Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Faction Strength & Starting Armies
149 Comments
Acephelos  [author] Jul 18 @ 3:21am 
@Mvp - I've fixed the bug with the checkbox, thanks for reporting it.

I've also brought the default FP settings more in line with vanilla.
Mvp Jul 18 @ 12:57am 
Also have a suggestion about the "scale with difficulty" checkbox. It looks like even if you tick it off, it tends to turn back on on a next load or campaign while other settings are saved and loaded. I know that would be vanilla settings but would be nice if you could check that. Description also says bonuses are from -50 to 150 but I think it's -75 / 0 / 75 / 150 / 200 now. Could be just text but just giving you heads up. Otherwise thanks a bunch for this alternative mod and appreciate all your replies!
Mvp Jul 18 @ 12:52am 
@Acephelos Thanks for the reply. I've ran some tests in vanilla and it does look like FP impacting upkeep cost only happens when you start a new game. (for example if you set Festus's FP in db to 400 and start new game, it does update to 100 down from 200 but the number doesn't update after) I've used Unnatural Selection mod for years and was used to seeing the updated upkeep values right away on turn 1 because that mod let you customize faction bonuses at main menu screen. So far basically factions that I gave full FP seems to have their LL gaining twice the XPs on their first battle which seems like normal.
Acephelos  [author] Jul 17 @ 7:08am 
@Mvp - I don't think you can see what other factions pay in upkeep. In vanilla, Faction Potential is changed each new game, and reduces unit upkeep, but without this mod you'll also see the upkeep of that unit is 200 (which is the base upkeep).

I think a better indication of this mod working is to look at how much experience an AI general gets after their first battle with their FP set to 400 versus setting it to 0. You should notice a substantial difference between the two.
Mvp Jul 17 @ 12:53am 
@Acephelos I've checked those values after multiple turns have passed but nothing changes - and I usually set things on turn 1 cause you can't see individual faction lists on main menu. I feel like at some point CA's patch messed up the faction potential change mods like this or Unnatural Selection, the mods themselves still work structurally but once you adjust FP values it feels like it's doing nothing.
Acephelos  [author] Jul 16 @ 3:30pm 
@Mvp - Some effects need a turn before they take effect. And, unless you change the MCT settings on turn 1, they won't be applied until the end of turn 1. So to be thorough I'd wait a couple turns and check again.
Mvp Jul 16 @ 11:41am 
I've also checked the log file and it seems all minor factions = 0 and those 2 factions are set at 400 so I'm kinda confused right now haha
Mvp Jul 16 @ 11:40am 
Thanks for the great mod, but I have an issue where FP bonuses are not being reflected in game. Currently I'm running simple setting of FP = 0 for "all non playable factions" and FP = 400 for "group 1" that I've assigned Festus / Archaon faction to. Technically they should be getting bonuses from max FP but it seems they're not. I'm using just two of your mods and MCT, and Console mod and the chaos troll that Festus has still has 200 upkeep (which is default). I'm not sure if issue is on my end, any insight would be greatly appreciated!
Acephelos  [author] Jul 15 @ 6:41pm 
@Roulette Randy - I'm not sure. I haven't tested for de-syncs bugs yet, but those can only occur after the game starts. My friends and I regularly have to spend 10-15 minutes trying to solve the issue you mentioned before we can play too, we're eventually able to get it to work though (again, haven't tried this one yet).
Roulette Randy Jul 15 @ 2:18pm 
@Acephelos - I had only tried multiplayer with it recently with the Ace Core Library, before that was necessary the mod functioned in Multiplayer with several people. We ensured that we had the exact same mods in the same order with the same mod manager and had the same in-game version and checksum. It worked once we disabled these two mods, weird shit with the game maybe.
Acephelos  [author] Jul 15 @ 5:59am 
@Roulette Randy - I haven't had a chance to test multiplayer yet, but that error isn't a problem with a mod. It means the game files/mods you both are trying to play together with aren't the same. I recommend verify game files, resubscribing to mods, and ensuring your both using the same game launcher/mod manager.
NateRate the Narrate Jul 15 @ 2:10am 
@Acephelos Thank you for the fast response. After testing in-game, the bug has been fixed and the modded factions are working as normal.
Roulette Randy Jul 14 @ 7:19pm 
I was getting an incompatible versions error with my friend trying to run this with Ace Core Library-- after disabling the two it functioned and we were able to join eachother.
Acephelos  [author] Jul 14 @ 4:12pm 
@NateRate the Narrate - Should be fixed now. You may have to resubscribe to force the mod to update if it doesn't do so automatically. Thanks for reporting the issue.
Acephelos  [author] Jul 14 @ 3:35pm 
@NateRate the Narrate - I'm looking into it.
Acephelos  [author] Jul 14 @ 3:26pm 
@NateRate the Narrate - If you can check vanilla factions and see the counter change, but not modded factions, then that's a bug. If you can check both modded and vanilla factions, and neither change the counter, then that's a different kind of bug that may be caused by another mod.
NateRate the Narrate Jul 14 @ 2:23pm 
@Acephelos I'm just realizing that it seems to happen with most of the modded factions I'm using. OvN, as well as the TEB southern realms.

