Total War: WARHAMMER III

Total War: WARHAMMER III

Murranji's Great Bastion Expansion Mod
212 Comments
Arni the Terminator Dec 12 @ 1:02am 
Can confirm, this mod breaks the patronage system currently
WinterAurora Dec 6 @ 1:33am 
Hi Murranji, in case you did not see my comments in your other mod: This mod causes issue with the Helf patronage system. While this mod is activated, the player is unable to kick, appoint or use the patron system.
Murranji  [author] Dec 4 @ 7:55pm 
Updated tables for compatability with patch 7.
Murranji  [author] Dec 4 @ 2:08pm 
I will be working through my released mods to update compatibility.
ArtyTheBoog Dec 4 @ 1:52pm 
Broken as of 7.0 release.
Building_effects_junction_tables seems to be causing the issue
MarvinEhre Nov 16 @ 6:27am 
A question if it is a mod conflict, a bug or vanilla behaviour.

Zhatan attacked the Snake Gate in a siege battle and after auto resolving it, I got only exp and no money. Sallying out in Zhatans faction sieging the

The other mod, that would affect the Great Bastion is Expanded Building: Bastions, Forts & Gates.
kostas_rigopoulos Nov 4 @ 9:08am 
is it save-game compatible? or do i need to start a new campaign?
Murranji  [author] Sep 8 @ 6:15pm 
@darkdecipl - yes sorry it’s hard to make multiplayer friendly.
Darkdecipl Sep 8 @ 6:04pm 
ever sense installing this mod and using it on multiplayer even when disabled I get constant desyncs after unsubscribing desyncs have stopped
Aradir Aug 17 @ 9:11am 
Would this also cause a lack of reinforcements? At the begin of the campaign it worked, but now I get no reinforcementes from the sanctum building.
Murranji  [author] Aug 4 @ 10:39pm 
Have been testing and found a script break occurs when the skaven random attack event is meant to occur. I will investigate the cause.
Murranji  [author] Jul 27 @ 5:14pm 
The trigger for veterans to be added to the pool occurs after a battle at the bastion and after an invasion ends, if there were few of these there would be less chances. That said I will check out if something is affecting yuan bo since it’s the 2nd time he has been raised.
Esg Jul 27 @ 12:00pm 
Played a 50 turn yuan bo campaign and had bastions around turn 10. Didnt get 1 veteran to spawn (using SFO submod) with lvl 3-4 building for each gate. Any idea why?
Murranji  [author] Jul 24 @ 11:38pm 
Its defined within the function, the script gets the string of the building that exists in the region and then maps to an army string that is used to generate the army list. In terms of spawning near a settlement you can use cm:find_valid_spawn_location_for_character_from_settlement(), I just have it hard coded so the army always spawns on the cathay side of the bastion.
AlexSansNig Jul 24 @ 6:53am 
How do you link the reinforcements spawn to certain building. For example. I want to start of with spawning the reinforcements based on settlement level
AlexSansNig Jul 24 @ 6:22am 
Hey I have been looking through it and I think i am starting to understand it. Got a question about the spawning of the armies. How do I get to determine the spawn location. In your script it is hard coded for each of the gates. Is there a way to just generally spawn the army near the settlement
Murranji  [author] Jul 23 @ 1:49am 
@AlexSansNig - thanks, if you know how to use lua you can look at the functions in the murranji_great_bastion_replacement_script.lua file. The two main functions that handle it are bastion_besieged_reinforcements() and summonbastioninvasionreinforcements listener. You will also want to remove the army afterwards with cleanup_reinforcements() and cleanupreinforcementdataaftersiegeisbroken listener.

Lastly check the saving and loading game callbacks since you need to track the settlement and cqi of the generals spawned across saving/loading so you can re-initialise them after loading back into the game.
AlexSansNig Jul 23 @ 1:32am 
Greetings. I love your mod. And it has inspired me to create a mod of my own. I wish to make a mod that has a defensive building that calls for a reinforcing army. I am having a hard time to start somewhere. Do you have any tips or reference in your code that could help me? Thanks in advance
gongoozler Jul 21 @ 10:57pm 
All 3 bastions had lv3-4 buildings for 30 turns, and no one showed up over the period
Murranji  [author] Jul 21 @ 10:14pm 
@gongoozler, they are a percentage chance, not guaranteed. If you build more with a higher level you have a better chance each time. Did you have a lot of them built at high level or a low amount?
gongoozler Jul 21 @ 9:31pm 
Playing as Yuanbo, the veterans were not spawning after all the battles
Aristocratic Astorian Jul 20 @ 5:09am 
Anybody know if this mod is still having issues with the spawned armies not moving?
Murranji  [author] Jun 23 @ 2:53am 
@romulus - message me on discord I have the same user name. If you are on the Total War official discord you should be able to find my profile easily in there.
Romulus Jun 23 @ 2:50am 
How do you prefer we send you the scriptlog?
sijowies01 Jun 20 @ 12:04pm 
Same problem as Seth.exe (comment from 26.05.2025). The armies do spawn but they just sit there around and do nothing.
Murranji  [author] May 31 @ 7:43pm 
@thuynder, thanks, if you have the script debug activator mod installed would it be possible to send me a script log? I tested it pretty extensively after updating and always had the UI updating when it was meant to so I will need to see what’s happening in a players game to be able to debug further :/
Thuynder May 31 @ 3:46pm 
I got to turn 60 and the threat meter had not filled once. Looking at the hover UI, it shows the regular -1-2% per gate and -8% base, but it stayed at around 40% full every turn regardless. Not sure if I had some conflict with it. The dynamic dilemmas to force siege battles to occur were fun though! I basically never get siege defenses, even with other siege defense mods to FORCE the AI to attack ://
Murranji  [author] May 28 @ 10:31pm 
I have updated the mod with fixes and changes to the script.

