Total War: WARHAMMER III

Total War: WARHAMMER III

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Beastmen Mechanics 2
   
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14.302 MB
19 Aug @ 2:25pm
28 Aug @ 3:10pm
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Beastmen Mechanics 2

In 1 collection by Incata
Total War Warhamer 3: Gameplay Mods
77 items
Description
General description


This mod improves the beastmen faction for both the player and the AI, this is achieved by modifying some of its base mechanics and characteristics. In this version I have focused more on adjusting this faction so that the AI can play well with it and many changes have been introduced for the AI and its game mechanics.
This mod is a modified version of my mod Beastmen Mechanics Which could disappear in a few weeks


General changes


-Both versions of Khornataurs have been added for Beastmen recruitment and are affected by all abilities that affect minotaurs. Also, if you also have my mod Settlement Recruitment 2 you can recruit them from the main buildings like the rest of the units.

-The units recently added to this faction have been added as possible garrison, among which are the new variants of gors, centigors, minotaurs, jabberslythe, elemental of beast and ghorgon.

-Minor factions can now colonize and occupy settlements, and they can also recruit new units.

-Allied unit maintenance has been removed

-All buildings' abilities have been reworked to better fit the rules of their modified mechanics. Some effects that were practically useless have also been changed

-The AI now uses bloodlust animosity

-The Beastmen Cockatrice now has a more faction-appropriate appearance. This is thanks to the mod Cockatrice for Beastmen - 野兽人可招募鸡蛇兽 (It was a shame to leave this dead)


Bloodgrounds


This was actually one of the biggest problems with this faction for the AI, as there are no specific rules that tell it how to play with it. I've modified the system so it works like any other faction while maintaining the essence of this faction.

Now, when a herdstone is erected, a Bloodground will be established only in that settlement's region. This allows a herdstone to be raised in each of the game's regions (basically like any other faction).

The scoring for performing rituals has been modified. Since they only affect the region itself, only actions performed in the region (i.e., battles fought there) will now be counted. However, the score has increased from 2 to 8. This means that at least 10 points will be awarded for the ritual when a settlement is conquered in battle (regardless of whether the battle was fought previously).

This system makes the progression of Ruination much more linear, as you'll earn fewer points for each pillar, but you'll have many more pillars.


In addition, you can always build herdstones, since the minimum amount can never be lower than 1.


Ruination Progression


Changes have been made to the AI in this regard. The AI no longer uses this mechanic like the player does; its progression is automatic. Overall, the timing has been halved to make it more efficient. This affects:
Unit Cap Unlock
Unit Cap Increase
Army Cap Increase

He also gains a boost of dread resources every few turns.


Khadrak


While with these changes most of the beastmen factions survived (even the minor ones) and even became the dominant force in their area (Taurox rank 6) Khazrak was quickly eliminated. Let's not fool ourselves, Khazrak has the most complicated start along with Malagor, but his real problem is the initial attack sequence, this exposes him too much and 75% of the time Karlfranz finishes him off. I have modified his start a bit so that he attacks Black Pit and with this he is out of danger from the start. He is still challenging, but now he has real opportunities to survive and thrive (this is only for the AI)


Dread Panel Changes


The Dread Panel has been reorganized to group and increase the number of units available when we invest resources in them:
-Ungor herd spearmen: Each level unlocks 5 units of the 2 units total 10
-Gor One-handed weapons: Each level unlocks 2 units of the 3 gors variants
-Gor Two-handed weapons: Each level unlocks 3 units of the 2 gors variants
-Bestigor: Each level unlocks 5 units
-Centigors all: Each level unlocks 2 units of the 4 centigors variants
-Chaos spawn giants: Each level unlocks 2 units of giants and 3 spawns
-Chaos warhounds poison razorgor: Each level unlocks 4 units of Chaos warhounds poison and 3 razorgor
-Beasts: Each level unlocks 1 cygor, 1 ghorgon, 1 jabberslythe and 1 elemental of beasts
-Harpies feral manticore: Each level unlocks 4 units of Harpies and 3 feral manticore
-Minotaurs: Each level unlocks 2 units of minotaurs and 2 khornataurs
-Minotaurs great weapons: Each level unlocks 2 units of minotaurs and 2 khornataurs
-Minotaurs shield: Each level unlocks 4 units of minotaurs

A scroll bar has also been added to this panel as otherwise not all units could be accessed, this also allows units from other mods to be added and accessed. This feature has been obtained from the mod Lost & Found Beastmen: Loreful Additions (Shadows of Change) del autor greenphoenix23 All credits go to him in this section.


Miscellaneous


While I'm very happy with the final result, please note that this mod doesn't do everything on its own. I've configured, tweaked, and tested it with my other AI and quality of life mods. Given my preferred difficulty and preferences, I might not get the same results using other mods or settings. The mod does what it claims, but the game has many parameters, and this mod doesn't cover all of them.

Fixed a visual bug that caused level 4+ herdstones to sink in "minor" settlements. This was made possible by Lycia Pintella Here you can find other Lycia mods Mods Lycia


⚡ Support & Discover More Mods ⚡


Finally I created a paypal account in case anyone wants to thank me for my work in this way

Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
26 Comments
InfoManiac 20 minutes ago 
do yo think Grandolph's simple dynamic settlements is interfering?
Incata  [author] 1 hour ago 
@mikeybaka Yes, I realized this and I have it corrected. I will post the correction as soon as I can.
@InfoManiac I don't know if you have the mod updated. I recently uploaded some updates. Try deleting it and downloading it again. It could also be that it's causing incompatibility with T4 minor settlement mods, but that's definitely a mistake on your part.
InfoManiac 4 hours ago 
tier 5 herdstones dont have settlement skin, invisible
mikeybaka 6 hours ago 
The Cockatrice is missing his name :o
Lycia Pintella  [author] 26 Aug @ 4:53pm 
@Consho re: T4 minor settlement mods

This mod has ghost definitions of t4 and t5 minor settlements to fix a graphical bug, but right now the priority is set higher than is necessary for the fix. We're lowering that priority in an upcoming update and you should no longer have to delete the table for this mod to work with t4 minor settlement mods.
Incata  [author] 26 Aug @ 4:39am 
@Ītzpāpālōtl It's a difficult question to answer, I'm going to put what I think has the most influence from most important to least.
AI Army Tasks and Strategy
AI Occupation Decision
AI Recruitment Revolution
AI Economy
Total Siege Redone
Settlement Recruitment 2
AI Anti-Cheat
AI Power Supply

Anyway, in the gameplay mods collection are all the ones I usually use.
Ītzpāpālōtl 26 Aug @ 1:32am 
what other mods of yours do I need to get the full experience with this mod?
Incata  [author] 25 Aug @ 3:01pm 
@Snipe It really changes the way you play, to be honest. Now it feels like you can raise an empire of destruction across the map, though you’ll always be short on money no matter how much you ravage. You’ll have to choose carefully which buildings to construct and which ones to skip.
Snipe 25 Aug @ 12:59am 
More flavor for the beastmen? go on so ill give it a shot, bloodgrounds per region is a tasty little morsel for any beastmen LL!!
Consho 23 Aug @ 4:00pm 
@Incata Thanks again bro. I'll do that later and let you know if it worked. Sorry to bother you again.