Total War: WARHAMMER III

Total War: WARHAMMER III

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Black Ark Provincial Limiter
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Jun 9, 2024 @ 11:51am
Jun 10, 2024 @ 3:08pm
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Black Ark Provincial Limiter

In 2 collections by MrSoul
Vanilla With Sprinkles - WH3 Edition
90 items
Soul's WH3 Mods
20 items
Description
This mod limits usage of Black Ark rite logically with the AI by imposing a provincial limit, with a single mod script.

Frog Wizard(Slann Mage Priest) version here too: https://steamcommunity.com/sharedfiles/filedetails/?id=3264782144

The basics are that it enforces a "provincial limit" on the AI factions that breaks down like this:
0 fully controlled provinces: 1 Ark
1 fully controlled province: 2 Arks
2 fully controlled provinces: 3 Arks
3, so on, and so forth.

It does this pretty simplistically by locking out the rite for the AI factions if they're at or above their ark limit, allowing it to operate normally if they're below their provincial limit to spawn a new ark/perform the rite again, and culling as needed when arks spawn and game's load in(in case of other sources I didn't account for) to ensure the limit is consistently enforced.
Easy as 1, 2, 3.

For what it's worth, too, it judges the arks of a faction going off, which one has the least number of units and the general that has the least number of ranks to cull first. Lather, rinse and repeat until the faction is down to the amount it should have based on the above criteria. It should never target the player faction(if applicable) either.




Known quirks - ❕

- Yes, the AI still performs the rite completely. I tried a few different approaches, but on that front, I think I will overhaul the entire rite and change the way BAs are spawned as its own sep' mod/addition to my DE Overhaul.

Yes, I know. Therefore, the UI event message still spawns regardless of whether or not the AI met the criteria and could actually spawn an ark. If I figure that one out...


It should block the rite itself out now for the AI factions so that the UI message shouldn't show.




Notes on compatibility, etc - ❕

It has logging(disabled, but there is a toggle if you're curious; it'll show up in a .txt file within your main WH3 install location), and I've done testing all while having my entire load list enabled(if this ain't going to work with my playlist, I mean, what's the point right?). It's only a single mod script, nothing else. The point is that it should be pretty compatible with almost anything and require zero updates.

I'd also just say disable it(unless you just prefer it this way over vanilla, then you know what? you're awesome, thank you). if/when CA addresses the whole Ark issue or *cough* you see an incredible new overhaul for the rite itself one day, maybe.

Yes, it's save-game compatible.
Yes, there's a version for Frog Wizards(Mage Priests), too
https://steamcommunity.com/sharedfiles/filedetails/?id=3264782144

No, I have no clue if this is compatible with multiplayer, the Taco Bell Deluxe Edition Overhaul Mod series, or your Return to Ravnica era red/blue izzet deck's synergies.
You're going to have to FAAFO on those fronts yourself.
I mean, in theory, it should be fine, though. If I had to guess at least. Again, it's just a script mod looking for rites and arks(or frog wizards with the other one) to lock or cull, nothing more.

If you're curious about how to quickly test it, try spawning them with the console command mod: click on something in the water you can see("fff" to reveal and look around, no quotes) and copy and paste in "spawn wh2_main_def_black_ark wh2_main_def_hag_graef" a couple times, no quotes. If the mod is working, you can try all day, but it ain't gonna let that new ark stay once beyond that faction's current allowed amount of arks. To test the campaign load cull, disable the mod, spawn a bunch in, quick save, exit, turn mod back on and load in. Should be like the screens up top.

Beyond all that and anything I'm forgetting, I have yet to do exhaustive balance or long-term campaign playtime testing with it. I tried to think of anything that could matter when brainstorming the logic for all the functions, etc., but yeah, "No plan, no matter how well made, ever survives contact with the enemy," right?




Requests, etc - ❔

Nah, m8. What ya see is what ya get. This was a proof-of-concept project for me.

As usual, anyone can use this for whatever purpose in their modding.



Some of my other mods for TW3
Organic AI Put a fair bit of the AI handicaps in your hands with MCT settings and some balancing tweaks here and there for the AI to approach something closer to my fever dreams of old WH2(with popular AI mods back then ofc) campaigns.
Da Mega Mod All me stuffz in onez place ya gits
Druchii Overhaul Mod Contains a growing list of changes and tweaks to Dark Elves



I recommend using Prop Joe's mod manager. If you haven't seen it yet, here is the link.
The Download link is in the description, not the mod itself.

Like this mod? You can help others find it by liking and fav'ing! 🍻
37 Comments
Aurora Jun 30, 2024 @ 11:25am 
Yeah, it's probably not this. According to a log it has to do with har-ganeth attacking valkia.
MrSoul  [author] Jun 29, 2024 @ 7:25pm 
Shouldn’t be this Aurora, play with it myself and haven’t observed that yet, but, noted for if I do.

Tom-a hawk, think they addressed it before 5.1
Tom-ahawk Jun 29, 2024 @ 12:20am 
anyone know if the black ark bug got fixed for 5.1.0?
Aurora Jun 28, 2024 @ 10:38am 
Har-Ganeth crashes me during its turn, but I am unsure if this is due to this or another Druchii specific mod.
Looking into it right now, not entirely sure how to find out what exactly causes the crash on AI turn.
Warder117 Jun 25, 2024 @ 1:02am 
Anyone know if this works with SFO?
MrSoul  [author] Jun 16, 2024 @ 9:07pm 
I'm lucky enough to not have the slow down, but as someone who works on both DE and AI mod, yeah I noticed the spam something mighty fierce lately. I knew from comments that it was murdering end turn phase for some folks tho, hence the campaign load cull, after that point you could even turn the mod right off and prob all good, cos, they gone, and with the CA fix, you're good. Unless want insurance of making sure they can literally never get past a certain limit with this mod right :D
steve.marte Jun 16, 2024 @ 4:58pm 
Thank you for your mod! The dark elves were spawning so many arks mid-to-late game the turns slowed dramatically as the AI moved it's many arks. Don't know if this was your intention, but your mod has sped up the game noticeably, making it much more enjoyable.
MrSoul  [author] Jun 14, 2024 @ 5:02pm 
shameless self plug/aforementioned mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2854310042
New version of the war dec script is pretty cool fyi. Tested tf outta it just now, and if looking for something with more AI war declarations along their borders for factions they dislike, well, it may be what looking for right now(also just chuffed finally got fing thing working xD).
MrSoul  [author] Jun 13, 2024 @ 10:01pm 
oh this is part of this whole test too for OAI lol
See if limiting stuff like arks helps AI at all, give me some idea if worth it to further investigate scripting options on the matter, or if the db settings alone can solve it.
MrSoul  [author] Jun 13, 2024 @ 10:00pm 
@kyris right? with the mod kinghamza262 is talking about I'm trying to remedy that all around, arks, land armies of specific factions, just...fill your armies up bro lol. Exact cause and fix still eludes me to this day though. Makes me cringe too, land armies included when in late game and all just, bleh...uni-stacks.
@ kinghamza262 good luck on the exam, hope you find the last update even better than it was before o7