Total War: WARHAMMER III

Total War: WARHAMMER III

CathayEternal[Alpha]
42 Comments
Fengxian0830 12 Sep @ 3:25am 
Would love if you could make a standalone mod with just the new mechanics.


Just not into IEE till I can afford a better rig than the steam deck lol.
angelslayer40 1 Aug @ 2:02pm 
Mod seems to be broken, crashes when starting game with only IEE, MCT, and Mixu's required mods enabled.
Reece  [author] 6 May @ 1:24pm 
@Tombs_King I intend to release a standalone version but I first want to refine a lot of the bonuses it provides and adjust the overall balance of this mod. Meaning it will probably be a bit of a wait
Tombs_King 28 Apr @ 9:27am 
@reece Any chance we could get a Court Of The Dragon stand alone mod?
Reece  [author] 14 Dec, 2024 @ 7:04am 
@It's MYGO!!!!! Currently they are(Besides the ones that have [Optional] at the start of their name). Some time in the future I'll offer seperate compatibility patches which would allow this mod to run as a standalone but I can't give a timeline on when this is going to happen as of now.
It's MYGO!!!!! 14 Dec, 2024 @ 5:15am 
are the mods under required all necessary? Or can i just open with this mod alone?
Laserdream 20 Oct, 2024 @ 11:12am 
Yeah, it was a "my bad." IDK what it was, I had pretty much mixer+UI stuff.
Laserdream 20 Oct, 2024 @ 11:04am 
Crashes on launch, that is.
Laserdream 20 Oct, 2024 @ 11:02am 
Crashes. But if it works on your end, that means I haven't culled the modlist sufficiently. Strange, I thought I left only non-intrusive stuff. BRB, gonna test again.
Reece  [author] 20 Oct, 2024 @ 6:47am 
@Laserdream It's still seems to be working on my end. What issue are you having with the mod?
Laserdream 20 Oct, 2024 @ 6:26am 
Seems to be broken.
Reece  [author] 6 Mar, 2024 @ 6:31am 
@Judoboy Theoretically it would be. However the process is quite tedious and I would need to make changes to a lot of the bonuses provided since they depend on other parts of this mod. Maintaining it though would be the biggest hassle. I might consider it for the future but don't expect anything soon
Judoboy 6 Mar, 2024 @ 4:07am 
Hello, would it be possible to make a separate version to make a Court of the Dragon Emperor stand alone verion? Thank you for your har work.
Reece  [author] 28 Feb, 2024 @ 7:30am 
I decided to push out a first experimental version that adds the units from deer24. It's not well refined but it would take a lot of time to check every single unit for what upgrades they should and should not have access to. As for GYT's units it seems that the vanilla version is no longer public, so I don't think there is much I can do right now.
Reece  [author] 28 Feb, 2024 @ 5:55am 
@TheDarkJuggernaUt I've used GYT's units mods myself so it should be easy to add them. As for deer24 I would need to take a closer look first to check(Even though I'm confident that it should work without much additional work). I will probably release them as seperate optional sub-mods since I don't want to force everyone to use them when it's not necessary. Can't tell when I will do it though, but I'll post it here once it's ready.
TheDarkJuggernaUt 28 Feb, 2024 @ 5:18am 
if possible please add units from gyt and deer24 as well,those custom units were too good to not add
LonleyShadow 23 Feb, 2024 @ 4:15am 
@Reece Was an issue on my end, seems mixer needed to be downloaded again. Thanks for the advice :) Working now. Thank you for your time
Reece  [author] 23 Feb, 2024 @ 4:07am 
@LonleyShadow Also make sure that your game is actually updated to 4.2 already. You should also check if Warhammer 3 is showing up with a pending update in downloads since my update got released less than 30 minutes ago and it might not have dowloaded automatically this soon.
Reece  [author] 23 Feb, 2024 @ 4:00am 
@LonleyShadow Have you tried launching the game with just this mod, Immortal Empires Expanded, Cathay Units, Dead of the Orient, GYT cathay building expansion and the gyt english localisation?(The camp system and english localisation of mine can be active as well if you use them but they aren't necessary)
LonleyShadow 23 Feb, 2024 @ 3:52am 
Getting a crash with this at the moment, despite the update, something about a table conflict
Reece  [author] 7 Dec, 2023 @ 3:41am 
@soulmindproductions Looks like CA removed the effect I was using. I replaced it with another one that should do the same(?) it's just not having an effect description in the court panel till I figure out a better solution.
sigmars_disciple 6 Dec, 2023 @ 10:15pm 
This is now giving me a crash to database again, when used with Bardathe's list

