Total War: WARHAMMER III

Total War: WARHAMMER III

Murranji's Great Bastion Expansion Mod
205 kommentarer
Murranji  [ophavsmand] 8. sep. kl. 18:15 
@darkdecipl - yes sorry it’s hard to make multiplayer friendly.
Darkdecipl 8. sep. kl. 18:04 
ever sense installing this mod and using it on multiplayer even when disabled I get constant desyncs after unsubscribing desyncs have stopped
Aradir 17. aug. kl. 9:11 
Would this also cause a lack of reinforcements? At the begin of the campaign it worked, but now I get no reinforcementes from the sanctum building.
Murranji  [ophavsmand] 4. aug. kl. 22:39 
Have been testing and found a script break occurs when the skaven random attack event is meant to occur. I will investigate the cause.
Murranji  [ophavsmand] 27. juli kl. 17:14 
The trigger for veterans to be added to the pool occurs after a battle at the bastion and after an invasion ends, if there were few of these there would be less chances. That said I will check out if something is affecting yuan bo since it’s the 2nd time he has been raised.
Esg 27. juli kl. 12:00 
Played a 50 turn yuan bo campaign and had bastions around turn 10. Didnt get 1 veteran to spawn (using SFO submod) with lvl 3-4 building for each gate. Any idea why?
Murranji  [ophavsmand] 24. juli kl. 23:38 
Its defined within the function, the script gets the string of the building that exists in the region and then maps to an army string that is used to generate the army list. In terms of spawning near a settlement you can use cm:find_valid_spawn_location_for_character_from_settlement(), I just have it hard coded so the army always spawns on the cathay side of the bastion.
AlexSansNig 24. juli kl. 6:53 
How do you link the reinforcements spawn to certain building. For example. I want to start of with spawning the reinforcements based on settlement level
AlexSansNig 24. juli kl. 6:22 
Hey I have been looking through it and I think i am starting to understand it. Got a question about the spawning of the armies. How do I get to determine the spawn location. In your script it is hard coded for each of the gates. Is there a way to just generally spawn the army near the settlement
Murranji  [ophavsmand] 23. juli kl. 1:49 
@AlexSansNig - thanks, if you know how to use lua you can look at the functions in the murranji_great_bastion_replacement_script.lua file. The two main functions that handle it are bastion_besieged_reinforcements() and summonbastioninvasionreinforcements listener. You will also want to remove the army afterwards with cleanup_reinforcements() and cleanupreinforcementdataaftersiegeisbroken listener.

Lastly check the saving and loading game callbacks since you need to track the settlement and cqi of the generals spawned across saving/loading so you can re-initialise them after loading back into the game.
AlexSansNig 23. juli kl. 1:32 
Greetings. I love your mod. And it has inspired me to create a mod of my own. I wish to make a mod that has a defensive building that calls for a reinforcing army. I am having a hard time to start somewhere. Do you have any tips or reference in your code that could help me? Thanks in advance
gongoozler 21. juli kl. 22:57 
All 3 bastions had lv3-4 buildings for 30 turns, and no one showed up over the period
Murranji  [ophavsmand] 21. juli kl. 22:14 
@gongoozler, they are a percentage chance, not guaranteed. If you build more with a higher level you have a better chance each time. Did you have a lot of them built at high level or a low amount?
gongoozler 21. juli kl. 21:31 
Playing as Yuanbo, the veterans were not spawning after all the battles
Aristocratic Astorian 20. juli kl. 5:09 
Anybody know if this mod is still having issues with the spawned armies not moving?
Murranji  [ophavsmand] 23. juni kl. 2:53 
@romulus - message me on discord I have the same user name. If you are on the Total War official discord you should be able to find my profile easily in there.
Romulus 23. juni kl. 2:50 
How do you prefer we send you the scriptlog?
sijowies01 20. juni kl. 12:04 
Same problem as Seth.exe (comment from 26.05.2025). The armies do spawn but they just sit there around and do nothing.
Murranji  [ophavsmand] 31. maj kl. 19:43 
@thuynder, thanks, if you have the script debug activator mod installed would it be possible to send me a script log? I tested it pretty extensively after updating and always had the UI updating when it was meant to so I will need to see what’s happening in a players game to be able to debug further :/
Thuynder 31. maj kl. 15:46 
I got to turn 60 and the threat meter had not filled once. Looking at the hover UI, it shows the regular -1-2% per gate and -8% base, but it stayed at around 40% full every turn regardless. Not sure if I had some conflict with it. The dynamic dilemmas to force siege battles to occur were fun though! I basically never get siege defenses, even with other siege defense mods to FORCE the AI to attack ://
Murranji  [ophavsmand] 28. maj kl. 22:31 
I have updated the mod with fixes and changes to the script.

This should address issues related to UI not updating, armies not aggroing correctly etc. Please let me know however if you encounter any further bugs.

Other fixes include a bug fix to the towers not upgraded which fixes a vanilla bug.