This should address issues related to UI not updating, armies not aggroing correctly etc. Please let me know however if you encounter any further bugs.

Other fixes include a bug fix to the towers not upgraded which fixes a vanilla bug.

I have also included the new Omens of Destruction units into the various spawned armies.
Murranji  [author] May 25 @ 9:03pm 
@Zeth hi thanks I will look into that, am working on fixes currently.
Zeth.exe May 25 @ 7:30pm 
I get the pop up to go to war with the faction that attacks the bastion but even if I press the go to war option they still just sit there, they dont even attack other factions.
Brad Creek [Bot] May 24 @ 9:38am 
Also after playing with this mod for a while, the bastion gate battles feel weird since the towers on the walls dont get upgrades to their projectiles, only shooting arrows. Is there a possibility you could add the vanilla, incremental wall-projectile upgrades youd get out of normal settlement capitals?
Murranji  [author] May 22 @ 3:26am 
I've confirmed there is a script break causing issues with the mod, will be working to get a fix done.
Brad Creek [Bot] May 21 @ 8:49pm 
I also have the issue of Kurgan warbands being stuck after spawning, although it could be something with War under Heaven, or the gunpowder road mod that doesnt have an english translation yet
Murranji  [author] May 21 @ 11:22am 
@romulus yes if it’s a new game and hasn’t popped up it’s a script error. I will check to confirm it’s on the mods end as there are some other bug reports here too.
Romulus May 21 @ 10:04am 
Is the pop up about joining war against Bastion attackers supposed to always trigger at the start of turn 2. Can I assume if the pop up doesn't show that I have a script error?
Zeth.exe May 20 @ 10:14am 
Is anyone else having an issue with the kurgan just sitting there and not doing anything when they spawn in? The armies spawn but do not move and do not automatically start at war with any faction.
KsH May 14 @ 8:57pm 
I have the same issue as Foe-Hammer after confederating the bastion my meter is stuck at %40. I confederated the wardens as Yuan-Bo. As well as this issue, any word on if this works ok with current SFO submod?
Romulus Apr 27 @ 7:35am 
Nah it works. It just stutters every now and then in between withcaravan events not firing. However I don't think that's a mod problem. For me it works just fine if I reduce my mod list, however if I have all the mods enabled I'd like to run (104 mods) sometimes some scripts don't fire.

So I believe it's a limit of wh3 not being able to handle all the mods. (Again with only this mod enabled all works well)
TeamDoggo Apr 27 @ 7:18am 
mod doesnt work sadly, causes crash at start up
Pyro Apr 20 @ 7:00pm 
The third Tower of Hoeth in the Snake Gate was the icing on the cake for the campaign :D

So many swordsmen and global buffs to Jade Warriors. I just assumed that it was various High Elf Princes trying to one up each other by building ever taller towers at that gate so they had the tallest one :P
Murranji  [author] Apr 20 @ 6:49pm 
Oh ♥♥♥♥♥♥♥♥♥♥ the thing is still populating more than one unusual location >_<. Ok I got a bit more work to do.

The Kurgans spawning as Chaos Dwarfs is a limitation of the engine requiring factions that already exist on the map to spawn armies by script and not wanting to datacore to rename the faction name.
Pyro Apr 20 @ 6:42pm 
No problem. Everything else seems to be working fine, and the additional variation in the threats being spawned in is definitely a major improvement, as was the special location mechanic with Miao Ying (though it did get a bit silly when 1 gate ended up with 6 of them :D).

The only other maybe strangeness I've seen is the Kurgans spawning in as a Chaos Dwarf faction rather than a Norscan one, but that definitely makes them a lot scarier to deal with a lot of the time.
Murranji  [author] Apr 20 @ 6:27pm 
Ok that sounds like an issue with the script adding them at the start of the game. I thought the script has a double backup for that but I will double check.
Pyro Apr 20 @ 5:20pm 
I've seen none in the panel and no notifications of them showing up
Murranji  [author] Apr 20 @ 3:01pm 
@Pyro - do they show up in the regiment of renown recruitment panel? Or they are there but they were always stuck at 0?
Pyro Apr 20 @ 2:05pm 
Quick question, but are the veterans broken at the moment? Just ran a second Cathay campaign, and there has never been a single veteran available despite having the building that generates them present for multiple gates in both
Murranji  [author] Apr 13 @ 5:24pm 
That’s something that’s doable. I’ve looked into MCT and it increasing scripting complexity. I’m kind of hesitant to try delve into it as I still have a bunch of other ideas I’m trying to develop for into a potential portfolio.
Autumnchain Apr 13 @ 3:44pm 
I've got an idea for this mod. While playing a cooperative campaign as Cathay with a Kislev player, I helped the Kislevites regain their ancestral lands (Kislev used to stretch farther into what's now the Chaos wastes) and go even farther. Unfortunately, I found that despite the Kislevites being a non-chaos faction controlling the settlements specified in the description, I was still getting Chaos invasions. I think you should make it that any non-Chaos faction that controls the settlements specified in your description should shut off the Chaos invasions, not just Cathay.
𝓓𝓮𝓮𝓻2四 Apr 11 @ 9:14pm 
Very interesting gameplay expansion!
Murranji  [author] Apr 9 @ 10:31pm 
@TSFWoosie - it should work in IEE without anything else needed.