The little counter that tells you how many factions in a culture you have selected ( the "0/25", ect) does not show for those modded factions either.

Other modded factions seems to work when they're part of a base game cultures/races.
Acephelos  [author] Jul 14 @ 5:53am 
@NateRate the Narrate - Is it only the OvN factions? The code treats all factions the same, so the issue should be present with other factions too. I'll look into it though.
NateRate the Narrate Jul 13 @ 11:14pm 
I'm having issues using this mod with OvN Lost Factions. I'm using most of the factions, and it doesn't seem like I can put them into any custom groups.

If I select one OvN faction to put it into a group, then the faction will get selected in all custom groups. If I them deselect the same faction in one group, the faction them gets deselected in all groups. This issue seems to happen with all the OvN factions (Famir, Albion, Araby, Southern Realms, ect).
Sun Tzu Jul 12 @ 12:28pm 
Oh i thought that wouldn`t show there now i feel stupid. ok we will see thx
Acephelos  [author] Jul 12 @ 12:04pm 
@Sun Tzu - You can enable logging in the MCT settings, then re-apply your desired settings and check the log to see what factions got what FP and bonuses. The log file will then be in your game directory.
Sun Tzu Jul 12 @ 11:58am 
in that group are all P. Factions
Sun Tzu Jul 12 @ 11:47am 
Is there any way to confirm the settings are applying? Because i have the group enabled but i am still rank 1. and i gave them if they have 400 pot. +300 exp and 90 reduction on everything. (Starting pot is 250 and the range is -250;+200)
Acephelos  [author] Jul 11 @ 5:38am 
@Sun Tzu - Yes, if that group is active.
Sun Tzu Jul 11 @ 12:53am 
So All factions will have a different potential in the end?
Sun Tzu Jul 11 @ 12:25am 
So if i change the Alll playable factions mid game then it will randomly give all factions a value within the parameters? and if i apply a small change it will reshuffle again?
♠ Punkstyler Jul 4 @ 4:36pm 
@Acephelos: Just finished campaign with this mod. Excellent work. I love that we have so many options. The map in turn 150 was totally diffrent than "standard pattern". This is much better solution to repetivness than "minor faction potential" option introduced by CA. Great job.
Acephelos  [author] Jul 3 @ 4:23pm 
@♠ Punkstyler - That would work too, yeah.
♠ Punkstyler Jul 3 @ 1:53pm 
@ace : Yeah, I wasn't clear :D I meant minimum modifier and maximum modifier. Setting Faction potential to 300, and setting min and max modifier to 0 will make everyone equal, right? :)
Acephelos  [author] Jul 3 @ 12:28pm 
@♠ Punkstyler - Bigger FP number = stronger AI. Setting the Set Faction Potential setting to 0 would make the AI as weak as possible. 400 is the current cap, so setting it to 400 would make the AI as strong as possible. You can then set the Modifier Chance to 0 if you don't want that 400 number to be randomly modified, and just keep it at 400.
♠ Punkstyler Jul 3 @ 7:42am 
@Ace one more quesiton. If I want to reset FP to 0, for every faction I have to set Min and Max FP to 0, right? Like in turn 80 I want every equally strong.
♠ Punkstyler Jul 2 @ 12:03am 
@Ace thanks for quick responses. All is clear now.
Acephelos  [author] Jul 1 @ 7:48pm 
@♠ Punkstyler - Almost. Just closing the menu will apply any setting changes.

