Total War: WARHAMMER III

Total War: WARHAMMER III

SCM Marienburg (6.2)
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Rhox  [developer] 8 Dec, 2023 @ 9:24am
This mod is not fully compatible with The Old World (TOW)
Because it needs a bunch of work. First of all, I haven't played The Old World mod yet. (TOW from now on)

Many of the faction mods do not have a script besides starting spawning, in that case, the mod only needs if case in starting coordinate, and that would take 30 minutes at the most. But this mod is not, and full of scripts and campaign map-specific stuff.

Now let's start with the caravans. If I want to keep the caravan route scale as same as that of the IE, that would be (And I'm ignoring the work for Fooger and Mundvard)
1. Coordinates for the 74 nodes, it needs a manual survey
2. 64 edges
3. Region group for each edge. This is needed for banditry and battlefield decisions. That would be 64 region groups and 274 region-to-region_group junction entries.
4. 30 Incidents with new locs.
5. And fix the caravan script to work with it. (3100 lines, luckily region part is small)

Additionally, I also have to fix all the other campaign scripts:
1. Coordinates change for the initial summon. Which is quite easy.
2. Change all scripts that refer to the region. Which is about 50 parts.
3. If it's a mission with flavor, we have to make a new one and change the loc.

And lastly, I need to run playrest. I've already done too much caravan stuff for a short time, Calm's mod (4.5k lines) and OvN Araby (another 4.5k) so I don't want to touch it for a while.
Last edited by Rhox; 11 Jan, 2024 @ 9:23am