Total War: WARHAMMER III

Total War: WARHAMMER III

[BETA] Adjustable Armies Updated
425 Comments
AceTheGreat  [author] 10 hours ago 
@Bones There is a workaround for this, check the video on this workshop page.
Bones 10 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I'm not sure how much this concerns you, but memreader is definitely outdated or something, because Cpecifics trait manager doesn't work with the BETA either.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.
Romes_Finest 1 Sep @ 6:30am 
Sure. The game breaks when loading the campaign map with IE expanded installed, just shuts off.



I tried to isolate the issue a bit and I think its the latest BETA that doesnt let me use the mod. Even with every other mod off and the three required to power up this one, I can't recruit 40 units. But the issue goes away with BETA uninstalled.
AceTheGreat  [author] 31 Aug @ 12:36pm 
@Romes_Finest Can you explain more about the issue you are having when using the two mods together?
Romes_Finest 31 Aug @ 9:21am 
Is there an update coming? someone? anyone?? the mod doesnt work with IE expanded...
Romes_Finest 28 Aug @ 4:01pm 
Mod doesnt seem to work with IE expanded
AceTheGreat  [author] 26 Aug @ 8:12am 
Hey everyone, I pushed a small fix which should prevent the crashes pointed out by @Camaloux. Thanks for pointing it out!
Camaloux 26 Aug @ 5:14am 
I experienced rare crashes during the AI turn sequence using this mod. This happens during the forever siege workaround script execution. For some reason, sometimes the script cannot find the besieged settlement ID. If it happens to you, you can simply use the console commands mod to find the faction during which turn the game crashes, then find where it is involved in a siege and finally move the army to another place.
Velber 25 Aug @ 1:21pm 
@Ownageburst for some reason having 40 units be affected by attrition, specifically for AI faction, causes the game to crash
OwnageBurst 25 Aug @ 5:38am 
So, why do we need the no attrition mod? It seems like it works without it?
9R1N90V13J0 21 Aug @ 8:07am 
My PC is crapping its pants in fear right now.
Aradir 17 Aug @ 8:53pm 
I played a whole Cathay campaign with this mod and I can never go back. The battles and sieges are so much more epic. I use this in combination with Tabletop Caps and it is perfect. It would be really great if CA would support this officaly.
The only real bug I encounterd was that sometimes when I use your method to put a hero in an army, some of the heroes and lords get dublicated.
AceTheGreat  [author] 2 Aug @ 11:12am 
Hey everyone. I just pushed an update addressing the infinite sieges, see the description or my previous comments for details. Please let me know if there any issues.

Note: this fix will only apply to sieges which are started after updating the mod.
The Neverchosen 31 Jul @ 8:49pm 
So many Goblins Grom can use
glospey 30 Jul @ 9:36am 
Healing the garrison may not be seen as ideal but I see it as making little-to-no difference. AI garrisons almost always heal to full between turns anyway and, with the incoming siege rework, a garrison will not have taken attrition on the first turn of a siege anyway. So, virtually, the only thing your heal will change is a buff to player garrisons and then, only if a given garrison is attacked multiple times before it would have healed "normally".
AceTheGreat  [author] 29 Jul @ 7:50pm 
Just wanted to give an update on the forever siege workaround. Over the past few days I have been testing that second approach I mentioned, and have had some success (with a few caveats, in classic Total War style).

CA provides a few built-in functions to force the attack. cm:attack_region() is the first option, and I have to pass it the besieging character and the region name. This worked testing on the human player's turn, but not when applied to the AI.

The second option is cm:attack(), which I pass the besieging character, and the garrison commander. But sometimes the garrison commander is null, even if I can see him, and the only way I have found to bring them back is to heal the garrison. I have tested this successfully on multiple infinite sieges.

Healing the garrison is non-ideal of course, but it is better than forever sieges. I'll look for some help in Da Modding Den, but otherwise I will likely push this feature this coming weekend.
Booya 26 Jul @ 12:04pm 
Thanks and i think you may be right with the alternative suggestion.

I noticed that armies tend to get stuck in a siege when they are not “under pressure”. For example, if they’re sieging the last settlement of a faction, no hostile in vicinity and the garrison takes no attrition. So they’ll greedily sit there instead fighting the battle. Whereas if there’s an enemy army in the neighbouring region they’ll fight the siege immediately.

