Total War: WARHAMMER III

Total War: WARHAMMER III

Mortals, Mercs and Management
2,090 Comments
_Zevon  [author] Nov 27 @ 2:01pm 
@Saruman. I have not played a full changeling campaign. I will look into it. Maybe I can make some tweaks.
sarumanthecursed Nov 26 @ 6:23pm 
finding it difficult playing the changeling since he does not have settlements, how does he regain supplies and replenish
_Zevon  [author] Nov 26 @ 5:04pm 
@Saruman. So it's in game replenishment amounts, but then it calculates how many new models will be added next turn. Then it deducts that from the population ledger.
sarumanthecursed Nov 26 @ 4:33pm 
Also, how does bonus to casulty replenishment work in this mod?
sarumanthecursed Nov 26 @ 4:06pm 
How can i see the amount of seeker demons in a province when playing as the changeling?
_Zevon  [author] Nov 26 @ 2:33pm 
@sarumanthecursed, you can use Xoudad's Levy mod and Loreful Mercenaries mods, which were taken and encorperated into this mod.
sarumanthecursed Nov 26 @ 10:54am 
Would be nice to have a standalone of just the mercenary system
scruty Nov 25 @ 5:47am 
Kudos to the authors of the mod, can't imagine playing without it anymore. Basically adds a whole new strategic layer to the campaign gameplay which I've always found lacking.
_Zevon  [author] Nov 25 @ 3:05am 
@IMAMAKE. Understandable. I'm sorry this has been happening. Have you tried verifying the integrity of the game files?

Can you download the No Player Fog of War Mod, and tell me what AI faction is causing the crash?
IMAWAKEIMAWAKE Nov 24 @ 5:40pm 
@_Zevon I've tried running Karl Franz campaigns multiple times now with various mod combinations including Mixu and IEE. Mixu + IEE + MMM never got past the end of turn one. Mixu + MMM also failed multiple times with one attempt that made it to turn 2 before freezing/crashing at the next AI turn. When the game freezes has been inconsistent, sometimes at AI faction number 8's turn, sometimes 30 or 80 or 200ish. I hypothesis that the AI is doing something during its turn that causes the freeze/crash.
_Zevon  [author] Nov 24 @ 4:50pm 
@IMAWAKE. Can you try running it with Immortal Empires Expanded and Mixu's Unlocker enabled?
IMAWAKEIMAWAKE Nov 24 @ 4:47pm 
Hi @_Zevon, I love the mod but unfortunately I'm running into the same issue a lot of other people are having with the game freezing and crashing during the AI turn. The steps you provided have not resolved the issue. No other mods are active.
_Zevon  [author] Nov 23 @ 4:52am 
@Parabellum. Yes, that is my mistake. I have forgotten what caused that issue last time. I'll see if it can be fixed again.

@Sonichu. Can you enable to Script Debugger mod from the workshop and let me know if you get any crash log errors in red on the screen? If you find info about the crash I can hunt down the issue in more detail.
Sonichu Nov 22 @ 7:45am 
@_Zevon. Doing those steps solved the problem for me temporarily but then it just goes back to crashing. This bug unfortunately makes the mod unplayable for me.
Parabellum168 Nov 21 @ 9:09pm 
Hey Zevon, my good author. It seem that the regiment of renown are partially missing with this mod enabled. I had reported this problem to you before a few years back and it was fixed after you confirmed the bug. Now it is back again.
An example is the empire without this mod have 15 ROR units, with this mod, 6 ROR units :'(
_Zevon  [author] Nov 15 @ 4:27am 
@rwing2. Can you please do the following:
1. unsubscribe from this mod
2. launch the game
3. resubscribe to this mod
4. start a new campaign, and see if it all works.

It's possible some population mod save data was corrupted in that game, or your mod may not have the latest version from Steam which has the fix for a bug like this.
rwing2 Nov 14 @ 11:47pm 
Ditto this point
The game just freezes and goes to desktop on the AI's turn. Nothing pops up like an error.

No indication of the problem

Reload also experiences a crash over the same end turn. Something to do with an AI faction
_Zevon  [author] Nov 13 @ 9:19am 
@Planetoid. Glad it worked!
planetoid Nov 11 @ 10:49pm 
@Dudu What you described happened to me as well. Exact the same thing. I managed to solve it following the author's advice: unsubscribe-open-close-resubscribe. Thanks the author for this great mod. Love it so much.
Dudu Nov 11 @ 10:15pm 
The game just freezes and goes to desktop on the AI's turn. Nothing pops up like an error.
_Zevon  [author] Nov 11 @ 5:21pm 
@Dudu. Are you getting any error I can track?
_Zevon  [author] Nov 11 @ 5:20pm 
Yes and no. It's more that Chaos Dwarves have a slower food production from the chaos wastes to reflect the realities of living in that environment and having a smaller population because of it.
Dictator Sky Nov 11 @ 1:04am 
Thanks! It really works. One more question about mechanics. Is it designed so that the faction that is the source of corruption gets a debuff on food production due to corruption? In particular, the chaos dwarves.
Dudu Nov 10 @ 6:57pm 
Yeah I tried that. Sometimes it'll crash on AI turn sometimes it wont. about a 50 50 chance.
_Zevon  [author] Nov 10 @ 10:13am 
@Dictator. You should be able to click and drag the UI boxes around.
Dictator Sky Nov 10 @ 9:42am 
@_Zevon
Do you know how to make the interface with the population visible when the mod for advanced settlement slots is enabled? If the province consists of 4 settlements, the windows with the population on the sides will not be displayed. Preferably other options besides a 4k monitor)
_Zevon  [author] Nov 10 @ 3:42am 
@Dudu. I'll look into in more detail. Did you try unsubscribing, starting the game, then resubscribing to the mod? This sounds like an old crash I fixed a last update. Sometimes steams mod manager can be a little goofy.
Dudu Nov 9 @ 8:25pm 
Yeah no matter what I do it'll eventually crash on the AI's turn. something is wrong and I really want to play this mod
_Zevon  [author] Nov 8 @ 5:42pm 
@Shadow. No worries. I don't have a FAQ worked up because I'm always tweaking things and fixing bugs and adjusting behavior.

