Total War: WARHAMMER III

Total War: WARHAMMER III

Changer of Ways - Revamped starting situations
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Meuhoua  [developer] 12 Oct, 2022 @ 3:45pm
Changelog of Ways
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WHAT THIS DOES
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- Tried to rework the intro camera to follow the activated options (tried because formally i've mostly broke the thing and set an alternate rendering that not feels too rough with changed factions : games for lord without proper vanilla intro starts in black and will fade out after a bunch of seconds, that should be a bit more elegant, hiding freeze, spawns and teleports, but for now i didnt find how to set in the lord starting sentence).

- Set a number of commercial lines at start of a campaign (details in the dedicaded post).

- Kostaltyn starts underdog as it was in ROC, with Zoichenk as settlement, and there also some reshuffle settlement between Kostaltyn/Ungol Kindred/Druzhina Enclave.

- Volkmar starts underdog with in Plain of Tuskers in competition with Manfredd to settle durably in the Southlands and Sudenburg minor faction reborn and retake its city with a special easter egg feature : the faction start with the general Andreas Leonardus as lord (the former leader of the faction in TWW2 Mortal Empire), but if he dies, huntsmarshal Theon Holz take the lead (present leader of the faction in TWW2 Mortal Empire since the Markus DLC). Totally a waste of time to find a way to make this with my poor scripting level ? Absolutely !.

- Belakor stay the same, but gain Deamon's Gate at start of the campaign, a Dark Fortress in Southern Chaoswastes, which could be a "reborn place" if his Albion campaign goes bad. Boosted a little the Sightless faction to gve them a chance to resist to Belakor.

- Malus Darkblade leave the Northern Chaoswastes to the Southern ones to give some Dark Elves presence near the Southlands (why do they should miss the Thunderdome ?!).

- Kugath leave the Dragon Isles for the Skull Road, a more "central" start as in RoC campaign, to spread more easely deseases in the old world.

- Oxyotl jump from the Southern Chaoswastes to replace Nakai in Kuresh border ; thats more lorefriendly (when Oxyotl escape the Realms of Chaos, he grounded in Kuresh) and his teleport mechanics permit to not suffer to much of this cornered place.

- Nakai replace Kugath in Dragon Isles ; partially lore matter, thats interesting to make him at war with the resurrected Itz Itza faction to tame them (as Dragon Isles lizardmen being feral ones since their slaan abandoned them ages ago), also this start match to his wanderer title, with a more "open" starting location.

- The Resurrected Itz-Itza Tribe on Dragon Isle made a little more resilient (their capital is more solid and could stay a threat for your vassal as it will be less easy to capture it, especially if you use Immortal Landmark mod ; the idea is to make Dread Rock settlement a role close to Hellpit, an hostile neighbor that you have to live with till you are strong enough to take it).

- Alith Anar is moving a little bit south, in Black Forests, a more accurate place to go guerilla against Dark Elves.

- Cylostra moving a little bit south too in Moonshards, closer to the humans colonies (NWC and Skeggi) and Ulthuan entrance, while still haunting Dark Elves coast.

- Daniel got a minor move to the center of the Northern Chaoswastes (where Malus was originally).

- Boris Ursus also got a minor move to the west, to give him a little more space and make him face his chaos god nemesis at start.

- Greasus and Crossed Club exchange region to make Greasus owner to his Great Hall at start.

- Fortress of Dawn resurrect and reclaim Fortress of Dawn (!) and Kairos starts underdog and have to conquer the fortress with a settlement in Southern Chaos.

- Teclis's Sotek Trail settlement exchanged with Temple Avenue to be a little more far away from Krok Gar at start.

- Grombrindal move a little south east in the Iron Mountain to be less cornered.

- Azazel starts up to north at the Forbidden Citadel in Norsca (Kostaltine should also breath a little with the Brotherhood of the Bear as buffer). Sigvald gain Palace of Princes near Naggaroth.

- Vilitch moved a little to the Fortress of the Eyes for more starting options, and by the way resurrected the Dreaded Wo faction to the Red Fortress.

- Zathan the Black will start his "recruitement" campaign at Valaya's Sorrow (underdog start, without Tower city and without starting Drill landmark, so no way to recruit new dwarves in early game -note : for Zhatan, the drill building has been moved to Black Crag-, but with a way more opened and unique campaign start than his former one).