Clearing a group using the "Do Stuff" button will reset the AI bonuses to default for that group, but it will also reset the factions in that group to the default for that group. For custom groups this would de-select all of the factions and leave the group empty.

If all active groups are disabled, empty, or suddenly become empty, no changes to AI bonuses will occur when the menu is closed, and they will be left at whatever they were before the group(s) was disabled or emptied.

If you want to revert only the AI bonuses to default for a custom group I'd recommend clicking the circular arrow button that appears next to a setting when it is not at its default value — for every setting in the Faction Potential Bonuses category (XP gain, building costs, ect..). The "Do Stuff" button would do only this as well for the predefined groups such as All Playable Factions.
♠ Punkstyler Jul 1 @ 5:45pm 
@Acephelos: So i simply enable groups, then set values that I want and just close it, right? And if I want to reset all values to default in turn... let's say 80 I just revert changes with "Do stuff" or deselect groups?
Acephelos  [author] Jul 1 @ 5:22pm 
@♠ Punkstyler - Sorry for the confusion about the "Do Stuff" button. I can't change the button text. The text I'd like the button to have is next to it. This is a limitation of the current version of MCT. That button is supposed erase all your settings for the selected group, that way you don't have to undo them all manually.

As for the other mod, you may not need to change the load order. It's not clear to me how the two mods will interact. I'd try setting all the buffs the AI gets from my mod to 0 and see if they're really weak.

If they are really weak then that means my mod overrides the other, and you'd control the AI bonuses through my mod. If they aren't really weak, then the two mods should work fine together with the bonuses from my mod left at 0.
♠ Punkstyler Jul 1 @ 3:27pm 
In faction potential after clicking "Do Stuff" values that i set are back to default. Is this normal and is mod working or i messed something? :) I'm also usint this mod: https://steamcommunity.com/workshop/filedetails/?id=2926591990

The description says: "If you want a version with potential, you can look for another mod that modifies it and load it with higher priority than this one". So in mod manager i changed order of this mod, to be on top. So this mod is 45, and the other mod is 50. Is this correct?
Acephelos  [author] Jun 28 @ 7:21am 
@:) - No.
:) Jun 27 @ 10:15pm 
does this mod conflict with ai mods by any chance?
Acephelos  [author] Jun 27 @ 3:25pm 
@:) - Yes. You're free to change things up at any point in your campaign.
:) Jun 27 @ 11:13am 
so technically you could alter potential mid game multiple times?
:) Jun 27 @ 11:13am 
i see. thanks for letting me know
Acephelos  [author] Jun 27 @ 4:55am 
@:) - The Faction Potential Groups settings page can only be seen after starting a campaign, that way it can auto-detect all the factions in that campaign.
:) Jun 26 @ 5:45pm 
FYI i resubscribed all three mods and only had them active
:) Jun 26 @ 5:32pm 
anyone not seeing the second line in the menu? i only see starting army and active groups :(
Acephelos  [author] Jun 14 @ 3:00pm 
@auven - The selected factions depend on the Faction Group you currently have selected. When you select All Playable Factions, all of them should be selected. When you select None, none of them should be selected.

If you have one of the custom groups selected, like Group 1 for example, then check the box for those factions, they should always be checked when you select Group 1 going forward, until you un-check them, or they're no longer in the game (if you remove MIXER for example). The Faction Potential Groups MCT page is just for you to edit the selected group's settings.

If that's not how it's working for you, maybe walk me through what you're doing and seeing.
auven Jun 14 @ 1:01pm 
Awesome mod, exactly what i've being needing for so long. Just one quick question. When I select any Araby or Albion faction, but sometimes when I check later the factions are no longer selected. Is this normal?
Acephelos  [author] Jun 11 @ 3:15pm 
@Madi92 - Correct, as long as you set the Modifier Chance to 0, AI factions will be set to 0 FP and have a 0% chance of having that number modified.
Madi92 Jun 11 @ 2:51pm 
If i set FP to 0 for everyone, then if i understand correctly, everybody would be the same level?
春风 Jun 10 @ 7:08pm 
thank you
Acephelos  [author] Jun 10 @ 6:49pm 
@春风 - That's odd, with all 3 mods active, it should be working. I'm not able to tell why it isn't without looking at some logs.

I can send you a copy of the previous version if you want. Just send me a friend request on Steam.