Total War: WARHAMMER III

Total War: WARHAMMER III

Mortals, Mercs and Management
2,015 Comments
Arctic™ 8 hours ago 
Great mod Zevon, very interesting take on the mechanics, sadly due to ättrition it doesn't allow to work with 40 unit armies mod, which is causing CTD at end of turn due to attrition calculation. Normally fixed by no attrition mod, however your mechanic circumvents that.

If by any chance you would be able to release a version where attrition mechanic is excluded, would be awesome ;)
alcoholic seman thrower Oct 15 @ 11:20am 
so for chaos dwarfs there is no population for bull centaurs
Eventide Rider Oct 13 @ 7:28pm 
Ahhh, dang. Hm, I wonder if you could do it by using the corruption-from-kills mechanic without being aggressively spaghetti..?

Anyway, I thanks for having a look at the idea and glad it appealed.

I actually didn't know about the unique conversion though, that's pretty cool there. I tended to take an area and focus on growth and corruption but otherwise ignore the population and let them grow, avoiding even taking replenishment until it's chocked full.
_Zevon  [author] Oct 13 @ 4:59pm 
I haven't been able to figure out a way to add undead based off of the kills from battles without doing some really sloppy code. I don't have the skills for that, otherwise I would. It's a cool idea!

Yeah, that's intentional. As an undead faction you need to spread undead corruption first, before you push into the region. Also you use humans for your economy, so you can immidiately take over any provice without having to replace them with a new race such as elves or tomb kings do.

The good news is once you have a region with full corruption it's basically an endless supply something other factions don't have.
Eventide Rider Oct 13 @ 2:29pm 
I did notice that for those races, in part because I also noticed they tend to disappear real fast without corruption. It can actually make just *existing* as an undead or chaos faction without your corruption virtually impossible

I'm far more familiar with undead personally, so I'm not sure how best to resolve this issue for chaos, though I wager a stance could increase growth rates (channeling?). But for undead, the most natural idea is to have population get generated based on kills in a region after a battle. From there they can either migrate over to you next door, rebel, or what have you. Or just settle in if you were fighting defensively.

The undead and chaos thrive on conflict and attrition, and can be smothered pretty thoroughly without it.
_Zevon  [author] Oct 13 @ 9:14am 
@Evening. Undead, Daemons, and Cultists are created by corruption. If you have corruption new pops are spawned from thin air every turn. Orcs, Goblins, and Lizardmen are spawned in by events. All the others use a regular population growth that is heaviy adjusted for their race size. So there are always multiple more skaven than elves for the same amount of food.
Paulogbfs Oct 13 @ 8:27am 
@Eventide RIder. Agreed. This mod is my hope to have a superb time on the campaign map.
杰洛 Oct 13 @ 1:50am 
zhanshi too little growth
Eventide Rider Oct 12 @ 11:40pm 
Hm, this needs to have some dramatic changes for how it works with certain races/factions, like undead and demons. They don't DO growth, realistically, and the attrition warfare style they both use is absolutely gutted by this system.

Populations should be created growth-agnostic by corruption and, in the case of the undead, also casualties.

Don't get me wrong, this is VERY cool and I think has a lot of potential to add depth to the economic side of things, especially if different races and castes do different things, like applying modifiers to public order, income, food production, winds of magic, disease chances, etc.

I do appreciate that things need to be ironed out and the basics have to be finished before going further with the more complex things, and I hope you'll continue to work at this over time.

This mod could make the campaign map feel a lot more alive and dynamic.
alcoholic seman thrower Oct 12 @ 9:56am 
hello my bull centaurs do not replenish
杰洛 Oct 12 @ 1:56am 
i love this mod
杰洛 Oct 12 @ 1:56am 
thank you
杰洛 Oct 12 @ 1:56am 
yes ,but not good
_Zevon  [author] Oct 10 @ 5:51am 
Ah! I think I understand. I will look into rebalancing the hammers for the Cathay!

Have you tried building the workshops that boost population productivity?
杰洛 Oct 10 @ 4:59am 
gongren
Pfleger Von Yggdrasill Oct 10 @ 4:38am 
Thank you,hope that won't be to hard, cauz that's far beyond my pathetic script knowledge
杰洛 Oct 10 @ 3:56am 
sorry my error the fourth is the opponent?
杰洛 Oct 10 @ 2:59am 
even prosperity peace
杰洛 Oct 10 @ 2:59am 
the upper ;imit cannot be reached ,only 40% and its been going down
杰洛 Oct 10 @ 2:57am 
reduced workforce more than other increased population
杰洛 Oct 10 @ 2:55am 
a only time later only 60 in 2 city
100 in 4 city
杰洛 Oct 10 @ 2:53am 
no, there are too few hammers
_Zevon  [author] Oct 9 @ 1:34pm 
@pfleger. I haven't looked into the modded factions submod yet. I need to fix the mercs problem and anything else that pops up on the main mod first. But it is on my list!
Pfleger Von Yggdrasill Oct 9 @ 12:03pm 
Do you consider checking the Dynasty of the Damned problem?
_Zevon  [author] Oct 9 @ 5:16am 
It is not chinese localization.

When workers become nobles, they are removed from workers.
When workers become servants, they are removed from workers.