- Skarbrand leaves the Badlands to falls in the Godless Crater in the Southern Chaoswastes. (that will free the badlands from funky deamonics situations but limits skarbrand possibilities so i'm open for some feedback on on how it goes, especially for AI -as player can teleport with cults, he should be able to go wherever he wants-, i set a war against Fortress of Dusk to nudge him to Lustria but i dont know if AI will try things east to conquer the entire Southern Chaos or jump into Southlands and get back to the Thunderdome).

- Zhao Ming move a little north to be closer to Shang Yang (also tweaked skav presence in Warpstone Desert).

- Lokhir goes with a raider start, no more starting settlement, he will choose who to ransack, but with a better Blackark roster.

- Some suffle with beastmen : Taurox goes to Stormvrack Mount, ready to rampage on Human Realms (or to show to the Darklands who is the real Bull God of Chaos) ; Malagor flies to Naggaroth to make his rituals in the Circle of Destruction ; Morghur move to Bretonnia to match with his lore (birthland) and give some space to Estalia. By the way, this option reallocate minors beastmen faction for a more wide repartition and a better and with specific starting roster.

- Add a bunch of ogre camp to help minor factions to survive a bit longer and expand mercs possibilities for other factions.

- Found a "Necromancy for Dummies" at the library, so i resurrected long gone minor faction : Teotiqua (from TWW2) and Karak Izor (MIA since TWW1 !). I used and tweaked faction datas dedicated for quest battles to do it, so i dont know if they will act as they should (at least, they build/recruit/conquer, that is all i ask to them as minor faction). And yes, they will be a little thorn in the side for Kroq Gar and Belegar as they will occup a settlement in their starting province. Annoying neighbor happen.

- Used the same technique to set a proper beastmen minor faction in Estalia.

- Loose Tooth, which was still camping in RoC map, now occup Gristle Valley in the south of Wissenland.

- Added a random start to Sartosa if not played, to give more space to Southern Realms.

- Not a real sub-race system (hope to see one day a mod or an offical DLC for it) but i've set a global greenskin retakes on minor factions to match with their proper culture (leader race with a thematic starting roster and some buildings to nudge on early recruitments). Note : use Expanded Roster Greenskins mods and Dark Land Orcs mod for the full changes (will be also support Wez Speshulz but i need to take time for it).
Also, this option slightly change Imrik start to nerf him a little : he will start underdog, just landing on Bitter Bay, instead of owning Fortress of Vorag.

- Changed the leader of Blood Keepers in Lustria, with an Herald of Khorne instead of a Bloodthirster. Why ? Because i found the flag icon looks like bloodletter horns, bloodletters seems to me more adapted to jungle guerilla and why not ?

- Restored the second extra vampire hero for Vlad/Isabella (may be OP to start with 3 heroes :p).

- Some other changes for some minor faction, nothing big, just some reallocation to feel more organic and lorefriendly.

- Ajusted starting level or added buildings for some settlement to equalise, help or specialize some factions at start ("race capitals" or some important cities).

- Thx to Dux's script and his Capital Fix mod, capitals are now correctly reallocated.

- Added model swap to some cities on the campaign map to fit better with lore and narrative (note this is purely cosmetic, land battles will still be in the vanilla city maps), also a bunch of cities can swap dynamically based on their owner.

- Renamed some cities :"Riffraffa" as "Verezzo" (as Riffraffa seems to be more a minor city under Remas influence and not a proper City State - yeah, Verezzo should be a bit more south, but that the more accurate we can get, this place cannot be Remas -a portuary city state- or Pavona -on the other side of the river-) ; "Mighdal Vongalbarak" and "Karak Angazhar" change to "Karak Angazhar" and "Karak Gantuk" (to match better with Warhammer maps) ; "Ekrund" change to "Mount Bloodhorn" (and swap depending on the last owner, Dwarves change it to Ekrund and Orcs to Mount Bloodhorn) ; "Argalis" renamed in "Monte Castello", not really more accurate (both should be coastal cities) but the region is the one that is controlled by it -Argalis should be more north, near the latitude of Mymidens).

- Change a large number of climate region to fit better with geography (for exemple Naggaroth is no more fully frozen ; that could be better with a wider climate system to have more specific biomes, but i did it with the vanilla system)

- At last found the script to change starting corruption values and so make it match with my changes, and also ajusted values in a larger scope.

- Minor Beastmen factions "unlocked", they should have a standard behavior (raise herdstone, recruit etc...). Also done the tweak with Ogres to make minor factions more active.

