Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas Grand Strategy
Showing 1-10 of 110 entries
<123 ... 11>
Update: Jul 17 @ 5:04pm

-Reintroduced my own campaign movement system, which adjusts movement points based on several factors, including army composition, faction culture, climate, and other parameters.
-This system temporarily replaces PWD script, which is currently under maintenance due to several bugs and compatibility issues.
-Reworked and fine-tuned my script, with the addition of values that can now be adjusted directly through MCT.
-Completely overhauled the script’s structure, architecture, and patterns to improve readability, maintainability, and reliability.
-Reviewed several other scripts in the mod to improve their stability and reduce unexpected behaviour.
-Fixed various minor bugs that appeared following the latest Creative Assembly update.

Update: Jul 11 @ 6:33pm

Update: Jul 11 @ 5:39pm

The mod has been fixed. CA changed some structures and added new tasks, so everything has now been adjusted accordingly. Have fun!

Update: Jul 2 @ 9:46am

-The “New Legendary Lord and Hero Artefacts” mod was updated, but not on HGS’s side, which caused interference for players using both mods at the same time. Please note that this mod is already directly integrated into HGS, including its latest update.

-Adjusted several diplomacy values, especially regarding war declarations and ultimatums, taking into account distance, priority threats, the faction’s current situation, and other related factors.

Update: Jul 1 @ 10:40am

Update: Jun 18 @ 3:09pm

### Global Improvements
-Slight reduction of the zone of control range (land & naval)
-Slight reduction of army reinforcement range
-Reintroduction of rogue armies that were previously removed
-Increased AI priority for recapturing lost territory
-Increased AI priority for defending besieged settlements
-Adjusted the priority order of some new AI task lines introduced since 8.0.
-Debugged and adjusted the vanilla war declaration system.
-Removed my custom war declaration script; the mod now returns to the base system.
-Adjusted the AI’s diplomatic priorities.

---

## MCT & Script Improvements
- Improved MCT structure across multiple scripts.
- Added cleaner Settings sections.
- Added How It Works sections where useful.
- Added clearer tooltips for players.
- Added proper option locking when a mod is disabled.
- Added safer MCT value reading.
- Added anti double-registration guards to prevent duplicated MCT entries.
- Improved player / AI targeting options on several systems.

---

### Hide Auto Resolve
-Fixed a bug where opening and closing the Escape menu from the pre-battle panel could duplicate the auto-resolve icon or make it unresponsive.
-The hidden auto-resolve button is now tracked, cleaned up, and restored more reliably to prevent duplicated clones and broken UI states.

---

### No Siege Attrition
- Added Apply to Player option.
- Added Apply to AI option.
- The effect now correctly checks the defending faction.
- Improved MCT layout.
- Added option locking when the mod is disabled.
- Added clearer explanation of how the system works.

---

### Recruit HP Control
- Added Enable Recruit HP Control option.
- Added automatic locking of options when disabled.
- Improved MCT layout with a clean How It Works section.
- Kept the main script compact and close to the original logic.
- Existing player / AI targeting and starting HP settings are preserved.

---

### Expansion Penalty
- Added Enable Expansion Penalty option.
- Replaced the old fixed Penalty Cap Mode dropdown with a fully adjustable Penalty Cap (%) slider.
- Players can now choose any cap value from 1% to 100%.
- Added warning text for very high cap values.
- Added automatic option locking when the system is disabled.
- Improved MCT layout and explanation.
- Added support for removing active penalty bundles when the system is disabled.

---

### Garrison Experience Upgrade
- Added Apply to Player option.
- Added Apply to AI option.
- Fixed MCT loading issue where new entries were not displayed correctly.
- Improved option registration to match the stable MCT pattern used by other scripts.
- Added safe cap logic so units cannot gain experience above the configured cap.

---

### Region Culture Change
- Added Apply to Player option.
- Added Apply to AI option.
- The downgrade now checks the new owner of the captured region.
- Improved MCT structure with proper section and option locking.
- The system can now be enabled for player, AI, or both.

---

### Wood Elf Cities
- Added Apply to Player option.
- Added Apply to AI option.
- Forest spread, threshold unlocks, and capture resets now respect player / AI targeting.
- Improved compatibility with the existing MCT structure.
- Preserved existing forest cover logic and progression behavior.

---

### Chaos / Order / Wild Balance
- Added stronger anti-crash protection.
- Improved safety checks for invalid factions, regions, settlements, armies, and generals.
- Fixed distance calculation logic for player proximity checks.
- Improved reliability for army spawning, faction resurrection, settlement transfers, and building upgrades.
- Added safer MCT handling and value validation.

---

### General Fixes
- Fixed several cases where disabled MCT settings could still allow scripts to run.
- Fixed several cache/state issues that could prevent effects from being reapplied correctly.
- Improved script stability during campaign events.
- Reduced risk of crashes caused by invalid campaign objects.
- Improved overall MCT readability and usability.

Update: Jun 18 @ 10:08am

Update: Jun 18 @ 9:21am

Update: Jun 17 @ 12:23pm

Update: Jun 7 @ 8:30am