全面战争:战锤3

全面战争:战锤3

Jadawin's Unnatural Selection Ultimate (Updated for Omens of Destruction)
132 条留言
mikelangelo70 10 月 22 日 上午 10:31 
how to set the killed factions because it doesn't want to work for me
Saphirre 10 月 10 日 上午 2:54 
Would it be possible to add the modded factions to the list, please?

Because when you boost them, especially when you play with factions like:
- Cataph Southern Realm
- OvN Araby Nagash Albion Fimir Gnoblar Grudgebringer Dread King, etc.
- Mixu's LL (like Dieter Helsnicht, Egrimm van Horstmann, Wychwethyl, Mallobaude, etc.)
- The Return of the Ironskin Tribe
- Bertrand the Brigand
- The factions from the Immortal Empire Expanded mod (LCCP, SCM, etc.)
They simply get massacred because they aren't taken into account by the changes...
RedWalrus  [作者] 9 月 29 日 下午 4:24 
@wesker no it wouldn't as every faction would have to be added to the mod. i haven't looked into the old world campaign and how it works but i doubt it's compatible unless he used the exact same faction id's as in Immortal Empires
wesker 9 月 11 日 上午 12:45 
does this work with all the random races added to old world campaign?
jddbull 9 月 6 日 下午 10:30 
even on turn 1
jddbull 9 月 6 日 下午 10:30 
Valkia's faction doesn't die when set to -4
Inerael 9 月 6 日 上午 6:05 
I have put a nurgle faction to -4 (on a save) but her army still beat me (I have a good army 19 vs 20). So i'm not sure it works for me sadly
Hound 8 月 21 日 下午 11:01 
Does this still work? I cannot seem to locate it in game anywhere, it is activated.
Fantaisie 8 月 10 日 下午 6:03 
I have found a minor issue with the Ostankya faction Daughters of the Forest. It is called Daughters of Kislev in the mod, a little confusing.
Slaanesh 7 月 27 日 下午 8:58 
Seems like it's all good still so no update needed!
Shadow Spion 7 月 17 日 下午 2:53 
Awesome thanks for the info
Karsh 7 月 17 日 下午 2:08 
@shadow spion

i think so yeah , i still see sometimes diff factions growing stronger then others , so this mod jsut buff or nerf them after the random roll of the game i think
Shadow Spion 7 月 17 日 上午 7:55 
Does the game still roll faction potential at the start and if I add a bonus if gets added to what they already rolled. Or are all faction potentials set to zero at the start of the game unless I give a faction a specific buff?
Karsh 7 月 17 日 上午 4:02 
for me the mod works , i can set up estalie on -4 and they get destroyed instantly .

so i guess the mod still works .


only faction that doesn't seem to work is the decievers (changeling faction)
atleast if i put it on -4 he keeps around (so not getting killed but i have no clue how that campaign works xD) normaly i try to make some enemie sof the empire weaker so they can atleast do something before vlad the dad destroy's everything :P
Espritviril`` 7 月 13 日 上午 2:53 
Is the mod really broken? I only see one comment for Tilea and one for just asking classic update. If it is, hope someone is up to take the mantle and fix the mod?

Vanilla minor faction potential is so boringly flatout increases potential for everyone. I need a randomizer like this mod gives. It was the best middle ground.
RedWalrus  [作者] 7 月 13 日 上午 1:15 
@kirin lasuerte yeah sorry dude, as I said below, I don't really have the scripting skills required to fix the mod so that it works again. I'm fine with just adding more factions so that people can change the potential of factions that are added in later dlc but if something changed so that the mod is just broken now, there's nothing I can really do sadly. :/
Slaanesh 7 月 12 日 下午 11:06 
@kirin lasuerte read his answer to my post just below you'r question :-)
kirin lasuerte 7 月 12 日 上午 2:52 
Hallo! First: Thank you for updating the mod. Its essential for me to enjoy my campaigns. It also still worked fine till the last hotfix - now its having no effect anymore (I used it to buff Cataphs factions: Tilea, BPrinces to be able to see and fight them...they now die instantly again)

is there any chance you can update the mod and make it work again?
RedWalrus  [作者] 7 月 10 日 上午 1:21 
@Slaanesh well the issue is that I only update this mod when they add factions so that the mod can use them. I don't really know much about Lua and stuff so if the mod breaks, I can't really fix it...
Slaanesh 7 月 9 日 上午 5:06 
@redwalrus Got any plans on updating the mod in the near future? :)
Espritviril`` 6 月 25 日 上午 8:59 
The recent game update is a good improvement that gives minor factions potential, but I still prefer the potential randomizer of this mod.

Hope in future they will add faction potential randomizer to the vanilla game.
MjauMix 6 月 24 日 上午 8:30 
-4 doesn't remove factions anymore, it worked fine until last patch.
Koba_Aka_Stalin 6 月 21 日 下午 2:08 
@RedWalrus, thank you for this mod. I made small translation in Russian of your mod. If you don't mind, add it to the description of the mod. Thanks!:steamthumbsup:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3505385506
Dewmuss 6 月 16 日 上午 6:56 
I'm guessing this is not compatible with any AI mods like Hecleas overhaul? I would love the variety from this mod on top of the personal difficulty his mod provides.
Pace 6 月 6 日 下午 4:18 
For me killing factions by setting them to -4 doesn't work. I can set the value but after 1st turn it gets randomized to one of the specified values (default -1 to +2). Seems like the -4 simply gets overwritten by the randomized value.

