Total War: WARHAMMER III

Total War: WARHAMMER III

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[BETA] Adjustable Armies Updated
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222.983 KB
26 Jul, 2024 @ 8:28am
17 Oct @ 7:23am
45 Change Notes ( view )

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[BETA] Adjustable Armies Updated

In 1 collection by AceTheGreat
AceTheGreat's Published Mods
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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 experiencing 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)
45
16 hours ago
PINNED: Known Issues, Limitations, and Compatibility
AceTheGreat
482 Comments
Nova015 4 hours ago 
This is the best mod in the workshop for me. Are there any mods, that increase the amount of possible command groups? Ten is not enough for me, because I tend to divide my infantry lines into groups.
AceTheGreat  [author] 16 hours ago 
@LiberTea Unfortunately not, that would cause a guaranteed crash, last I checked.
LiberTea 22 Oct @ 3:08am 
May I ask if it's possible to exceed the 40units limit? I would like 80 units or more.
Null 20 Oct @ 12:40am 
Indeed this mod does work just fine, it appears to be something else on my end. My apologies! I've deleted my previous comment stating otherwise.

Folks, go through your mod list one mod at a time if you're suffering crashes. With just this and the listed requirements, a new campaign works just fine!
AceTheGreat  [author] 19 Oct @ 9:25pm 
This mod should still work after the update. Make sure you have the updated version by following these steps: here
DMT 19 Oct @ 9:56am 
don't work
cndlgkgk 18 Oct @ 7:51pm 
this mod crash campaign
Время перемен 18 Oct @ 11:49am 
Please, tell us how we can play 40 units armies, because mods [WIP/BETA] 40 Unit Armies (Now Radious/SFO Compatible, hopefully) and No Attrition/Increased Allied Recruitment dont work and crash all campaign in 6.3.3
AceTheGreat  [author] 17 Oct @ 8:14am 
Updated for 6.3.3.
Aress 17 Oct @ 5:22am 
6.3.3 another CA hotfix, update is needed