Total War: WARHAMMER III

Total War: WARHAMMER III

Mixu's Legendary Lords
Locke 26 May, 2023 @ 7:34pm
Multiplayer Bug/Feedback
While Multiplayer compatibility is unlikely to be a major concern, I wanted to post experience on it:

When playing with 2 players, this mod will seem to require an initial resync (usually done in the games I've played by one of the players triggering their starting combat). Fighting the first battle manually also seems to help resolve some issues of sync (maybe related to everyone loading into the battle map then campaign map, but some sort of stability it seems). If people do much before this, it can cause other issues of clients being out of sync, but after the first resync between the two clients things usually seem to work.

However, when playing with 3 players (I have not tested more), the first resync will happen, then there will be a second resync on attempting to start the battle, and then one of the non-host players will nearly always drop/get disconnected. We tried a few things, but the mod does not seem to resync properly with 3.

As an additional note, that may be related, in multiplayer when the game is starting up, you will find briefly at the start an additional copy of each of the implemented LLs for each player (So, for example, if you are playing Elspeth von Draken, you will see 3 Elspeths). After everyone loads and a very brief delay, 2 of them will despawn.

I have also noticed that the army for these LLs appears to have an extra set of their starting units for each LL. Using the Elspeth von Draken example, in single player, her starting army is:

Elspeth, 1 Halberdiers, 2 Spearmen with Shields, 1 Spearmen, 1 Handgunner, and 1 Hellbalster Volley gun.

For two players, it is:
Elspeth, 2 Halberdiers, 2 Handgunners, and 2 Hellblasters

For three players, it was:
Elspeth, 3 Halberdiers, 3 Handgunners, and 3 Hellblasters.

I am wondering if part of the inability to resync has to do with the armies going from 7 total units to 10 total units in 3 players, and that causing some issue.

If there is any additional information or testing that might help, please let me know.
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Showing 1-6 of 6 comments
Devv 20 Jun, 2023 @ 2:14am 
I have the exact same issue with De sync when I initiate combat using Egrimm van Horstmann, havent experienced any of your other issues though
Rafaam 21 Jul, 2023 @ 3:58am 
Finally someone elevated that problem here. Been suffering from this issue with my bois in our campaigns. This mode is such a miracle, and i cannot stress enough of how much of a pain it is, to not be able to play in in MP.
DecievedHades90 19 Oct, 2023 @ 1:24pm 
I notice that when playing adalhard this glitch is detrimental as the second army appears to affect the peasant econ any advice or fixes for this?
Wolffang 21 Oct, 2023 @ 9:54pm 
Im having the same exact problem! With three players and im trying to figure out why
Last edited by Wolffang; 21 Oct, 2023 @ 9:54pm
Bullet 27 Dec, 2023 @ 1:39pm 
@mixu IDK if Egrimm Van Horstmann is enabled to get the questline to unlock Aekold Helbrass in IE, after reaching level 12 as Egrimm Van Horstmann
As when i start a campaign as Egrimm van Hosrtmann and reach level 12, (being he is in the Tzeentch faction) the questline doesn't appear. Is there a way to fix this ?
Last edited by Bullet; 27 Dec, 2023 @ 1:43pm
Himan 13 Jan, 2024 @ 8:38am 
Originally posted by Locke:
While Multiplayer compatibility is unlikely to be a major concern, I wanted to post experience on it:

When playing with 2 players, this mod will seem to require an initial resync (usually done in the games I've played by one of the players triggering their starting combat). Fighting the first battle manually also seems to help resolve some issues of sync (maybe related to everyone loading into the battle map then campaign map, but some sort of stability it seems). If people do much before this, it can cause other issues of clients being out of sync, but after the first resync between the two clients things usually seem to work.

However, when playing with 3 players (I have not tested more), the first resync will happen, then there will be a second resync on attempting to start the battle, and then one of the non-host players will nearly always drop/get disconnected. We tried a few things, but the mod does not seem to resync properly with 3.

As an additional note, that may be related, in multiplayer when the game is starting up, you will find briefly at the start an additional copy of each of the implemented LLs for each player (So, for example, if you are playing Elspeth von Draken, you will see 3 Elspeths). After everyone loads and a very brief delay, 2 of them will despawn.

I have also noticed that the army for these LLs appears to have an extra set of their starting units for each LL. Using the Elspeth von Draken example, in single player, her starting army is:

Elspeth, 1 Halberdiers, 2 Spearmen with Shields, 1 Spearmen, 1 Handgunner, and 1 Hellbalster Volley gun.

For two players, it is:
Elspeth, 2 Halberdiers, 2 Handgunners, and 2 Hellblasters

For three players, it was:
Elspeth, 3 Halberdiers, 3 Handgunners, and 3 Hellblasters.

I am wondering if part of the inability to resync has to do with the armies going from 7 total units to 10 total units in 3 players, and that causing some issue.

If there is any additional information or testing that might help, please let me know.
I have had the same problem as described but have found a solution. It may not be perfect but it worked for at least with 3 people playing. We all choose nations which had the same problem of causing desync when initiating a battle. But with the multiple armies spawning at the start I thought that this is the problem. So by recruiting a new lord and transferring your initial army and disbanding your first lord it will work. It will desync when ending your turn but after the initial resync no more desync happened over multiple turns including battles and such. The only drawback is of course not being able to attack turn 1 and not using your legendary lord for 5 turns but this seemed to solve this problem at least.
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