Total War: WARHAMMER III

Total War: WARHAMMER III

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SCM Marienburg (6.2)
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Značky: mod
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1.843 GB
4. zář. 2023 v 13.25
18. čvn. v 6.15
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SCM Marienburg (6.2)

Popis
This mod will crash without Mixer's Unlocker enabled

Download Immortal Empires Expanded! to play with 2 new factions in Ind and Khuresh, new legendary lords, and new mechanics!



TLDR: This mod adds FIVE! fleshed-out lore-friendly factions interacting with the Wasteland, with legendary lords, an improved version of the caravan mechanic, a lot of unique mechanics, a completely unique roster, and much more. Lastly, this mod marks the return of the Landship to WH III. Please read this mod page for vital information.

Introduction

This mod has a combined development timespan of 2.5 years (!). Starting development in WH2 by the legendary OVN team. This mod gives Marienburg a completely lore-friendly DLC-type makeover. Not only does this mod completely overhaul Marienburg as a faction, with a completely stand-alone unique roster and RoR-pool, its own unique mechanics, legendary lords, and heroes – but it also adds 2 completely new playable factions on the campaign map. One as a Marienburg subfaction and one old enemy joins the board for the Vampire Counts.



Jaan van de Kuypers původně napsal:
‘’The business of Marienburg is business’’

Jaan van de Kuypers is the richest man in the Old World and the most influential merchant in the Empire. All the Kings, Tsars, Queens, and Emperors of the mortal races owe him money or favors. This is by far the most complex and unique character design that we ever attempted, as Jaan van de Kuypers is not a fighting lord. He is probably the worst legendary lord you've ever seen Instead, he has strong economic and diplomatic buffs as long as you keep him garrisoned in Marienburg, where he rules from his Estate. He is never seen without his bodyguard, Legendary hero Pieter ‘’Big Piet’’ de Groot.

He is the informal ruler of Marienburg as the Van de Kuypers is the most powerful and influential family of the so-called ‘’Ten’’. The ten most Greatest Merchant Families. In his campaign, your goal is to bribe – blackmail, or indebt the other families to consolidate ultimate rule over Marienburg. Do this by completing various missions and completing his legendary item set. Additionally, he uses the Gilded Route and send trade convoys across the sea searching for wealth.



Lord of Shadows, Ruler of the Underground
Mundvard the Cruel

Mundvard the Cruel is a ruthless Vampire Lord who has ruled the underworld of the Wasteland for centuries. Unlike most of his vampire-kin, Mundvard has a particular and uncommon interest in the affairs of men. Especially affairs that involve accumulating wealth. He runs criminal networks, syndicates, and slave trafficking rings. His ultimate goal was to not rule the Wasteland from the Shadows but from a newly established throne in the City.
Mundvard rides his pet Terrorgheist, the Beast of Suiddock, and is a powerful caster profound in both the lore of vampires and the lore of shadows.

On his campaign, he can establish criminal networks in hostile towns and cities to leech from the world above. Additionally, he can accumulate slaves and sell them. Lastly, his knowledge of the Underground allows him to traverse the Underworld.



Nipponese, Marienburger and patron of Tzeentch
Egmond den Euwe

Egmond Den Euwe is the heir to one of the great Merchant Houses of Marienburg, House Den Euwe. He leads a special trading mission on the Eastern Shores of Cathay in a desperate attempt to prevent his family from going bankrupt. Unfortunately, his desperation caught the gaze of Tsien-Tsin. A diety he now follows enthusiastically – unaware of Tsien-Tsin’s true origin: Tzeentch.

Egmond can also utilize the Gilded Route like Jaan. Additionally, Egmond can convert Empiric soldiers to Tzeentch and upgrade them to Tzeentch warriors. Lastly, he can utilize the Changing of the Ways mechanic.


Camille Dauphina

(IEE only) As the Matriarch of the Sea Camille Dauphina follows information regarding the infamous Red Chaos Whale in the Cult's quest to bring down this creation of Stromfel. Starts in the distant lands of Khuresh.


Arkat Fooger

(IEE only) Van de Kuypers has brought the wealthy House Fooger to the brink of bankruptcy. In a dire attempt to save his Clan's honor, Arkat Fooger hopes to stake a claim in Ind's spice route.
Character Preview


Facts & Figures
  • 6 Legendary Lords
  • 12 Legendary Heroes
  • 7 generic Agents
  • 5 New factions
  • 30+ units
  • 10+ Regiments of Renown
  • 90+ unique Ancillaries
  • 7 Landmark Buildings
  • A uniquely skinned version of the caravan mechanic

F.A.Q.
  1. Why have you reuploaded the mod?
    Steam only allows the main author to update the pack and it was problematic when the person was out of touch.

  2. This mod crashes on loading the game, why?
    Make sure you have the latest version of the Mixer enabled

  3. Can Marienburg confederate and be confederated by Empire Factions?
    Yes, 4 human Marienburg factions still count as Empire factions.

  4. Jaan van de Kuypers is worthless in battle, can you buff him?
    No. Jaan van de Kuypers is a frail old man with 0 fighting capabilities, just like his lore. Garrison him in Marienburg and allow his generals to do the fighting

  5. I want to get the RoR and roster units as Reikland
    Conquer Marienburg as Reikland and unlock all the unique units.

  6. How do I report bugs?
    Ideally, Modding Den Discord's skeleton_crew channel. When reporting bugs, replicate it with minimum amounts of mods. If you won't. We're not going to investigate it since we don't want to spend time on people who don't want to spend theirs.


Compatability
This mod was designed to function with well-known mods like OvN, TEB, Mixu’s LLs, and much more. This mod is meant to be compatible with Immortal Empires Expanded (IEE) with some additional content.

This mod does not support The Realm of Chaos (RoC) and The Old World (TOW) campaigns. We will ignore any feedback issue if you're using this mod in any of these two campaigns.

All Rhox's other caravan mods (LCCP, Lost Calm, and Araby) should work without problems as they have the same structure, but I don't know about other mods as I don't know their structure. According to the some of players, this mod is not compatible with the 'Caravans of the Old World mod'.

Making submods is allowed, but re-using assets is not.

This mod will not work on other Overhaul mods like SFO and Radious. We're not making submods for it, so if you need one, go to their Discord, not here. Anyone who asks for it will be blocked.

Credits

You can see it here

Closing notes
I met all these, and many more amazingly talented people on The Modding Den Discord [discord.gg] If you want to get into modding but have no idea where to start: this is that place.
Počet komentářů: 1 048
FellBranded 15. srp. v 10.07 
The playthroughs I've done with this mod are by far the most fun I've had in any of the TW Warhammer games. Great, unique faction mechanics and lots of potential for RP on the expanded map. I have never been interested in playing as my country in any any game, but I do admit to getting a great chuckle out of the way they're represented here. Part of that goes to Oldhammer's let's say loving cut and paste of history, of course, but you really made them shine. Great fun, overall. I read somewhere you guys were working on a Khuresh mod as well. Don't know if that is in the works or not (I know how modding projects can be) but it would definitely give a lot of love to an area of the map CA just up and ignored.
Keep up the great work!
Flying Fox 15. srp. v 9.01 
Well done. I always love it when modders pay attention to how the AI interacts with the mods.
Rhox  [autor] 15. srp. v 8.00 
I've made AI to do that via script
Flying Fox 15. srp. v 7.19 
I'm playing with this mod, but not as one of its factions. I've noticed than Jaan van de Kuypers always stays in Marienburg. Is the AI actually smart enough to do that, or is that something you did?
Rhox  [autor] 9. srp. v 6.35 
It isn't happening on my side, (even with IEE) so I can only assume one of these things
1. It's machine specific issue: Can't do much
2. Language, OS (especially mac and linux) or other related software things: Also can't do much
3. You have old mod in your data folder
4. Your mod file is corrupted: Resubscribe, or you can reconstruct the mod via GitHub if you have the knowledge
5. Your base game is corrupted: Validate your game.
petri.piira 9. srp. v 5.51 
Isn't the minimum number of mods this, mixu's unlocker, and immortal empires expanded, to play this on the expanded map? Those are all I have.

Well, the immortal empires expanded is not strictly necessary I guess, so leaving it out might fix the crash?

However, this is stable unless I hit the mission buttons while the mission dialog is already open, so no problem.

And a very fun mod, thanks for publishing this!
Rhox  [autor] 8. srp. v 17.09 
Other mod like old translation mod will cause that. Try with minimum amount of mods
petri.piira 8. srp. v 13.08 
Note: does not crash like that (see previous comment), if I close the merchant mission dialog before clicking the next merchant mission.
petri.piira 8. srp. v 13.05 
Looks very interesting! However, for me, crashes on turn 2, by clicking the first merchant house mission (shows map & mission), then clicking the 2nd merchant house mission (crashes).

Mods: Mixus unlocker, immortal empires extended, this one.
adchuprina 6. srp. v 7.34 
Thank you so much for the mod! It's absolutely amazing! I have a question: how can I use a console command to summon Captain Aber Wallblatt? After the confederation with Mannan's faction, I removed him from the army, and now he doesn't appear in the hero recruitment pool. Thank you in advance for your help!