Did this get introduced with the newest update of the game or is it working fine for you, with a smaller list of mods?
Reece  [author] 15 Nov, 2023 @ 11:34am 
I haven't had much time recently to work on the project. I think I will probably be waiting for more news regarding thrones of decay so I don't start putting tones of time into this project just to redo all of it a few weeks later. So it's probably gonna be a while with only small updates and tweaks and then I intend to push out a major rebalance patch and overhaul the general structure with quite a few new additions that I already stared working on, once the future of this game is a little bit clearer.
sigmars_disciple 12 Nov, 2023 @ 1:44pm 
Good news: Got this - incl. optional Camp submod - now running with all of Bardathe111's 'Great Big Compatibility: Cathay" mod with all its required items, and a few more Cathay and other mods (200 in total). <3
Anything new on your end?
sigmars_disciple 5 Nov, 2023 @ 8:04pm 
I'm looking into it! Thx for the reply
BTW Before I forget to mention that: in regards to this large Compatibility list it's kind of unfortunate that he already integrated an UPG system (the one with a golden arrow upwards on the unit cards).

I did see upgrade options from your mod, using arnaments and in German, plus English ones from Bardathe's collection, so it looks like they might not interfere in a bad way. "Better armour" e.g. will be doubled, but at least using different resources, which kinda works.... No?

But if you ever think about outsourcing another one of your main features into an optional submod, I'd suggest that (there must be a small handful of these mods on the Workshop).
Reece  [author] 5 Nov, 2023 @ 8:18am 
The error at the start simply means that it couldn't find the described variable. Yet this variable was added in the main mod as part of my last update. Do you have this issue even when you only load my mods plus the ones listed as required? I tested the mod with a bunch of people before release and none of them had any such issue. The odd thing about your error is that the first invalid error is for the fifth tier of that building even though they are ordered to load from 1 to 5 and not vice versa which indicates that the first 4 managed to load even though they call for the exact same effect. I would have assumed that something tampers with the fifth building tier but it would be a weird place for this error to occur if thats the case. I sadly don't have the time to go through all of your listed mods myself but feel free to let me know if you figure out something more and I can take a look again.
sigmars_disciple 5 Nov, 2023 @ 7:38am 
Hey Reece, I see. I can understand that's outside of the ordinary to ask you to look into it, but if you ever have half an hour or start a new Cathay campaign, check out Bardathe's EXAMPLARY effort here (I think mods like that will be the future on the Workshop as they truly "glue" compatible mods together and fill in the small gaps that remained, no matter how compatible):
https://gtm.steamproxy.vip/workshop/filedetails/?id=3064155789

The power of that jumps at you on the Lord Selection screen for Cathay. You don't need to load a campaign. To see the difference, run the same large list without the tiny mod "!!!!CathayCompatiblity" by Bardathe and look at the minor/modded factions now (rows 2 to 6) in the Lord Selection screen....
Reece  [author] 4 Nov, 2023 @ 9:42am 
@soulmindproductions That's odd. I do not have any such problems when trying to start the game with my mods. My only guess would be that the main mod is not up to date for some reason, since the reffered variable was added in my last update. Maybe try resubbing to the main mod.
sigmars_disciple 3 Nov, 2023 @ 8:28pm 
The main mod CathayEternal.pack is above CathayEternal_CampSystem in my load order. And the English localization at the top.
Reece  [author] 3 Nov, 2023 @ 6:48am 
@soulmindproductions I should have probably made a note somewhere that the main mod needs to load before. The variable it is referring to was added in the main mod and therefore can only be found if said mod is already loaded.
sigmars_disciple 3 Nov, 2023 @ 6:38am 
All good. You must also be German if it only takes you 30 min, eh? :)

Feedback on this mod:
- I can run it fine with the required items (but sans Cathay Camps), no "new_camp" mod either, of course
- I can run it fine together with the "Cathay Big Compatibility" mod by Bardathe + all its around 25, mostly Cathay-specific required mods. That's already a pretty large Cathay collection (to find: 1 of Bardathe's mods is always rotating on WH3 Workshop's home page the last few days)

But if I add your optional "CathayEternal_CampSystem" mod, then I get a notifcation from WH3 during startup that the camp mod made the database crash with the following info:
"1st invalid DB record is ce_cth_fieldcamp_relocation_authority_5ce_cth_global_labour_gain in table building_effects_junction_tables"

