazing