Total War: WARHAMMER III

Total War: WARHAMMER III

84 ratings
Dynamic Faction Strength & Starting Armies
2
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
218.163 KB
1 Jul, 2023 @ 7:37pm
23 Jul @ 2:43pm
36 Change Notes ( view )

Subscribe to download
Dynamic Faction Strength & Starting Armies

Description


Update 6.2 Notes
- As of game update 6.2, it's recommended the vanilla Minor Faction Potential campaign setting be ON (checked) when using this mod.

Summary
This mod can slightly alter starting armies and lets you group AI factions to adjust their strength (Faction Potential) with a fine degree of control. The mod also removes the auto-resolve bonuses AI factions have against each other. More details below. Don't forget to hover over the ? next to the MCT options if you're unsure of what they do.

Features
Starting Armies
Starting armies can be modified in a few ways to make faction starts a bit different each time. These settings must be configured in MCT before you start a new campaign, and only apply to AI factions by default.
Additional Units
Starting armies have a chance to have some of their non-character units duplicated. The chance of a unit being duplicated depends on the unit Tier. Both duplication chance and rate are configurable with MCT.
Ambushes
Starting armies have a (configurable) chance to start in an Ambush stance.
Army Delays
Starting armies have a chance to have some of their movement points reduced. Both the chance and reduction amount are configurable with MCT.

Faction Potential
Faction Potential is a hidden number CA uses to determine how many bonuses an AI faction gets. This has a major impact on the effectiveness of AI factions. The higher a faction's Faction Potential, the "stronger" the faction is. Factions with a higher Faction Potential tend to beat faction's with a lower Faction Potential, but unit quality and quantity matter too!
Faction Potential Groups
This mod groups factions into Faction Potential Groups (Faction Groups), letting you configure the Faction Potential, and faction bonuses, of every faction within the group. You must start a campaign to see these settings, they cannot be seen from the Main Menu.

You get 3 predefined Faction Groups to make setup easy; All Factions, All Playable Factions, and All Non-Playable Factions. You can change the Faction Potential and faction bonuses of these groups, but you cannot change the factions assigned to them.

You also get 10 generic Faction Groups that are 100% configurable, letting you add factions, change their Faction Potential, and configure their faction bonuses. These groups and their settings are saved to your game directory, and are automatically loaded with each new campaign to make things easy. Some faction names have suffixes that help you tell them apart; (N) = Non-playable and (Q) = Quest Factions CA uses for quest/mission battles.

The Do Stuff button will reset the currently selected group to its default settings. The text on this button cannot be changed in the current version of MCT. The text it should have is to the left of it.
Faction Group Faction Potential
Grouped factions will have their Faction Potential set to the number you specify, up to 400. That number is then modified (+/-) based on Campaign Difficulty (if enabled), and then modified again (+/-) based on a random number selected from a range you define. These two modifiers let you add some variability to each campaign, to keep things fresh.
Faction Group Faction Bonuses
All the vanilla bonuses AI factions get were previously be listed for you to tweak, however they no longer seem to work as of game update 6.2 so they have since been removed.

Active Faction Potential Groups
You can set which of the 13 Faction Groups is active in your current campaign. Turn them on or off at any time. You can even set which groups are active at the Main Menu to start future campaigns with those groups active by default.

Active groups will overwrite each other in the order they are displayed in the menu. For example; if you have both the All Factions group and Group 1 active, and Group 1 only contains Lizardmen factions, the settings in the All Factions group will not apply to the Lizardmen factions in Group 1, as Group 1 will overwrite those settings.

Compatibility
This should be compatible with Mixer and other mods that add new factions or cultures. The All Playable Factions and All Non-Playable Factions groups will automatically update accordingly.

Feedback
Let me know if you have any questions, feedback, or run into any bugs. And yes, I know the MCT layout isn't ideal, but it's a limitation of the current version of MCT.

Credits
Mvp - Helped in improving the functionality of this mod post game update 6.2. Much thanks.
170 Comments
Acephelos  [author] 29 Sep @ 4:30pm 
@Madi92 - You've got it exactly right. If you ever want a faction group's members to be equally strong, (without any variance/variety), you'd just set the Modifier Chance to 0.
Madi92 29 Sep @ 5:48am 
Hello, I'm not sure I understand Faction potential correctly, but is there a difference if I set all faction to 400 or 0 potential? If my goal to have everyone at the same level?

Or if I want to have major faction have better potential I could set it up like every major faction has 250 +-50 for variety and all minor faction has 200 +-50? So would that mean some minor and major faction randomly would be around the same level but it would general make major factions survive better?
KneeZahm 26 Sep @ 5:58pm 
ok got it, thanks dude!:steamhappy:
Acephelos  [author] 26 Sep @ 5:41pm 
@KneeZahm - The ability to change faction potential is still there and working, I just removed the ability to choose the bonuses AI factions get from faction potential, because they no longer worked. In the current version of the mod you can set a faction's faction potential and it will still make them stronger/weaker, you just don't get to choose how anymore.

As for whether or not I'll be able to bring it back; I'm not sure yet. I was pretty sure the issue was outside of my control, but I may try again sometime next year.
KneeZahm 26 Sep @ 12:42pm 
hi will you be able to bring the faction potential mct setting back? i really miss being able to play around with it!
Acephelos  [author] 15 Aug @ 7:01pm 
@Consho - The modifications don't rely on the UI, but the saved settings based on the UI, so everything should be fine as long as you eventually get to set the settings you want.
Consho 15 Aug @ 3:36pm 
@Acephelos Thanks for the reply. I'll play with the other mod disabled just to be on the safe side.

But I would also like to report that sometimes the “Faction Potential Groups” tab does not appear in the MTC, but exiting the MTC menu and re-entering it solves the problem. However, this leaves me a little uncertain; will the potential modifications still be applied normally?
Acephelos  [author] 15 Aug @ 12:50pm 
@Consho - It depends on how the mod works. Looking at that mod, I don't think it's incompatible, but that's doesn't necessarily mean they are compatible. It's possible my mod won't do anything with that mod. I don't forsee any game breaking issues though.
Consho 15 Aug @ 10:45am 
Will your mod be incompatible if it is used together with AI Anti-Cheat ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2926591990 ) or any mod that changes AI behavior?
Acephelos  [author] 23 Jul @ 2:49pm 
@Mvp - Many thanks for your feedback and assistance with this. I've updated the mod. With all the changes made today, it seems to be working again. The Faction Potential Bonuses MCT settings had to be removed for the time being, however.