Total War: WARHAMMER III

Total War: WARHAMMER III

136 ratings
[BETA] Adjustable Armies Updated
11
5
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
222.983 KB
26 Jul, 2024 @ 8:28am
2 Sep @ 9:16am
39 Change Notes ( view )

Subscribe to download
[BETA] Adjustable Armies Updated

In 1 collection by AceTheGreat
AceTheGreat's Published Mods
18 items
Description
8/2/2025 - Forever Siege Fix
Hey everyone. I just released a new update which addresses the infinite sieges that the AI get stuck in sometimes due to the lack of attrition.

Now if the AI is besieging a settlement for a number of turns (default 3), they will automatically be forced to assault the settlement. This comes with two small caveats:
  • The garrison must be healed beforehand, so that the garrison commander is guaranteed to be alive. This is required for the built-in attack function to work. As one user pointed out, the garrison armies are usually already at full health, especially with attrition disabled.
  • When the AI faction has multiple ongoing sieges on their turn, sometimes only one of them may be forced. This is not an issue, because any additional sieges will be forced on subsequent turns.

This feature includes a new MCT setting to disable it if desired, and another setting for changing the number of turns to wait before forcing the assault.

Please let me know if there any issues. Have fun!

Mod Features
This mod allows the player and the AI to use increased army sizes, up to a maximum of 40 units per army. This mod is experimental, and somewhat unstable by nature.

This mod increase the maximum army size for the player, allowing up to 40 units per army depending on the configuration. This mod uses a script to change memory addresses on game load, and is somewhat unstable by nature. Crashes are typically attributed to players not using the required mods, or by an unknown conflict with another mod.

Not all known issues/limitations can be fixed. Current known issues/limitations include:
  • General instability, especially when used with other large mods
  • Unit exchange does not fully function for armies with more than 20 units
  • Armies may not contain more than 19 heroes

The Mod Configuration Tools is not required, and the mod will default to 40 units if MCT is not installed. Memreader and No Attrition/Increased Allied Recruitment ARE required. If you are encountering end turn crashes even with the No Attrition/Increased Allied Recruitment mod, try moving it up in your load order so that it does not get overwritten by other mods.

If you are experience end turn crashes
A majority of crashes, especially over the end turn, are caused by the attrition calculation breaking for armies with more than 20 units. For most players, having the No Attrition Mod is enough to prevent this completely, and placing it near the top of the load order can solve any immediate conflicts with other mods.

However, other mods may be able to apply attrition in ways that subvert the No Attrition Mod. I suspect attrition can be applied indirectly or though non-terrain sources, such as through events. Mods could also add their own form of attrition which is not negated by the No Attrition Mod. Typically, this kind of issue only happens for large scale campaign mods that change or add gameplay mechanics.

If anyone experiences a crash and you know it is related to a specific mod, feel free to mention it in the comments. Although I cannot guarantee any solution, it would be great to know more about this type of conflict so we can search for ways to alleviate it.


Full credits to cableguy's original uploads:
[WIP/BETA] 40 Unit Armies
[WIP/BETA] Adjustable Armies: 20-40 Units Per Army
as well as to the folks in Da Modding Den.

I do not take credit for the original content of this mod. I merely added MCT support and fixed the hero embedding issue. The core of this mod - the increased army sizes - is not my work.
Popular Discussions View All (3)
20
26 Aug @ 7:03am
PINNED: Known Issues, Limitations, and Compatibility
AceTheGreat
425 Comments
AceTheGreat  [author] 7 hours ago 
@Bones There is a workaround for this, check the video on this workshop page.
Bones 7 hours ago 
Heroes can't join armies once they go above 20 unit count.
AceTheGreat  [author] 3 Sep @ 7:42am 
@z.skau I double checked and the mod is working on the new patch. Did you try these steps to force Steam to re-download the mod? Also make sure you do not have any betas enabled.

@Nekatau I haven't played Mirrors of Madness, so I am not sure what you are referring to. If you mean the number of entities per unit, there are some mods on the workshop that should be compatible.

@victor.a.rom No it does not affect garrisons.
z.skau 3 Sep @ 12:00am 
Why does it no longer work, I see you said its updated. Ive tried reloading all my mods but nothing works.
Nekatau 2 Sep @ 3:54pm 
and how to change the number of units themselves, as in the mirrors of madness in a regular battle? only in the campaign
victor.a.rom 2 Sep @ 1:53pm 
Does this also effect the unit cap for garrisons? If not then there would be little reason to build up settlement defenses.
AceTheGreat  [author] 2 Sep @ 9:18am 
Updated for 6.3.0.
Romes_Finest 2 Sep @ 5:01am 
Cool. THanks. Thats good.
AceTheGreat  [author] 1 Sep @ 12:26pm 
@Romes_Finest Ah if you mean the beta for the new patch, then yes this mod will not work. It increases army sizes by modifying memory addresses, and these addresses change every patch. I will only update the mod when the new patch is on live.

Cpecific's Traits Manager may have the same issue, assuming it is modifying memory addresses as well. Memreader itself is likely fine.
Romes_Finest 1 Sep @ 6:32am 
I'm not sure how much this concerns you, but memreader is definitely outdated or something, because Cpecifics trait manager doesn't work with the BETA either. So, I'm not sure if this is just memreader at fault.