This ofc could have smth 2 do with the just-released 4.0.7 hotfix... Anyway: it pops up for me now and might pop up for others trying to add your mod + its requirements to their CTH modlist.
Reece  [author] 2 Nov, 2023 @ 9:10am 
@soulmindproductions Thanks for the offer but I think I'm fine doing it myself. My main problem so far has been more on the side of coming up with ideas for the descriptions and building names in the first place. Translating/Updating the localisation usually only takes me a few minutes to like half an hour so it's not really a big deal. Just for your interest localisations are all handled in the .loc files which makes this very straight forward once they have been setup for literally any language including the original texts. The 2mb file size limit is only for the preview pictures per picture. Since I use a 4k monitor screenshots end up being roughly 10-15mb each which is one of the main reasons why I only did 1 since they look rather bad when compressed this heavily.
sigmars_disciple 2 Nov, 2023 @ 9:00am 
What's up with the 2MB file limit BTW? I would have thought that sharing on the workshop is free, independent of file size. I hope peeps like SCM team or Xoudad don't have to pay a monthly fee to upload lots of mods and mods that are >1 GB large.... That's be sickening
sigmars_disciple 2 Nov, 2023 @ 8:57am 
If you don't expect Shakespearean quality and I don't have to commit to any deadlines etc. I could probably translate those texts in to decent-ish English for ya. Well, we could just say if I get around to it before you can, then I could alley oop that ball to you. Finish the play with a fast break, you know? No dilly dallying (no idea how to spell that).

Will it be super easy to find the text bits in the pack file? I have RFPM and know how to open a pack file - everything from there onwards is Chinese to me though (is that expression still used in English? Apologies if not - doesn't sound particularly PC in 2023, now does it....)

It looked like there were maybe 30 building descriptions, 1-2 longer sentences each.... Roundabout? I'm German (you too?) so unlike the RFPM side, I actually bring smth akin to "skills" to the table.
Reece  [author] 1 Nov, 2023 @ 6:02am 
@soulmindproductions The issue with the description is simply down to me not having put anything there in the english localisation submod of mine. Most buildings don't have any description yet and I intend on implementing the localisation once I add those however I'm currently focusing on the ogre camps mechanic as well as balancing which will result in the reduction of the base stats of most units to compensate for all the potential buffs a bit more. Both will probably be released as seperate submods in the coming days. PS: I don't think any mod should be even able to mess up the localisation since they would need to use the very same ids which most modders customize with their own tag. Just so you know that you probably don't need to experiment with your active mods when you encounter something like this with other mods as well.
sigmars_disciple 31 Oct, 2023 @ 7:13pm 
Sorry for overlooking the bit with the German text in "known issues"... I'm dumb
sigmars_disciple 31 Oct, 2023 @ 6:37pm 
This is very cool! I tried it with a pretty large mod list I have to admit. It features Bardathe's entire Cathay compatibility mod's required items (and more). Have a look on the Workshop, it's cool - he tried to fill in gaps for modded factions to make them more up to par with the bigger factions (faction traits, victory conditions etc) - makes the lord selection menu also more consistent.

Back to your mod: Somehow, the building descriptions of the Labour-related buildings are showing up in German for me, the rest in English. I am German but have my game set to English - other features from your mod show up with English texts. What could this be related to?

Anyway, I'll try again with less mods. <3
Kawa 30 Oct, 2023 @ 5:14am 
Thx
Reece  [author] 30 Oct, 2023 @ 4:38am 
@bubble kawa I'm afraid this is just because of the heavy compression I needed to do to fit the 2mb file size limit. The most I can offer would be this mod of mine: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3066274556 It is a quick replacement of Yuan Bos Banners/Flags to a black and white format. The background of the banners of his armies on the campaign map seem to be handled seperatly so they remain in some yellowish color.
Kawa 30 Oct, 2023 @ 2:47am 
Nice mod.
On your screens, the color of yuan bo is changed from green to white.
Can you tell me which mod you are using?

I love yuan bo but green is the color I hate the most.
Have a nice day !
Reece  [author] 29 Oct, 2023 @ 10:48am 
The factionwide harmony is going to get a few changes in the future. My intention is to make it so only higher tier buildings affect it while the lower tiers are only provincewide. It worked like this during an earlier version before I went public but I was uncertain if it could confuse people.
Ganon Cannon 29 Oct, 2023 @ 7:14am 
Can I ask why you went back to normal harmony? This mod is a good idea but the original harmony system was just plain stupid and broken in my opinion.