Total War: WARHAMMER III

Total War: WARHAMMER III

Campaign Configuration Mod
CJ3200  [kehittäjä] 8.9.2022 klo 20.46
Mod Suggestions
Put suggestions for new mod settings here.
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Näytetään 1-15 / 34 kommentista
Could you add a Barrier Hitpoints buff option for LLs?
There use to be a way to modify a saved game.... to limit the overall size of your army but the number of total units. Currently there's 20 units per army. But it would be awesome if this mod could have that editable to 15 or 10 or something like that. Is it even possible?
CJ3200  [kehittäjä] 18.9.2022 klo 11.53 
Himbeereule lähetti viestin:
Could you add a Barrier Hitpoints buff option for LLs?
That should be relatively straight forward. Added to the list.
CJ3200  [kehittäjä] 18.9.2022 klo 11.55 
kelstr lähetti viestin:
There use to be a way to modify a saved game.... to limit the overall size of your army but the number of total units. Currently there's 20 units per army. But it would be awesome if this mod could have that editable to 15 or 10 or something like that. Is it even possible?
That's above my level of modding skill. I'm pretty sure something like that would torch the compatibility of this mod with other mods.
:WHII_Death:A Total War/Free-For-All option, where all factions are at war with each other, No Peace at all, a la https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1963031177&searchtext=diplomacy :WHII_Death:
CJ3200  [kehittäjä] 27.11.2022 klo 22.40 
WayKay_ lähetti viestin:
:WHII_Death:A Total War/Free-For-All option, where all factions are at war with each other, No Peace at all, a la https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1963031177&searchtext=diplomacy :WHII_Death:
I'll take a look at it and touch base with Groove. I think most of those script commands have stayed the same between WH2 and WH3, so it should be pretty straightforward.
Decado 19.12.2022 klo 18.20 
Might there be a way to adjust HP per model globally? +/- %? Always looking for good ways to adjust the flow of combat with high unit mod compatibility.
Any chance to add a high elf influence per turn or special resources per faction like souls?
CJ3200  [kehittäjä] 29.12.2022 klo 8.03 
FrenzyBee lähetti viestin:
Any chance to add a high elf influence per turn or special resources per faction like souls?
I've had a few requests for faction-specific settings. I can add that to the list for when I run out of things to do. But since those options are faction specific, and not universal, it will most likely be a while until I get to it.
CJ3200  [kehittäjä] 1.1.2023 klo 21.14 
For future reference: Main Faction Immortal Mode
I hate seeing the main factions perish whenever I play Warhammer 3. Can you make a mod where at least the main faction capital is not captured or destroyed?
It's okay if the main faction attacks and takes the settlements they started to respawn after some time. Anyway, I want to see faction diversity over long turns.
Hi, great mod!

Can you make a setting when razed cities can't be colonized for X number of turns?
I'm tried of razing the same 3 cities over and over as the beastmen because other faction colonize them immediately.
Zeek 23.1.2023 klo 14.33 
Any chance of changing climate unsuitable -> suitable for player and AI? I think in game 2 this was an option.
CJ3200  [kehittäjä] 23.1.2023 klo 20.15 
Zeek lähetti viestin:
Any chance of changing climate unsuitable -> suitable for player and AI? I think in game 2 this was an option.
It was, but now you can tweak the individual penalties for each climate type. So if you want to make unsuitable climate to suitable, just cancel out the base game penalties for unsuitable. I put notes in there so you know what the base penalty is. For example, base game penalty for public order is -1 in unsuitable climates. So just add a +1 public order bonus to cancel it out.
Zeek 24.1.2023 klo 6.40 
CJ3200 lähetti viestin:
Zeek lähetti viestin:
Any chance of changing climate unsuitable -> suitable for player and AI? I think in game 2 this was an option.
It was, but now you can tweak the individual penalties for each climate type. So if you want to make unsuitable climate to suitable, just cancel out the base game penalties for unsuitable. I put notes in there so you know what the base penalty is. For example, base game penalty for public order is -1 in unsuitable climates. So just add a +1 public order bonus to cancel it out.

But does lack of penalties affect how the AI view suitable/unsuitable/uninhabitable in terms of occupation? It was my understanding they pretty much ignore the penalties due to cheats but they do consider the suitability itself.

Basically I'd like to totally remove the yellow/orange unsuitable climate for all factions and replace them as suitable so the AI is not dissuaded from occupying or invading them, while keeping uninhabitable as is. Kind of similar to a Regional Occupation system we had in game 1 but not as strict.
Viimeisin muokkaaja on Zeek; 24.1.2023 klo 6.44
CJ3200  [kehittäjä] 24.1.2023 klo 17.09 
Zeek lähetti viestin:
CJ3200 lähetti viestin:
It was, but now you can tweak the individual penalties for each climate type. So if you want to make unsuitable climate to suitable, just cancel out the base game penalties for unsuitable. I put notes in there so you know what the base penalty is. For example, base game penalty for public order is -1 in unsuitable climates. So just add a +1 public order bonus to cancel it out.

But does lack of penalties affect how the AI view suitable/unsuitable/uninhabitable in terms of occupation? It was my understanding they pretty much ignore the penalties due to cheats but they do consider the suitability itself.

Basically I'd like to totally remove the yellow/orange unsuitable climate for all factions and replace them as suitable so the AI is not dissuaded from occupying or invading them, while keeping uninhabitable as is. Kind of similar to a Regional Occupation system we had in game 1 but not as strict.
I don't believe that's possible via scripting. Even in WH2 the bonus bundle to change unsuitable to suitable didn't apply until after the settlement was occupied. I'm under the impression that to actually change AI behavior about what is or is not a suitable climate you would have to change the climate db tables, which aren't able to be edited directly in-game like my mod does.
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