Total War: WARHAMMER III

Total War: WARHAMMER III

Guv's Beastmen Overhaul Mod (Updated Patch 6.0 / 2024-12-14)
Guvenoren  [developer] 26 Dec, 2022 @ 4:55pm
Wishlist for the Mod
Here is a set of wishes I wish I could accomplish with this mod. Stuff that I just don't have the skills to achieve or the means to.

- Being able to rewrite the "wh_horde_reemergence.lua" script to change how hordes respawn.
Fixed!! Check my better Horde reemergence mod.

- Making the beastmen AI actually make armies efficiently. Currently the beastmen AI work really weird. They don't recruit efficiently, often idling with smaller armies (or with no units at all) until they suddenly remember they have to recruit units. I don't know what causes the AI to do this.


- Making the AI follow the same rules as the Human player regarding occupation. Currently, only the player has to follow the laws of bloodground occupation. in other words, Human player beastmen cannot occupy bloodground regions, but the AI can raise herdstones as they please. The CA script "wh2_dlc17_bloodgrounds.lua" should have details regarding this, but it's too cluttered and confusing for me to decipher.
Last edited by Guvenoren; 23 Apr, 2023 @ 7:56am
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Showing 1-15 of 30 comments
Autumnchain 26 Dec, 2022 @ 7:26pm 
Will an update make this mod affect the playable beastmen factions added by Mixu at some point?
Boer Basher 27 Dec, 2022 @ 1:03am 
Originally posted by Autumnchain:
Will an update make this mod affect the playable beastmen factions added by Mixu at some point?
Would be good to see the unique techs for Slugtongue and Ghorros
Guvenoren  [developer] 27 Dec, 2022 @ 1:36am 
@Autumnchain
@Boer Hunter

The problem with that update would be for those that don't use Mixer. The mod would likely crash as the entries made from Mixu wouldn't be found.
Green Ramirez 27 Dec, 2022 @ 6:08am 
I'm thinking that the not Taurox beastmen Legendary Lords could receive more exciting faction effects, specially Morghur, that should at least buff chaos spawn to a usable state.

I saw that you added those technologies, that seem interesting, but I'm wondering if you're still going to change more stuff.
Guvenoren  [developer] 27 Dec, 2022 @ 6:10am 
Morghur imo is really solid. He is strong no doubt. I am still thinking of changing the tech as the regen ability does not work as intended for the Spawn.

The spawn should still be a major unit choice for Morghur and I need to figure out a fun way to implement that.
Autumnchain 27 Dec, 2022 @ 1:08pm 
Originally posted by Guvenoren:
@Autumnchain
@Boer Hunter

The problem with that update would be for those that don't use Mixer. The mod would likely crash as the entries made from Mixu wouldn't be found.

Maybe just a small submod then?
Guvenoren  [developer] 27 Dec, 2022 @ 2:25pm 
hmm. Could work as a submod.
If you guys wanna help me out, figure out some ideas I can use for effects and what these special techs would do. Would motivate me to do the submod if anything haha
Boer Basher 27 Dec, 2022 @ 10:19pm 
Originally posted by Guvenoren:
hmm. Could work as a submod.
If you guys wanna help me out, figure out some ideas I can use for effects and what these special techs would do. Would motivate me to do the submod if anything haha

Perhaps Ghorros's centigors getting devastating flanker.

Slugtongue granting poison warhounds the DoT poison effect. Maybe armor sundering archers (simulating the rusting effect of nurgle) or bound Plague of Rust on Lords?
Guvenoren  [developer] 28 Dec, 2022 @ 2:27am 
Or perhaps all those at once?
Keep brainstorming. I don't even know where to begin with those guys.
Autumnchain 28 Dec, 2022 @ 9:35am 
Mixu made Gorehoofs every faction instead of unique to Ghorros so his tech should provide recruit rank and capacity boosts for Gorehoofs.
Guvenoren  [developer] 28 Dec, 2022 @ 9:39am 
What do you mean?
Autumnchain 28 Dec, 2022 @ 10:08am 
Originally posted by Guvenoren:
What do you mean?
Exactly that, boost the Recruit Rank and Hero Capacity of Gorehoofs from Mixu's mod.
Boer Basher 29 Dec, 2022 @ 3:34am 
Originally posted by Guvenoren:
Or perhaps all those at once?
Keep brainstorming. I don't even know where to begin with those guys.

Slugtongue being very nurgle aligned maybe think about adding nurgle traits to things. Ghorros is undivided but I think his whole rutting and drinking thing + his mobile playstyle and units suit him for having Slaanesh type effects buffing his cavalry's stats.
Boer Basher 29 Dec, 2022 @ 3:43am 
For Ghorros I think his centigors would benefit from either phys resist or ward save, being given strider and devastating flanker. Maybe soporific musk, but all these things together might be overkill.
Guvenoren  [developer] 29 Dec, 2022 @ 9:31am 
Beastmen kinda need a bit of overkill, since they suck in Autoresolve.
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