Total War: WARHAMMER III

Total War: WARHAMMER III

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[6.x.x] Land Encounters And Points Of Interest + MCT Support + IEE
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4.237 MB
Dec 31, 2024 @ 8:04pm
Jul 22 @ 6:53pm
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[6.x.x] Land Encounters And Points Of Interest + MCT Support + IEE

Description
Credit to the original mod author, diagonal_zero. Original mod at Land Encounters And Points Of Interest.

Originally posted by Dante:
Can be enabled/disabled in the middle of a campaign. I also have no clue about if this works in MP or not.

Originally posted by Dante:
Compatible with Immortal Empires Expanded.

This is standalone so don't enable both mods. Implemented the crash fix that others already mentioned in the comments of the original mod from months back and also added MCT support that offers 2 options:

  • Disable the Smithies from spawning in the game (takes effect in a new game, already existing Smithies can still be interacted with).
  • Decrease/increase the percentage of all possible spawn points on the map to be active. In the code, the default spawn percentage was set to 100% but diagonal_zero's comments said that 75% was the intended norm so I set that as the default.

Not looking to add any new event types so this is probably all I will do for this apart from fixing it crashing after a new CA patch.

In addition, please read the description of the original mod for current limitations and compatibility.




Random Encounter Force Generation System (beta)

This mod by itself provides fights in easily accessible locations so you will at least have something to do and also profit from them as well. This new system is designed to make those fights more fun and customizable. The following is a summary:

1. Randomized Generation: The system generates random forces for encounters based on difficulty settings. Players can choose from three difficulty levels: Easy, Medium or Hard. Each of them have specific parameters for unit tiers, unit counts, and experience levels.

2. Customizable Settings: Through MCT, you can adjust various settings to tailor the encounter forces to your preferences. This includes setting the minimum and maximum number of units in an encounter force, unit experience, lord levels, how many possible unit types can spawn per iteration while the system is populating the force, etc.

3. Mod Compatibility: The system optionally adds compatibility with a lot of mods that add their own custom lords, heroes and units.

Originally posted by Dante:
Check the Supported Mods thread in the Discussions tab at the top of the page for which mods are supported by this system.

Known bugs

  • Sometimes heroes are spawned with the Goblin placeholder card image. Does not affect them in-combat.
  • Sometimes, lords and heroes would not receive their full lore of magic set. Not sure what is happening there but it seems infrequent.
  • Final dilemma rewards for the new system is lopsided but the after-combat rewards is working as normal.
  • Sometimes units appear in factions that do not make sense. I am using a generalized regex pattern to match each unit to an appropriate faction as best as I can. This relies on the mod authors properly naming their unit keys to indicate what faction they are a part of so that is the reason why.
  • Sometimes the encounter force does not spawn.

Things left to do

  • Implement some kind of progressive difficulty instead of being static at Easy, Medium or Hard.
  • Add support for the lords and heroes + their skill overrides for the rest of the supported mods.
  • Consider removing the hard limit of 2 monster units and 3 warmachine units for an encounter force.
  • Enable the factions added by some of the mods like Nagash.




Originally posted by Dante:
Just encountered a crash mid-game with all those landmark mods enabled and I turned off diagonal_zero's mod and got past the turn that was crashing and turned the mod back on. Now I don't see the crash anymore. So I guess that somewhat answers how to brute force your way past the landmarks incompatibility.

So it seems like you can disable/enable diagonal_zero's and Muranji's at any time mid-game and it will still work.

Also it looks like having diagonal_zero's and Muranji's enabled at the same time works with no issues and you can have events from both of the mods. So it ultimately is up to personal preference whether you want to have both enabled or choose one.




RUS translation: https://steamcommunity.com/sharedfiles/filedetails/?id=2834418439
GER translation: https://steamcommunity.com/sharedfiles/filedetails/?id=3523057895
145 Comments
Ooh-la-la, It's GAGA!! Jul 27 @ 10:57pm 
Yes this mod gives much life to the game
acslide Jul 25 @ 7:10pm 
I absolutely love this mod. I've been using it for years. A campaign feels empty without those little extra battles around to grab some XP, an amazing item or some quick cash.

Thanks for keeping this mod alive!
Dante  [author] Jul 24 @ 7:31pm 
@Bloody I will see if I can track down what event name is causing that.
Bloody Jul 23 @ 5:53pm 
hi Dante, again, fantastic mod and thank you. Tho i need to ask for a slight tweak, having faced a FULL DOUBLE doomstack of Bloodthirstys ( not one, but 2 lol ) , can you add an option to retreat in the battle screen? You may not know what you are facing and in some encounters you are not allowed to retreat.
Dante  [author] Jul 22 @ 6:55pm 
Add new MCT checkbox to have only modded units in the force makeup from the Random Encounter Force Generation System.

Added bugfix where the force was not able to be generated due to a Lord not being able to be randomly selected.

Also adjusted the descriptions of some of the MCT option tooltips to indicate that you do not need to reload the save game in order for changes to take effect.
Dante  [author] Jul 21 @ 11:50pm 
Update faction data and add support for the following mods:

- Mutants and Cults (STS)
- Vampire Coast Unit Pack: Rise of the Brinewight
- Patron Gods
- Lustria Rises - Lizardmen Overhaul
- Red Host of Tehenhauin
- Deithland Series: The Reiksmarines
- Empire Steam Suits
- The Gunpowder Road
- Shunraiki's Cathay Unit Pack
- Kislev Kossar Riflemen Units
- graetor's Empire Knightly Orders
- graetor's Bretonnian Holy Orders
- Dark Land Orcs
- Dead's Cathay Unit Pack
- The Cow Trebuchet (WH3 Edition)
- Eustace's Cathay Artillery Pack
- Sigmar's Heirs, an Empire Overhaul
- Jade Guardians
- Lily's Cathay DE Overhaul + Unit Pack
- TW Millennium: Modern Warfare
- Dawi Thunder
- Mercenaries of Khuresh
- Helfury Machine Gun/Gatling Gun - Rearmed and Reuploaded
- Lily's Bretonnia Mod Compilation: All-in-one
Dante  [author] Jul 11 @ 2:17pm 
@Balthasar23th Thanks! I just linked it in the description.
Balthasar23th Jul 11 @ 1:38pm 
Thanks for this mod! I have made a German translation for it. You are welcome to link it.

https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3523057895
Ooh-la-la, It's GAGA!! Jul 11 @ 9:13am 
I tested it, works fine
Dante  [author] Jul 11 @ 9:01am 
@Ooh-la-la, It's GAGA!! There are no issues as far as I can see in-game.