Total War: WARHAMMER III

Total War: WARHAMMER III

Eternal Dynasties (Version 1.3.0) - Medallion of Chaqua
 This topic has been pinned, so it's probably important
greyTiger  [developer] 29 Apr @ 12:34am
Suggestions Box
If you have any ideas for additions or improvements that you think would benefit the mod then please leave them here. I can not guarantee that your ideas will make it into the mod, but I do appreciate feedback which could make a better experience for all.

You may notice as you play through the campaign that you build up quite a few unused Spawning Tablets. Some medallion effects do use these, but if you have any ideas on ways for the player to 'spend' them then please let me know.

I have one idea I am toying with which may be included in a future release, but nothing concrete at this stage.
Last edited by greyTiger; 30 Apr @ 5:15pm
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Hey, because there are so many "medallion effects" that are doing things in the background at once...would it be possible add somewhere, either within one one the new menus are somewhere else, a complete "list of current effects" that are being applied to the faction? It would make readability overall better.

Especially for things like replen and total % chance increase to spawn tablets etc. Just so you can quick look at all the effects in question. Maybe in the top left "faction summary" window? Or somewhere that allows you to have space to list them all haha.
greyTiger  [developer] 5 May @ 3:36pm 
I might be able to add an extra panel to the medallion screen. That shows all of the effects that have been accumulated and are currently active. I could have it display in much the same manner as the help panel currently does.

I shall look at this as a possible addition for version 1.2.0, though it may be delayed to a later version if it proves more difficult than i imagine.
Last edited by greyTiger; 5 May @ 3:38pm
That's cool, no rush of course! I have an absolute TON of ideas for this lol but I wont bombard you with them all yet. I'll finish my current campaign with it then see how everything feels when I reach the climax.
This isnt related to this mod but I see you plan to expand this great series to other factions. I find the Vampire Counts to be in need of a cool mechanic or two. Maybe something related too the Blood Kiss or Necromancy, but otherwise anything cool would improve campaigns.
Hi, I had an Idea of what to do with all these tablets in the late game. Once the tablets are full, a spawning happens (On a cooldown)

Numbers would be interesting to look at
greyTiger  [developer] 7 May @ 4:31pm 
So you were thinking if the player has at least 1 of each Spawning tablet, then a more powerful and rare spawn would be triggered via some event? That sort of thing?
greyTiger  [developer] 9 May @ 1:12pm 
@Krakenous
I took a look at implementing the panel with the combined effect values. Unfortunately it is a great deal more work than I anticipated, mostly due to the need for the sorting and categorisation of the effects.

Instead I have added the current value of complex effects (those that rely on the number of socketed tablets, geomantic towers built, medallion fragments claimed, etc) to the end of the effect description on the medallion fragments screen. e.g.

Melee Attack: +2 for Saurus Warriors for each Medallion Fragment Claimed (max 20) [x]

[x] will be the actual value for the number of fragments currently collected.

Other things like chance to gain a spawning tablet will be added to tooltips where appropriate.
Last edited by greyTiger; 9 May @ 1:12pm
That's awesome, I appreciate greatly your efforts! I think if how I imagine it, that will work out rather well 😁. Great work.

I have another suggestion but perhaps it's more of a balancing thing? I'm not sure... maybe it's kind of both just to be awkward lol. I'll detail it later, as per usual with me it'll either be wildly out of scope and possibility, or easier than expected 😁
Hello,

i really like your Mod its awesom. But sadly i found a compability issue with the
"Old Ones' New Era - Lizardmen 5.0" Mod. Since it replaces the Geomantic towers for a version with an energy Management and they dont count for your 3 Tower Mechanic.

Would a compability Patch Mod possible?
greyTiger  [developer] 11 May @ 3:10pm 
Hi toshiro87
Does the missing Geomantic Towers cause any script errors or crashes?

Regarding a compatibility patch, this would require changes to my core scripts, and is outside the scope of a submod. If I were to investigate modifying my code to handle the new buildings from the Old Ones mod, it would not be any time soon.
Last edited by greyTiger; 15 May @ 3:46pm
I think this mod would benefit greatly from an Old World submod!
toshiro87 19 May @ 12:59am 
Originally posted by greyTiger:
Hi toshiro87
Does the missing Geomantic Towers cause any script errors or crashes?

Regarding a compatibility patch, this would require changes to my core scripts, and is outside the scope of a submod. If I were to investigate modifying my code to handle the new buildings from the Old Ones mod, it would not be any time soon.

No Crashes. And if it is this much work dont bother. Your Mod is great. :D
greyTiger  [developer] 19 May @ 5:11pm 
@Professor snail
Sorry, That's not on my list of things to do. It does work with IEE, but the Old World map is just so different that it would require a lot of changes.
Is there any chance of understanding the keys of the various tablets? I am using the console command mod. I was trying to get the keys of the various pool tablets. Can someone please point out where to look? I am using RPFM and looked in the db section. Couldn't find them?
greyTiger  [developer] 21 May @ 4:34pm 
The tablets do not exist in the game database. They are created completely through scripting. The effects related to each tablet though are in the database in the effects_tables, effect_bundles_tables and effect_bonus_value_ids_unit_sets_tables.

You may be able to manipulate effects through the Console Command mod (i don't know) but you will not be able to manipulate the tablets.
Last edited by greyTiger; 21 May @ 4:41pm
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