I have also included the new Omens of Destruction units into the various spawned armies.
Murranji  [ophavsmand] 25. maj kl. 21:03 
@Zeth hi thanks I will look into that, am working on fixes currently.
Zeth.exe 25. maj kl. 19:30 
I get the pop up to go to war with the faction that attacks the bastion but even if I press the go to war option they still just sit there, they dont even attack other factions.
Sleezy Cabbage 24. maj kl. 9:38 
Also after playing with this mod for a while, the bastion gate battles feel weird since the towers on the walls dont get upgrades to their projectiles, only shooting arrows. Is there a possibility you could add the vanilla, incremental wall-projectile upgrades youd get out of normal settlement capitals?
Murranji  [ophavsmand] 22. maj kl. 3:26 
I've confirmed there is a script break causing issues with the mod, will be working to get a fix done.
Sleezy Cabbage 21. maj kl. 20:49 
I also have the issue of Kurgan warbands being stuck after spawning, although it could be something with War under Heaven, or the gunpowder road mod that doesnt have an english translation yet
Murranji  [ophavsmand] 21. maj kl. 11:22 
@romulus yes if it’s a new game and hasn’t popped up it’s a script error. I will check to confirm it’s on the mods end as there are some other bug reports here too.
Romulus 21. maj kl. 10:04 
Is the pop up about joining war against Bastion attackers supposed to always trigger at the start of turn 2. Can I assume if the pop up doesn't show that I have a script error?
Zeth.exe 20. maj kl. 10:14 
Is anyone else having an issue with the kurgan just sitting there and not doing anything when they spawn in? The armies spawn but do not move and do not automatically start at war with any faction.
KsH 14. maj kl. 20:57 
I have the same issue as Foe-Hammer after confederating the bastion my meter is stuck at %40. I confederated the wardens as Yuan-Bo. As well as this issue, any word on if this works ok with current SFO submod?
Romulus 27. apr. kl. 7:35 
Nah it works. It just stutters every now and then in between withcaravan events not firing. However I don't think that's a mod problem. For me it works just fine if I reduce my mod list, however if I have all the mods enabled I'd like to run (104 mods) sometimes some scripts don't fire.

So I believe it's a limit of wh3 not being able to handle all the mods. (Again with only this mod enabled all works well)
TeamDoggo 27. apr. kl. 7:18 
mod doesnt work sadly, causes crash at start up
Pyro 20. apr. kl. 19:00 
The third Tower of Hoeth in the Snake Gate was the icing on the cake for the campaign :D

So many swordsmen and global buffs to Jade Warriors. I just assumed that it was various High Elf Princes trying to one up each other by building ever taller towers at that gate so they had the tallest one :P
Murranji  [ophavsmand] 20. apr. kl. 18:49 
Oh god dammit the thing is still populating more than one unusual location >_<. Ok I got a bit more work to do.

The Kurgans spawning as Chaos Dwarfs is a limitation of the engine requiring factions that already exist on the map to spawn armies by script and not wanting to datacore to rename the faction name.
Pyro 20. apr. kl. 18:42 
No problem. Everything else seems to be working fine, and the additional variation in the threats being spawned in is definitely a major improvement, as was the special location mechanic with Miao Ying (though it did get a bit silly when 1 gate ended up with 6 of them :D).

The only other maybe strangeness I've seen is the Kurgans spawning in as a Chaos Dwarf faction rather than a Norscan one, but that definitely makes them a lot scarier to deal with a lot of the time.
Murranji  [ophavsmand] 20. apr. kl. 18:27 
Ok that sounds like an issue with the script adding them at the start of the game. I thought the script has a double backup for that but I will double check.
Pyro 20. apr. kl. 17:20 
I've seen none in the panel and no notifications of them showing up
Murranji  [ophavsmand] 20. apr. kl. 15:01 
@Pyro - do they show up in the regiment of renown recruitment panel? Or they are there but they were always stuck at 0?
Pyro 20. apr. kl. 14:05 
Quick question, but are the veterans broken at the moment? Just ran a second Cathay campaign, and there has never been a single veteran available despite having the building that generates them present for multiple gates in both
Murranji  [ophavsmand] 13. apr. kl. 17:24 
That’s something that’s doable. I’ve looked into MCT and it increasing scripting complexity. I’m kind of hesitant to try delve into it as I still have a bunch of other ideas I’m trying to develop for into a potential portfolio.
Autumnchain 13. apr. kl. 15:44 
I've got an idea for this mod. While playing a cooperative campaign as Cathay with a Kislev player, I helped the Kislevites regain their ancestral lands (Kislev used to stretch farther into what's now the Chaos wastes) and go even farther. Unfortunately, I found that despite the Kislevites being a non-chaos faction controlling the settlements specified in the description, I was still getting Chaos invasions. I think you should make it that any non-Chaos faction that controls the settlements specified in your description should shut off the Chaos invasions, not just Cathay.
𝓓𝓮𝓮𝓻2四 11. apr. kl. 21:14 
Very interesting gameplay expansion!
Murranji  [ophavsmand] 9. apr. kl. 22:31 
@TSFWoosie - it should work in IEE without anything else needed.
WoosieNTexas 6. apr. kl. 21:02 
No IEE?
Foe-Hammer 2. apr. kl. 20:30 
@murranji with the compass turned toward the great bastion the threat level has started to go up 4% (6- 2% from compass). Once its off the great bastion again though it gets stuck
Murranji  [ophavsmand] 1. apr. kl. 21:30 
@Foe-Hammer thanks I will investigate.
Foe-Hammer 1. apr. kl. 18:09 
@murranji No. I inherited the bastion settlements from a confederation and havent ventured out all atll. The random attacks and everything else has functioned. Just the threat level is stuck at 34%. Im using your caravan and compass mods and i set the compass to the great bastion hoping that it lower it and then maybe ti would starting working again, but no luck so far
DarknessWrath 1. apr. kl. 11:29 
@tormound, haven't tried recently, but it was so far. Can't tell since Walk added some mechanics apparently for Miao Ying, and the only time i tried it crashed.
Autumnchain 1. apr. kl. 10:30 
Will MCT compatibility be implemented so that the invasions can be tweaked? I'd particularly like Beastmen to be added to the invaders and Random Assault to be toggleable.
Tormound 1. apr. kl. 9:32 
Does this conflict at all with the walk with dragons mod?