- Added an option to Skarbrand to retreive his 1.0 behavior aka "at war at sight". Note this option is off by default, use MCT to activate it.
Last edited by Meuhoua; 21 Jun, 2023 @ 5:39am
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Meuhoua  [developer] 12 Oct, 2022 @ 3:57pm 
///GLOBAL TRADE///

- All Empire provinces trade with Reikland as thats the current empire capital.
- Reikland trade with Huntsmarshal to reflect expedition funding.
- Reikland trade with Volkmar to reflect expedition funding.

- All Bretonnian duchey trade with Courronne.
- Courronne trade with all crusader hosts as funding all bretonnian crusades.
- Lyonesse trade with Respance to fund her crusade.
- Aquitaine trade with Bordeleaux Errants to reflect expedition funding.

- All Athel Loren wood elves trade ot each others.

- All Ulthuan High Elves faction trade with Lothern.
- Lothern trade with both seafaring Fortresses (Dawn and Dusk) and both fortresses trade each others, to reflect supply line of High Elves marine.
- Lothern trade also with Eastern Colonies.
- Teclis trade with Saphery to reflect Order of Loremaster being fund by the White Tower of Hoeth.
- Imrik trade with Caledor to reflect expedition funding.

- All Dark Elves trade with Naggarond.
- Karond Kar trade with Rakarth and Lokhir as they gone to piracy.
- Cult of Pleasure trade with slaneshii faction Keeper of Bliss.

- All Dwarves (except isolated Kraka Drak, Karak Azorn, Spine of Sotek and Greybeard's Prospectors) trade with Karaz a Karak.
- Barakk Var trade with border princes Tilea and Estalia as part of the tilean sea traffic.
- Karak Azul trade with Thorek to reflect Karak Zorn reconstruction.
- Kraka Drak trade with some minor Kislevite factions.

- All Cathayan loyal faction trade with Celestial Loyalists.
- Eastern Provinces trade with Mariemburg, Estalia and Lothern as open to stranger sea merchants.

- Western Provinces trade with Karaz a Karak, Border Princes and Tilea to simulate the ivory road (note they trade too with Thunderguts as ogre kingdom step of the merchant road in Pig Barter).
- Dissenters does the same, but Goldtouth as additional "ogre step" from the mountain pass.
- Gnoblar County added to the ivory road setting if you use Gnoblar Hordes - The Unwashed Masses mod.

- Kislev and Praag trade with Erengrad.
- Erengrad also trade with Ostland as bordering merchand city.

- All Empire provinces trade with Mariemburg as Mariemburg is the trading platform of Empire export.
- Mariembug trade with Erengrad.
- Mariembug trade with vanaheimlings to reflect "civilised exchange" with some norscan.
- Mariembug trade with Tilea (and not with Estalia as Mariemburg/Estalia rivalry).
- Mariembug trade with Barrak Varr.
- Mariembug trade with Lothern.
- Mariembug trade with Drakenhof to reflect some "commercial infiltration" from Empire vampires

- New World Colonies trade with Tilea and Estalia.
- New World Colonies trade with Skeggie to reflect smugling between factions at war.

- Luthor Harkon trade with Vampire Coast Rebels to reflect smugling between factions at war.
- Aranessa trade with Tilea and Mariemburg to reflect smugling between factions at war.
- Eastern Provinces trade with Dead Flag Fleet to reflect smugling between factions at war.

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Last edited by Meuhoua; 19 Dec, 2022 @ 5:12pm
Meuhoua  [developer] 25 Oct, 2022 @ 1:23am 
///MODS SUPPORTED///

- If you use Skaven Clans, report to specifics changelog for each mods included.

- If you use Greater Kislev, Kostaltyn got an extra yepiskop (priest regiment) at start.

- If you use Immortal Landmark, Itz Itza tribe in Dread Rock settlement will gain a powerful landmark at start.

