Total War: WARHAMMER III

Total War: WARHAMMER III

Cultural Alliance
24 Comments
Nullified 1 May @ 8:58am 
@Incata this is what I'm looking for thank you so much! it's a shame it doesn't immediately confederate factions but 10 turns in most factions are confederating!
Incata  [author] 1 May @ 6:55am 
Nullified 1 May @ 3:42am 
@Incata Do you remember a mod called "world war" on WH2 it has since long been removed, but that mod made every faction of the same culture confederate turn one, I know this mod doesn't do that exactly but does it do something similar? alliances...through your mod is there a way to increase probability of confederation?
Incata  [author] 11 Jun, 2024 @ 11:33pm 
@Quickpawmaud Well, modifying my mod so that instead of it being executed on the third turn, it is executed one turn after the invasion :lunar2019coolpig:
Quickpawmaud 11 Jun, 2024 @ 9:10pm 
I want to do an ultimate crisis campaign with the Dawi as Thorgrim and settle all the grudges. I have a mod for crisis factions to declare war on everyone though so almost everyone will be at war with everyone else. Basically I just wanted to ask would my Dawi brethren also declare war on me in this scenario? If so how could I stop this?
Incata  [author] 12 Feb, 2024 @ 4:25am 
@D. Rivera Hello, do you mean that human factions do not alienate with elves or that human factions do not alienate with other human factions? If it is the first option, I have a mod that basically consists of doing that Diplomcy Factions Wars https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2975818858 . Regarding teaching how to do it, unless you speak Spanish, it would be quite tedious for me, so I don't know if another person would be interested, if I could give you some parameters to modify in some mod to achieve exactly what you want.
D. Rivera 12 Feb, 2024 @ 2:12am 
Hello everyone,
I'm a casual player but I find myself wanting to tweak variables here and there to change the campaign gameplay of TWWH3 to my liking. Is there anyone available to provide me a crashcourse in how to do this myself. I can pay for your time!
In particular, I'm interested in preventing the huge alliances between the human factions/elf factions/dwarf factions.
email me at diegoriveracpp@gmail.com
Thanks for your attention!
Incata  [author] 10 Oct, 2023 @ 3:08pm 
@Zach It seems that this time I used the correct words :lunar2019crylaughingpig:, in the end I left it in the third turn to avoid problems since some factions take 2 turns to get their first settlement. :lunar2019wavingpig:
Incata  [author] 10 Oct, 2023 @ 2:29pm 
@Zach I tried it but when I told the AI to add that parameter it stopped working, on the other hand I don't know if it is advisable to put it on the first turn since some factions that are normally destroyed on turn 1 will survive and some factions that should get their first settlement they won't do it, normally I activate it on the second turn and then deactivate it. That said, if anyone knows how to improve it, even add a menu, you can tell me about it, even upload another version of this.
Zach 10 Oct, 2023 @ 1:35pm 
Can this be edited to only run on the first turn?
Incata  [author] 9 Sep, 2023 @ 5:19pm 
@Kalessin What you are asking for is totally out of my reach and interest, the only thing I can recommend if you are very interested in lore diplomacy is that you look at these mods in case you are interested in Loreful Diplomacy - Warhammer III Edition https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2789902959& and [IE] Loreful Strategic Threat https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854768607&
Rustic "Kalessin" Citrus 8 Sep, 2023 @ 11:37pm 
I would love love a loreful version or MCT added , to add my 2 cents as well :)
Incata  [author] 3 Sep, 2023 @ 4:55am 
@Mortarch Of Blood I understand your point but this mod is based more on balance than lore. On the other hand, I don't know how to implement MCT in my mods and I don't want to spend time on that either. If someone wants to create an alternative version of this they can do so, I suppose that by including the specific faction in exceptions these alliances will no longer be formed automatically. Likewise, if someone wants to create a version of this with MCT, do so, without problems.
Ciaphas Cain 2 Sep, 2023 @ 3:49pm 
Any chance of adding MCT so that we can choose which factions to add a mil alliance with and which the AI can add as some factions should be competitive with other factions within the same culture (eg, Orcs/Greenskins)
MAMNOM 5 Aug, 2023 @ 7:01pm 
cool
Incata  [author] 3 Aug, 2023 @ 12:55pm 
@Horbake This time the merit belongs to the AI :WH3_greasus_rofl: :lunar2019wavingpig:
wonowon 3 Aug, 2023 @ 9:41am 
your genius!!!!
Incata  [author] 1 Aug, 2023 @ 7:32am 
@Winterwolf I use a modified version of chatgpt but chatgpt itself could do this job, normally if it's not super complicated stuff or you do it little by little it should work. If you already have a code for previous games, it can also help speed up the process, the most important thing is to give it as much data as possible and guidelines to use, the better it understands what you are asking for, the less it will fail.
Winter 1 Aug, 2023 @ 6:18am 
This really makes me wanna get an A.I program! What did you use? I have no idea about scripts either but i have plenty of ideas about porting features/mechanics from past TW titles. Big fan of your mods too. Appreciate what you do.
sigmars_disciple 1 Aug, 2023 @ 4:33am 
Okay, I'll just run it and see. My main question was if this will create "megafactions", and do that very fast (as the description made it sound like to me) or maybe the effects are much more subtle than it sounds... Thx
Incata  [author] 1 Aug, 2023 @ 2:07am 
@soulmindproductions The only thing this mod script does is form alliances, those alliances can change other things but in principle all it does is that, then it will depend on how you have modified your game, if you have a mod that prevents confederations from forming, the confederations were not formed. If I don't modify the game in this aspect, it's rare for the major factions to confederate unless one of them does very badly, I can't explain all the cases but this would be how it works.
@Kaneda :steamhappy::lunar2019wavingpig:
Kaneda 31 Jul, 2023 @ 11:46pm 
thank you
sigmars_disciple 31 Jul, 2023 @ 9:01pm 
You should maybe clarify this with a few numbers or a tangible example from a campaign you played so it's less abstract. Like by turn 25, 50, 75 and 100: How many factions less than usually in %? It's not configurable via MCT, right?

I find it sounds like a fun thing, but if every 5 rounds 1 faction got absorbed in each race's "mega alliance" would be EXTREME, no? One of the few confederation options in Wolfy's "Chaos Confederations" can already tilt balance completely, guapü...

Thanks <3
sigmars_disciple 31 Jul, 2023 @ 9:00pm 
Hey Incata, if I may: I get what this is doing (kinda "Loreful Diplomacy on crack" with a trigger that trying to enforce cultural alliancess that become mega factions...) but you're saying EACH turn alliances will be FORCED (one or even multiple per culture?), that sounds like by turn 15 there would only be around 25 factiions left - basically one per race...

Sounds drastic.Will always the strongest faction benefit (e.g. 90% Malekith will be faction leader ofl Druchi superfaction, Karl Franz of all Empire etc.?)

The screenshots says nothing to me. Just noticed a +500 relations which I assume wouldn't even be necessary if youj FORCE alliances with script...