Total War: WARHAMMER III

Total War: WARHAMMER III

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Geomantic Web Overhaul
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14 jun, 2023 @ 13:01
2 sep @ 11:51
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Geomantic Web Overhaul

Beskrivning
This mod adds significant features to the Geomatnic Web to spice up Lizardmen playthroughs. Note: Need UI modders help for future asipirations!

What Does this Mod Do?
This mod adds 'Geomantic Boons' to every node on the Geomantic web. When active, these nodes provides its boons to the source province and any province connected to them on the Geomantic web.

How does it work?
The Geomantic web is a network of regions that are in one of three states
  • Not active - does not provide a boon. (Default state)
  • Connected - can be part of a network, but cannot share or gain boons(Any region held by an Allied Lizardmen faction*)
  • Active - can gain and share boons with it's network (Any region owned by you as a Lizardmen player)

A faction can have multiple networks, networks can be split up when losing territory, or can merge when you link them together!

*Oxyotl can make any region "connected" by placing a silent sanctum. They can make any region "active" when building a capstone of Tepok.

What are boons?
Boons are effect bundles that are applied to the province, affecting the province itself or any force on them. There is one boon for every node - giving us a grand total of 213! boons.

I've put a lot of thought into ensuring that these are effective enough but not super OP. There are some very nice boons that I have placed in locations that are far from typical LM lands and may require you to make some tough calls about the value of allies :)

Blessed Spawn rework:
I've not removed the old blessed spawn system (yet)- however there is now a new recruitment method that is part of the geomantic web rework.
  • Blessed spawns are now a regional mercenary pool that defaults with a cap of 0.
  • Certain Geomantic web nodes will increase the cap for specific blessed spawns of the regional pool for any connected regions.
  • Certain Geomantic web nodes will increase the spawn chance of specific blessed spawns for any connected regions.
  • Some rare regions may increase cap/ chance for all blessed spawns in connected regions (e.g. Hexoatl)



You can see the list of boons in the relevant mod discussion post. https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2989311137/3816285189351668687/

Minor notes:
  • The purple buildings have been nerfed slightly to give less corruption/ control - this was to make some space for a few of the more generic boons.
  • Vanilla Geomantic Web stuff is left untouched (all code driven :( )

Future Ideas:
  • I want to try and have a decent UI for showing the boons - it's not very good atm.
  • I have plans to add some active abilities/ rituals to allow temporary activation of nodes. This requires UI work though
  • I'd like to consider adding faction interactions with the feature.

Thanks:
Thanks to Lycia Pintella for the effect bundle scope!
Thanks to Muranji for their help hiding vanilla blessed spawn buttons!
In addition thanks to the Modding Den for answering questions during my more dense moments!
Thanks to CA for the game and tools I used to make this.
60 kommentarer
DireTech 21 sep @ 9:25 
Not trying to belittle your work. It's still far better than CA's implementation!
DireTech 21 sep @ 9:24 
Might want to note that if it's turned on mid-game the blessed spawns seem to stay broken.

As far as the boons, do any have an effect when you're not in the region? Most battles are going to happy in enemy territory, so if the boons only affect you locally then you're rarely going to see a benefit since your higher tier web is far from the front line.
MeraxesUrrax 6 sep @ 13:44 
Sorry to pester you about this, and all in all I love the ideas of this mod :)
Testing this mod further, removing the vanilla recruitment also makes this incompatible with other mods that add blessed units, such as Ubermorgen Blseed units or Landmark spawnings by Thom
MeraxesUrrax 4 sep @ 8:46 
Appreciated!
IfThenOrElse  [skapare] 3 sep @ 11:50 
Oh good spot. I'll try to resolve this asap!
MeraxesUrrax 3 sep @ 7:48 
The rite of primeval glory also has the same issue
MeraxesUrrax 3 sep @ 7:33 
I think I have found a bug with the new update: the blessed units only appear with your new recruitment system, but Tehenhauin rites add the blessed units to the vanilla system, making that part of the rite not work (I suspect this may be an issue with Oxyotl an Nakai too, but I haven't tested it)
Also I have a question, is it possible to add Ubermorgen blessed units to your system?
All in all, I really like the idea of this mod :)
IfThenOrElse  [skapare] 2 sep @ 11:56 
Updated for new patch. check change notes for a bit of a view on the changes.
Thanks in advance! The patch and this should make a great duo!
IfThenOrElse  [skapare] 28 aug @ 10:16 
I'll be doing some tests this weekend. In probably going to need to do some form of update!