- If you use Legendary Characters, you should have proper spawn location for heroes from faction changed by my mod. Also some will change owner (mostly whe their concerned factions are not played) : Changeling will goes to Vilich in any case. Scyla will be assignated to Valkya if no one play Skarbrand or Valkya). Haugr Frostmaw will go to Mountaineaters, Brudd the Blackened wil go to Bloodmaw (if Ogres, my Lord option is active) and Katerina de Hansebourg will go to the Thunderguts (or to King Bezer faction if you use Legendary Character alongside Gnoblar Hordes mod) if no one play Ogres. Bassiano Dutra will go to Ostermark if no one play vanilla Empire factions. Ludwig von Uberdorf will go to the Golden Order if no one plays Empire, Bretonnian, Kislev or Dwarves. If no empire faction are played, Halagrundsor spawn for AI Reikland is delayed to a random turn between 15 and 30. If no one play a "loyal" wood elves faction, Skaw the Falconer will go to Wydrioth as he is knowed for hunting in the Grey Mountain.
Also, Abrax the Bloody as faction leader of the Slaughtermen move to the Burning Monolith and added a thematic 1st opponent if played. (note, to avoid submod needs, i have swapped and reskin Crimson Skull and Bloody Sword, that can make some mod "incompatible" without some more scripting tweak -Kabhanda mod for exemple-), and retakes Rahtep start, moved to Waldenhof at war with Templehof.
About Ulrika, I have set a random attribution if no concerned faction is played (2/3 she will join Ropsmenn as CA Ulrika, 1/3 she will join Lahmian Sisterhood as LC Ulrika) and she shouldnt spawn elsewhere if she is already present in a way (note : i have changed some concerned factions, for the Empire, Markus and Sigmar are removed from the list, for Kislev, Boris Ursus is removed from the list (in both cases, because they are not located in the Old World), and for Vampire Count, it is now restricted to Vlad/Isabella, Mannfred and Lahmian Sisterhood, Ghorst and Kemmler have no more access to the unlock mission now. Why ? They are just necromancer, they just can't subjugate a recalcitrant vampire. note : they still can get her by confed Lahmian Sisterhood, if Lahmian Sisterhood got the character).

Note : i'm not sure if i succeed to cancel CA Ulrika spawn if no one play Empire or Kislev ; so please, report if you see a doppleganger.

- If you use Mixu LL, mutiple changes to starting opponent/situation if a concerned new LL are played. Also i've moved Ghorros to the Eastern Steppes in the northern chaoswaste of Cathay (in Ulthuan, he get rekt too easily) with a more centigor thematic starting roster, and Slugthongue goes to Central Jungle in the Southlands. Also, i've added a new minor bretonnian faction to defend Castle Bastonne during Bohemond expedition.

- if you use Preyton Morghur will get one at start.

- If you use Empire Secessionist Secede the Secessionist faction will be present in every case (initially only present if Secessionist or Reikland played), occupying Helmgard and Ubersreik.

- If you use OvN Albion, added an option about Belakor starts (in Albion or in Southern Chaoswastes). Done some changes to the starting roster for Albion lords to be more specifics and try to help them with a kickstart (autoresolve really dont love them) and to help Ravenhost faction specifically, i gave them a second army at start instead of a second settlement. Also as a little candy, changed Konquata to a more accurate location for Albion if you use the Changer of Cities option (the city can return as Konquata if a lizardmen faction take the settlement).

- If you use OvN Fimir, tweaked some starting situation for Rancor Hold (at war with Vanheimlings at starts to nudge them to the north and albion), Tendrils of Doom (changed the starting opponent, Sharktooth ogres instead of beastmen) and for Marsh Hornets, the faction moves to Marshes of Madness (to avoid collision with the new Bastonne start from Mixu LL, and also bring lorefriendly Fimir presence there).

- If you use Gnoblar Hordes - The Unwashed Masses, trade and war are adapted with King Bezer faction (trade as ivory road step and at war with nearby skaven faction). Also slightly moved Bragg Gutsman a region south (in Vale of Titans).

- If you use Pestilent Brotherhood, ajusted starting situation for Clan Morbidus to match with Teclis changes, for Clan Septik to match with Grombrindal changes and for Clan Skrat to give them a little survivability (by gaining Mangrove Coast settlement).

- If you use Tomb Kings Extended, Volkmar and Mannfred starting situations are tweaked to match with the lack of the Dune Kingdoms faction.

- If you use Sigmar's Heir, the mod will adapt Sudenburg lord to the huntsmarshal clone. Also, this mod is integrated to adapt starting roster of Empire LL.

- If you use Nanu's Pirates of Sartosa, you will get the vanilla start even if you have to use the debug option. Also the roster is adapted with my random start for AI feature.

