Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Disasters
 This topic has been pinned, so it's probably important
Frodo45127  [developer] 12 Oct, 2022 @ 3:41pm
FAQ
  • X stuff of Y disaster doesn't work: Go here[github.com], click on the disaster file, and READ THE BIG TEXT AT THE BEGINING OF THE FILE. There are a lot of conditions for stuff to trigger, make sure you're fulfilling the ones specified there.
  • Works in MP? It should work with MCT 0.9 or newer. If you use MCT Legacy, disable it or it'll not work.
  • Is savegame compatible? Partially. You can add it to an ongoing campaign, but if a disaster has been triggered, you can't remove it. You can disable it though in the MCT instead, but ongoing disasters will not stop.
  • Is compatible with X or Y mod? Yes, but modded units need a unit mod integration to appear in disaster-spawned armies. Check the Github's readme for a full list of included integrations.
  • I want to make units of X mod appear in disaster armies: Ask the modder that made the units to do it. It's literally writing like 5 to 10 lines of code in a file in a specific folder, and there's an example on how to do it on this mod. I only make integrations with mods I use.
  • Do you need MCT? It's optional. If you don't use it, you can't configure the disasters and they use their default configuration.
    What disasters are enabled by default?: All of them.
  • Endgame settings do not work : This doesn't use the vanilla endgames system. This doesn't use the campaign settings where you can set the endgames stuff. This can only be configured through MCT. Period.
  • How to trigger a disaster at a specific turn? : If the disaster supports it, set its max turn to that turn, and the min turn to also that turn. Keep in mind it may fail to trigger for additional reasons.
  • Max turn do not work : If you set the max turn higher than 0 and lower than the min turn, the disaster will never trigger.
  • Armies do not move first, with an exception, this mod doesn't alter the AI's behavior regarding armies other than making some AI's more aggressive on the endgame. Second, it's not an incompatibility. And third, It can be three things:
    • There's an agent/agent symbol at the exact same position of the army: This is a bug that's caused by a caps mod, when they replace units to fit their caps. Nothing I can do about it.
    • You disabled automatic difficulty and put the difficulty multiplier to more than the default: The AI seems to have some kind of limit of how many armies can manage based on difficulty. The automatic difficulty sets the modifiers so you don't reach that limit, so unless you play on legendary, do not up the difficulty multiplier.
    • The exception: armies that are scripted to attack X place: these are the exception, mostly armies that start at sea or have a hardcoded path to move. If these don't move, you probably have a script break. Grab the script debug activator, pass a turn and search for a script error there.
Last edited by Frodo45127; 25 Feb, 2023 @ 6:20pm