Total War: WARHAMMER III

Total War: WARHAMMER III

Campaign Configuration Mod
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Mis à jour le : 2 mars 2023 à 20h10

Fixed typo that was causing recruit cost bug.

Mis à jour le : 26 févr. 2023 à 11h25

Corruption settings implemented. These settings apply to all regions, so beware. A province with 4 regions will get 4 times the value, once completely occupied by the player or chosen AI. Also, player settings will now show in the global campaign bar, and you can hover over the icon to see your settings.

Mis à jour le : 25 févr. 2023 à 14h17

Added full suite of generic lords to buff, including all supported modded factions. Added unbreakable to both Legendary Lord and Generic Lord Buff sections. Decided to make named tech-locked characters (Tomb King Dynasties, Vampire Coast Legendary Admirals, etc.) show in the Legendary Lord section instead of Generic Lord section.

Mis à jour le : 25 févr. 2023 à 0h15

whoops, the Brute is a hero, not a legendary lord. Fixed.

Mis à jour le : 24 févr. 2023 à 19h59

Added new Legendary Lords from the Legendary Hero's mod, three more lords from Legendary Characters, and Trajann's Scarred Brute. Added missile resistance to player and AI unit stats.

Mis à jour le : 21 févr. 2023 à 10h17

Fixed typo in AI recruit cost option.

Mis à jour le : 19 févr. 2023 à 15h37

Quick fix to add effect bundles so that AI Unit Stats 2 and 3 work.

Mis à jour le : 18 févr. 2023 à 21h41

Fairly substantial update on the backend, not many new features on the front end. The good news is that I condensed over 3000 lines of code to under 800, which makes it significantly easier for me to add new features in. Also brought in a bunch of legendary lords, OvN Fimir, and Cataph's Southern Realms. You have to use MCT 0.9 (MP Friendly) for these features. Legacy MCT is still supported, but won't get any new features going forward.

Mis à jour le : 4 févr. 2023 à 17h20

Hotfix to add MCT 0.9 compatibility.

Mis à jour le : 5 janv. 2023 à 18h45

AI diplomacy is now included. One weird thing is that the effects don't appear to apply to the player faction. So if you make Chaos friends with Empire, you'll have to use the player diplomacy settings to also make them friends with you when you're playing as Franz.

I've also included an instant research function. Checking that box with research all technologies (even new modded ones) for your faction right at turn 1.

Tweaked some back end stuff as well, so now all the sections are organized as they should be.

This went much faster because I figured out how to use Lua to generate the options, sections, and fill in tables for me rather than doing it by hand. Thanks much to Groove Wizard who coached me through it. Looking forward to the next version of MCT that will have pages, so you won't have to scroll through every section if you aren't using them.