Having the same problem with the original mod. I tried turning off all other mods, but didn't help.
Espritviril`` 6 月 1 日 上午 11:42 
It seems the lowest score is -3, and highest is +6? If so what are the vanilla major faction potential number? I did a playthrough with major faction potential as 1-3, and minor faction as 0-2. But even that was massive and almost all minor factions lived and wiped the most major factions..

What are the optimal settings if I want some potential for minor factions, but still not for them to always supersede major ones?

I did not want to go above +3 as it was described too much from the mod description, but in vanilla major factions had even more bonus against minor ones? Is it clear what number they had? Should I set major factions to +6? Thanks for the lovely mod, spiced up the game a lot!
Revelation 5 月 29 日 上午 6:10 
if we are lucky, it's as simple as hitting the update button... perhaps., thanks for your efforts!
RedWalrus  [作者] 5 月 28 日 下午 8:06 
hmm let me look into it... ive been busy and so i haven't been able to really look into what these comments say but maybe i can fix it. keep in mind that i'm not really a modder to the same scope as someone like jadawin is. i was kind of just adding the factions that were being released with the dlc so people could use it for those factions... maybe i can fix it but don't get your hopes up. lol
Revelation 5 月 28 日 下午 6:40 
I really hope this get fixed, its the one mod that keeps the factions in check and lets us tailor a game.
Revelation 5 月 17 日 下午 10:47 
from reading other comments I think it's currently broken.
Revelation 5 月 17 日 下午 10:46 
Is this working? I set dwarves to -2 across the board, and they're still winning even with orcs/etc +2
Warkye(Nippon)(นิป) 5 月 12 日 上午 7:03 
SO GREAT
emmmzh 5 月 9 日 上午 12:37 
Do I need to sl after set one's buffs in the middle of campaign?
Zeth.exe 5 月 8 日 下午 5:44 
Is there anyway to add factions from mods to this?
Sarnyroth 4 月 23 日 下午 3:01 
Dumb question from a new mod user here: Where exactly in the UI am I supposed to be seeing the tool to make the faction modifications? I've installed MCT (beta version) as well as this mod here and I can't find any option to start tuning the world factions.
4 月 15 日 下午 8:22 
Is the ‌max buff‌ harder or easier compared to the ‌Stronger AI (SA) mod‌?
sigmars_disciple 4 月 8 日 下午 4:20 
I'd also be curious.... Users, author, would anybody who knows more please be so kind? <3 Thanks
warbossrok 4 月 6 日 上午 6:26 
Does anyone know whether this mod is actually working? I set VCs to +6 and they are still losing to The Empire
MjauMix 3 月 6 日 上午 3:55 
Remove woodelves. Remove kebab.
6h0$t942 2 月 22 日 上午 7:26 
thanks
cooperftw 2 月 22 日 上午 1:48 
Anyone notice it working or not with the beta branch? I'm currently testing, just curious.
Reduviid 2 月 14 日 下午 7:40 
thanks for maintaining this mod! It's a staple in my campaigns :D
Revelation 2 月 11 日 下午 8:40 
Thank ye
RedWalrus  [作者] 2 月 10 日 下午 9:26 
@888Umer Be aware that modding isn't really my thing. I'm just updating this mod for every all of the new factions that are added in the future. I think I fixed your issue though so I'd check and see.
Ashram 2 月 7 日 上午 8:45 
Hi.
Quick question:
The WH2 version of the mod had an extention for the more popular custom factions (OVN, Cataph's, etc.).
Can we expect that?
Skullface 1 月 30 日 上午 3:48 
Thanks for the mod
ZeButcher888 1 月 29 日 下午 10:06 
getting an error after turn ends in your log....

No MCT setting exists for active faction:
wh2_main_rogue_jerrods_errantry
wh2_main_rogue_hef_tor_elithis
wh2_dlc11_cst_rogue_bleak_coast_buccaneers
wh2_dlc11_cst_rogue_boyz_of_the_forbidden_coast
wh2_dlc11_cst_rogue_freebooters_of_port_royale
wh2_dlc11_cst_rogue_grey_point_scuttlers
wh2_dlc11_cst_rogue_terrors_of_the_dark_straights
wh2_dlc11_cst_rogue_the_churning_gulf_raiders
wh2_dlc11_cst_rogue_tyrants_of_the_black_ocean

then game crashes
Slaanesh 1 月 26 日 上午 3:37 
Using this, Siege AI & Mechanics Overhaul and Loreful Strategic threat has made any AI mods redundant on my part. AI mods seem to break more than they fix so instead guiding the AI to the prefered outcome in a more elegant manner like mentioned above is the way to go imo.

Anyway thanks for mantaining the mod, much appreciated!
Olympeus_Rex 1 月 19 日 上午 9:38 
Great, mod. I'm starting to use it and am hoping someone with knowledge can answer the following:

Does this mod override or apply a modifier on top of the default faction potential value?

For those that don't know, in the base game every faction gets a (somewhat) random value for their faction potential. Major factions all get a bigger value than minor factions and there is some variation in what value a faction gets from campaign to campaign. This can help create a variety of outcomes between Major factions. I believe faction potential impacts certain campaign buffs (e.g. base income, upkeep reduction, local/global recruitment) and also impacts auto-resolve outcomes between AI.

I've done a little testing and I can make Minor factions "beat" Major factions for example, but I still want to understand the underlying mechanic at work.

Thank you!!
Slaanesh 1 月 5 日 上午 1:31 
This mod alters the faction potential of set or random factions so yes it most likely alters any ai mods behavior in a way not intended by said ai mods creator.