Captives are automatically converted functional pops over time. If they are from restricted races they are killed or banished. Otherwise they are returned to the general population.
_Zevon  [author] Nov 8 @ 5:40pm 
@Sonichu. Unsubscribe from the mod. Open the game. Close the game. Resubscribe to the mod. Then play it again.

That sounds like a bug I removed last update. Also, this mod may require Immortal Empires Expanded to work for some people, but I'm not sure why.
Shadow Spion Nov 8 @ 3:54pm 
Sorry for all the questions is there a general guide somewhere for the population mechanics? I am not sure how captives work or the population options for banishing and other things is for?
Sonichu Nov 8 @ 5:44am 
I just tried it and it crashed in IE as well. Just to make sure, I tried starting an IE without this mod and doing everything exactly as I did with the mod and it didn't crash. It doesn't crash immediately when I end the turn but rather sometime during one of the many AI turns, it seems.
_Zevon  [author] Nov 8 @ 4:46am 
@Sonichhu. I haven't tested it with Realm of Chaos. Just Immortal Empires. There may have been some changes I made to make it work with the IE map that make it incompatible with RoC. I'll look into it. Does Immortal Empires work for you?
Sonichu Nov 7 @ 7:07pm 
My game keeps crashing when I end the first turn right at the start of a Realm of Chaos campaign as Katarin. I have tried with only this mod, MIXER and MCT, so it should not be a compatibilty issue.
_Zevon  [author] Nov 7 @ 5:27pm 
@Shadow. They are recruited without consuming population, because they're marked special and they still use the vanilla replenishment system for HP.

If a unit is not given a race and class, then it fail safes to single entity aka vanilla replenishment - to avoid anything too terrible.
_Zevon  [author] Nov 7 @ 5:25pm 
@Dictator. I inherited the mod from Lorghul who ported the mod from WH2 to WH3. He was the one who made the mod work first.
Shadow Spion Nov 7 @ 5:20pm 
@_Zevon Single Entity Monsters. I was wondering if you needed to spend population or a resource of some description to recruit them. Thanks for the other info. All player replenishment comes from the local province correct, no way to get boys from the homeland if you are far a field in an area without your species?
Dictator Sky Nov 7 @ 12:21pm 
How did you write 15,000 lines of code? Is it a year of work or more?
_Zevon  [author] Nov 7 @ 10:31am 
@Shadow. You can replenish in allied territories if they have the right pops, but it's a touch slower. You can replenish in neutral territories if you're encamped, you cannot replenish in hostile territories. ( I had wave this by saying you're being hurassed by partisans or something. )

What do you mean by sem's??
Shadow Spion Nov 7 @ 10:23am 
Another question how do things like sem's work? Do they require population? Also is the only way to get replenishment in your own territory with your pops? Or can I replenish in allied territory if they have the right people?
_Zevon  [author] Nov 7 @ 9:59am 
@Valeroth. I started a new game with a LL from the LHEC mod. I also used the LL from Mixu's mod. It ran and I had the LLs.

Can you tell me which LL is missing? Have you uninstalled this mod, and then reinstalled it?

I would ask if you can unsubscribe from all LL mods, and MMM, and then start the game, and then reinstall all the LL mods, and MMM.
_Zevon  [author] Nov 7 @ 8:52am 
Okay. I'll try it. Thanks for the bug report!
Valeroth Nov 7 @ 5:44am 
When starting a new game with a faction other than vanilla factions , legendary lords goes missing. You can try with this mod other than mixu's LL .

https://steamcommunity.com/workshop/filedetails/?id=2897366143
_Zevon  [author] Nov 7 @ 3:04am 
@Valeroth. I use Mixu's legendary lords, and don't have issues on my end.

What issues are coming up?
Valeroth Nov 7 @ 1:50am 
This mod breaks some legendary lords mods like mixus legendary lords mod.
_Zevon  [author] Nov 6 @ 1:50pm 
Minor Update: Fixed the Chaos Dwarves not having Daemons to start.
_Zevon  [author] Nov 5 @ 7:32pm 
@Krinitz. It's possible they fixed the issue! I'm not sure which if any factions had this issue. If you find a crash with it let me know. I've had this with SFO too, where sometimes it works, and other times it doesn't as reported by others. I use my own home brew battle and balance mod, and SFO doesn't work well with that.
Krinitz Nov 5 @ 6:28pm 
Hey @_Zevon any idea which campaigns reported issues with VCO? I just tried to replicate the crash using good 'ole Karl and things were fine after completing the first victory path. Not sure if it was only certain factions, if all victory paths were required (seems unlikely), or if this just isn't an issue anymore.
vargasguerrero113 Nov 5 @ 4:16am 
do you know if this mod will work well with the new hecleas grand strategy?
Shadow Spion Nov 4 @ 5:50pm 
Thanks for the quick reply, this looks like a really cool mod I am excited to try it out in the future