There is a ratio of servants to workers to nobles to priests.

If you have too many workers and not enough nobles and serfs. If the ratio is off. It will remove from one class to fill the others until balance is restored.

If you just conquered a new territory you are given a few thousand new workers but no nobles or servants.

Are the populations balanced with a few priests, more nobles, some workers and many servants?
杰洛 Oct 9 @ 4:50am 
@_Zevon
杰洛 Oct 9 @ 4:50am 
Populations will decrease if you hire units.
Populations will decrease if there is raiding in the region.
Populations will decrease if there is plague or starvation.
Populations will move to different regions with less populations and more food.
im pretth sure there isnt
total population comparde to before its abonormally less
杰洛 Oct 9 @ 4:48am 
i have food no circumstances but total population reduced i only have very few worker in my home,maybe iee?or chinese localization patch ?other population in growh,only worker
_Zevon  [author] Oct 9 @ 4:26am 
Working population should increase if you have enough food.

Populations will decrease if you hire units.
Populations will decrease if there is raiding in the region.
Populations will decrease if there is plague or starvation.
Populations will move to different regions with less populations and more food.
杰洛 Oct 9 @ 2:16am 
is it necessary to bulid a military camp ohterwise the worker population will automatically decrease?
杰洛 Oct 9 @ 2:14am 
iee
杰洛 Oct 9 @ 2:14am 
the working population is continuously decreasing is this a setting or a bug?
_Zevon  [author] Oct 8 @ 5:28pm 
@AfK. I'll look into that and should have a fix by this weekend.
AfK Oct 8 @ 3:02pm 
Hi. Kaadai fireborns from chaos dwarfs doesnt replenish. it says that it needs priest demons.
Hsutes Oct 8 @ 2:37pm 
Understood I’ll email em over if I get em!
_Zevon  [author] Oct 8 @ 1:29pm 
Great! I don't know how to fix the missing mercenaries bug yet! But it's on the list!

Let me know if you get any script errors from this mod! They would have the name kiki_ on them, like kiki_fatigue or kiki_pop.

I'm glad it's working for you!
Hsutes Oct 8 @ 11:15am 
Okay so I have done some playing around with the mods and the mod script debugger activator has fixed the mod up to turn 31 currently in my game along with the mixer mod and IEE. Sometimes some ROR glitches but overall no crashes! Hope this helps!!
Hsutes Oct 7 @ 6:20pm 
let me see if I can do that for ya!
_Zevon  [author] Oct 7 @ 5:56pm 
@Hsutes. Okay, I'll add those as requirements. Thanks for the crash report!

So the mod is still broken. Did you get any logs from the kiki_log.txt file on your pc in the Total War Warhammer 3 folder?

If you did can you email it to me at zevon_longbone@icloud.com so I can look at what crashed on you?
Hsutes Oct 7 @ 5:35pm 
now it just ctds after turn 12 ugh!
Hsutes Oct 7 @ 4:04pm 
Okay so all I did was sub to mixer and IEE and it made it past turn one so maybe those are just required now?
Hsutes Oct 7 @ 3:46pm 
let me try that real quick thanks
_Zevon  [author] Oct 7 @ 3:03pm 
Okay, if you subscribe to the script debugger mod, and try using Mixu's Unlocker does it run?

It's running for me and I have a few script debugging mods, and Mixu's unlocker going. It might also need IEE at this point, but I'm not sure.
Hsutes Oct 7 @ 2:33pm 
It still crashes on turn one with only this mod active I have tried to resub. I do not own every dlc. I am using Elspeth
Hsutes Oct 7 @ 12:43pm 
@_Zevon I will give it a go now!
_Zevon  [author] Oct 6 @ 4:07pm 
@Hsutes. It should be working now. Do you have all of the DLCs? Have you tried unsubscribing and resubscribing to the mod.
_Zevon  [author] Oct 6 @ 4:06pm 
@Louie. I'm not even getting any crashlogs or error reports on my current debugging set up. I have to install some new tools that were recommended to me by others to be certain once I find the repeatible crash.
_Zevon  [author] Oct 6 @ 4:05pm 
@Rangel. I wasn't able to reproduce your issues. It seemed to work fine for me.
_Zevon  [author] Oct 6 @ 3:53pm 
Hey everyone, I was able to get back. So far, I fixed the kislev spiders issue, and the chaos dwarves not having class_slave pops for greenskin units. This may brick some of your old saves, but I'm hoping I got it fixed.

As for the big random crash that I haven't been able to fix yet. Thanks to @Crawlers, I was able to isolate where the crash was coming from, but I still don't have total faith that I got it. But, I managed to play 20 turns and not have it crash on me.

Known Issues:
1. This mod doesn't work with the HUNG mods. But I'd like to get them working together sometime in the next month.
2. The empire and dwarves are still missing their regiments of reknown.

Please let me know if you find any other issues, and I'll see what I can do to fix them. Especially if the game just suddenly crashes out on you, especially if it's on a chaos warriors faction turn.
Rangelx97 Oct 5 @ 6:06pm 
For the dwarfs, they seem to have 2 sections for infrastructure buildings when hovering over 1 of them it crashes the game
Tested empire works fine
2 dwarf factions, both have the infrastructure section and crash
only this mod active