- if you use Cataph's Southern Realms, tweaked Southern Realms configuration and added a couple of new alternate starts : Estalia and Bilbali adapted to the Morghur changes with new starting opponants. Tilea got new things to handle at start to match with the Sartosa random start feature. Border Princes gains most of the confederacy provinces to gain some survivabilities. Gashnag change his city-kingdom to Zvorak and have an alternate start in it to deal directly with ogres if not played. Catrazza moved south to Qiang to open a new trade road through Gnoblar Country. Marco Colombo sails to Eastern Colonies and can try to estabish in this new land, so close to Ind (note this option is set as OFF by default -activable with MCT-, as Eastern Colonie is tricky for AI, but if you want to use it, go on, may be you'll see funny things). Also tweaked starting heroes to give more "personality" to factions at start.

- If you use Mixu's Shadowdancer algonside Mixu LL, Wychwethyl will get one at start.

- If you use Mixu's Slayer, the starting hero for Karak Kadrin is replaced by a Dragon Slayer.

- If you use Sylvania: Faction Overhaul, the faction will not start with any settlement ownings and so will have to lead underdog his rebellion against Templehof first.

- If you use Marienburg: The Merchant Empire, set adapted starting trades agreements for the 3 factions.

- If you use Bertrand and the Survivors of Bergerac, set Bertrand start near a razed Aquitaine and at war with a minor greenskins (seems yo me a better starting point, north of Bretonnia is a bit overcrowded now between all mods, and may be more lorefriendly - Bergerac isnt clearly located, just meant to be near/in a heartland forest and razed by greenskins, so regarding warhammeresque twist of real France, this place could be more "correct"). Also, as an outlaw, i've set a little penalty in diplomacy with others Bretonnian Dukes, should not make them enemies but prevent too easy pacts.

- If you use OvN Citadel of Dusk, set a soft compatibility with Pestilent Brotherhood mod which to avoid a messy start situation in this region of lustria. Also added a couple of unit to the starting roster to be ready to resist alone against many.

- If you use The Jade-Blooded Vampires: Curse of Nongchang, slightly reworked Curse of Nonchang start (a bit more aerated : will start south of the province near Shiyama's Rest instead of being packed between Jiangshi and a Jade Custodians army close to Nongchang).

- If you use Expanded Roster - Greenskins - Goblin Pack and/or Expanded Roster - Greenskins - Orc Pack and/or Dark Land Orcs, the global retakes on greenskins minor faction will adapt things with leaders and units from thoses mods.

- If you use Rotblood Tribe, as my mod tweak Belakor start even with Albion mod active, AI Rotblood will keep his start in Serpent Jetty.

- If you use Lustria Rises, the new faction move north to Pillars of Unseen Constellation and the Sentinel of Xeti resurrect to its former place (also as little eye candy, slightly retake the faction icon for something less flashy).

- If you use The Return of the Ironskin Tribe, the faction move to Black Fang next to Zharr Naggrund with a trade agreement and military access with the Conclave (also as little eye candy, slightly retake the faction colors and a new icon).
Also, this permit me to "ressurect" Sabreskins (note: to do this, i use quest battle faction, but in this case, there is only one QB faction aviable in database, and it is the one used for caravan events, so i had to tweak a little caravan script to avoid army clearing, this should create "free" Sabreskin armies wandering after a lost caravan battle. Will see if its really anoying and need a fix).

- If you use Dukes of Bretonnia, if one of the duke is played, adapt starting opponent to the Bretonnia situation.

- If you use Clan Crooktail, slightly move the start to Foundry of Bones ; also resurrect the dummy faction Clan Mange in Lustria Isthmus.

- If you use Roar of the Jade Sea : Yin-Yin, the Sea Dragon, changed YinYin start to Copper Landing and reset Cathayan Coast ownings to multiple factions instead of invaded by pirates. Reworked dinosaur feature for something more progressive, instead of multiple armies spawned at start, they will spawn progressivly as yinYin goes at war with lustrian lizardmen faction. Reworked Kaiju feature, also for something more progressive, only one will be here at start and they will spawn randomly during the campaign (each 33 to 77 turns). (NOTE : i've set an MCT option for this, so as Kaiju mechanic can be cluncky, you can unactive it if you want it)

- If you use Dynasty of the Damned, changed the starting adversay faction to Jade Custodians and tweaked compatibility with Poljanan Jade Vampire mod (Curse of Nongchang and Dynasty of the Damned will not be at war at start but just with a strong enmity).

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Last edited by Meuhoua; 21 Jun, 2023 @ 5:38am
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