Total War: WARHAMMER III

Total War: WARHAMMER III

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Dynamic Faction Strength & Starting Armies
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227.263 KB
Jul 1, 2023 @ 7:37pm
Jul 14 @ 4:10pm
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Dynamic Faction Strength & Starting Armies

Description


Summary
This mod can slightly alter starting armies and lets you group AI factions to adjust their strength (Faction Potential) with a fine degree of control. More details below. Don't forget to hover over the ? next to MCT options if you're unsure of what they do.

Features
Starting Armies
Starting armies can be modified in a few ways to make faction starts a bit different each time. These settings must be configured in MCT before you start a new campaign, and only apply to AI factions by default.
Additional Units
Starting armies have a chance to have some of their non-character units duplicated. The chance of a unit being duplicated depends on the unit Tier. Both duplication chance and rate are configurable with MCT.
Ambushes
Starting armies have a (configurable) chance to start in an Ambush stance.
Army Delays
Starting armies have a chance to have some of their movement points reduced. Both the chance and reduction amount are configurable with MCT.

Faction Potential
Faction Potential is a hidden number CA uses to determine how many bonuses an AI faction gets. This has a major impact on the effectiveness of AI factions. The higher a faction's Faction Potential, the "stronger" the faction is. Factions with a higher Faction Potential tend to beat faction's with a lower Faction Potential, but unit quality and quantity matter too!
Faction Potential Groups
This mod groups factions into Faction Potential Groups (Faction Groups), letting you configure the Faction Potential, and faction bonuses, of every faction within the group. You must start a campaign to see these settings, they cannot be seen from the Main Menu.

You get 3 predefined Faction Groups to make setup easy; All Factions, All Playable Factions, and All Non-Playable Factions. You can change the Faction Potential and faction bonuses of these groups, but you cannot change the factions assigned to them.

You also get 10 generic Faction Groups that are 100% configurable, letting you add factions, change their Faction Potential, and configure their faction bonuses. These groups and their settings are saved to your game directory, and are automatically loaded with each new campaign to make things easy. Some faction names have suffixes that help you tell them apart; (N) = Non-playable and (Q) = Quest Factions CA uses for quest/mission battles.
Faction Group Faction Potential
Grouped factions will have their Faction Potential set to the number you specify, up to 400. That number is then modified (+/-) based on Campaign Difficulty (if enabled), and then modified again (+/-) based on a random number selected from a range you define. These two modifiers let you add some variability to each campaign, to keep things fresh.
Faction Group Faction Bonuses
All the vanilla bonuses AI factions get will be listed for you to tweak. They're set at vanilla values by default. Every AI faction in the Faction Group will get these bonuses, however the strength of the bonus depends on their Faction Potential (FP).

For example; with default values, a faction with 400 FP gets -80% to their building construction costs, while a faction at 0 FP gets only -10%. Therefore, a faction at 200 FP gets -35% to their building construction costs. You can change the range of each bonus, or set both the min and max value to 0 to disable it.

The Do Stuff button will reset the currently selected group to its default settings. The text on this button cannot be changed in the current version of MCT. The text it should have is to the left of it.

Active Faction Potential Groups
You can set which of the 13 Faction Groups is active in your current campaign. Turn them on or off at any time. You can even set which groups are active at the Main Menu to start future campaigns with those groups active by default.

Active groups will overwrite each other in the order they are displayed in the menu. For example; if you have both the All Factions group and Group 1 active, and Group 1 only contains Lizardmen factions, the settings in the All Factions group will not apply to the Lizardmen factions in Group 1, as Group 1 will overwrite those settings.

Compatibility
This should be compatible with Mixer and other mods that add new factions or cultures. The All Playable Factions and All Non-Playable Factions groups will automatically update accordingly.

Feedback
Let me know if you have any questions, feedback, or run into any bugs. And yes, I know the MCT layout isn't ideal, but it's a limitation of the current version of MCT.
146 Comments
Acephelos  [author] 28 minutes ago 
@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 6 hours ago 
@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] 16 hours ago 
@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 19 hours ago 
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 19 hours ago 
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.