Total War: WARHAMMER III

Total War: WARHAMMER III

Immortal Empires Expanded [Requires Mixer!] [Updated]
 This topic has been pinned, so it's probably important
ChaosRobie  [developer] 31 Jul, 2023 @ 2:54am
Note for Mixer Modders
Five things.
  • There are no plans to remove any vanilla regions, or even shift any of them around. Despite the map being expanded, all vanilla coordinates will also remain the same. So all scripts relating to specific parts of the vanilla map should remain stable.
  • I plan to follow Mixer's lead with respect to factions, cultures, etc. for the vanilla parts of the map. Generally you should ask him to add new factions and cultures, and I'll update this mod to match. But it's still possible for this mod to have it's own things, like the factions I have in Khuresh/Ind, those aren't in Mixer.
  • This campaign launches all scripts in both the main_warhammer and cr_combi_expanded folders. But it also launches all scripts in the wh3_main_combi folder too. You can always "escape" my clutches by putting a check in your script for which campaign is running. Speaking of which....
  • Double check your scripts because cm:get_campaign_name() returns "main_warhammer" for both normal and expanded IE. But cm:model():campaign_name_key() is different and returns "wh3_main_combi" for normal IE and "cr_combi_expanded" for expanded IE. In general you should use the first one, get_campaign_name()!
  • Be careful with "campaign_group_member_criteria_campaigns" if you assign a campaign_group_member to the "wh3_main_combi" campaign, then it's not going to be active for this campaign. There's a few other places like that, like for caravans and teleport networks. Also incident/event options that use CND_CAMPAIGN (you can do wh3_main_combi;cr_combi_expanded to "or" them)
Last edited by ChaosRobie; 1 Aug, 2023 @ 1:52am