As a side idea, I don’t know much about the cai-related db tables but i wonder if there is a variable that could be tweaked to adjust this behaviour.
AceTheGreat  [author] 26 Jul @ 10:43am 
Alternatively, we may be able to simply force armies to attack the settlement if they are still besieging after X number of turns. Basically, when an army besieges a settlement, we can add it to a list. Every turn, we check each army in the list to see if they are still besieging, and if X number of turns has passed. If so, use a script to force them to assault. On paper, this might be a cleaner solution, especially since we could keep siege attrition disabled.
AceTheGreat  [author] 26 Jul @ 10:43am 
@Booya Another user reported that they still experience crashes. It is likely that while the garrison is fine, since it has fewer than 20 units, any armies inside the besieged settlement may still cause crashes when they take attrition.

I am looking into a few potential workarounds right now. Currently, I testing if we can apply attrition immunity only to the army inside the besieged settlement, and then remove it when the siege is lifted. I am not sure if CA provides the functions to do this elegantly, and it might not even solve the infinite sieges. But this is the first option I am looking into.
Booya 26 Jul @ 4:24am 
Has anyone else had luck with the mod that re-enables siege attrition (Vanilla Besieged Attrition): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3503879670

@AceTheGreat, have you had success testing it?

I've been having crashes with it unfortunately (tested on a new campaign + disabling it stops the crashes). Really wish it worked cause the infinite sieges the AI gets stuck in ruin the campaign. Has anyone had any other solutions to this?
»‡«nerubian»‡« 18 Jul @ 10:13pm 
Hello, thank you for the mod. It is really nice to be capable of setting ai and player army counts seperately.
imBGman 13 Jul @ 11:49pm 
I fixed the problem by buying another SSD and installing the game there
BOB 12 Jul @ 5:04am 
i dont know ifs because of the mod but if it is, it is causing my units not to recieve and even lose xp for example my outriders were level 4 and missing around 870 but suddenly they all went to missing 1200 and are just stuck there even tho they are carrying the battels (they should get alot of xp)

maybe you could look into if it causes xp glitches?
glospey 9 Jul @ 12:52pm 
Have Steam verify game files.
imBGman 9 Jul @ 10:57am 
@velver I've tried that but it doesn't work. I think it's my problem, so it's no use uninstalling the game and mod completely and then reinstalling it. I'm confused. :steamfacepalm:
Velber 9 Jul @ 9:02am 
@BG you may need to unsubscribe from the mod and re-subscribe so the mod will be updated
KidouKenshi22 9 Jul @ 5:56am 
Sorry for the late reply,
1. hmm I use AI agend emreed (that the agents go into their armies), Recourcess cheat, extra units and ROR, but especially for campaign map, not really
2.I havent test it yet, but I will try and let you know.
3.not that I know of. I get crashes once a while, but after loading back it works again. But With this mod I tried like 5 times and it always abondoned the game as soon both players past the loading screen
imBGman 8 Jul @ 10:55pm 
Thank you for the update, but 40 unit army is not working.
I think it's my problem and change the load option
It doesn't work just by using this mode. :steamsad:
(I used a translator to write)
Vedat Çölgeçen 8 Jul @ 12:18pm 
thank you
Johann der Alte 8 Jul @ 11:58am 
Thank you so much again!
AceTheGreat  [author] 8 Jul @ 11:27am 
Updated for 6.2.2.
Vedat Çölgeçen 8 Jul @ 8:18am 
pls update
Wulfgaar 8 Jul @ 6:14am 
Works again after rolling back to the last hotfix seems like the new hotfix does break it
Wulfgaar 8 Jul @ 6:06am 
Todays hotfix might have broken the mod, atleast the mods it worked with prior, it doesnt work with now.
AceTheGreat  [author] 29 Jun @ 11:21am 
@Potential Phil Are you using any mods which alter gameplay on the campaign map? There could be a conflict of some kind.

@KidouKenshi22 It is possible that editing memory addresses like this mod does is inherently unstable in multiplayer. But I won't know for sure without looking into it further, so I have a few questions.

1. Are you using any other mods that alter gameplay on the campaign map?
2. Are you able to get past turn 7 in singleplayer using the same mods?
3. Do you remember if anything related to this mod's functions happened before the crash? For example, one of the players' heroes gain a mount, or was the embed button used?
Potential Phil 29 Jun @ 4:55am 
My game keeps crashing once my new turn starts. It worked fine for a bit, and I have the no attrition mod loading up my list. Is this what you meant by end turn crashes, and is there any other way to fix this?
KidouKenshi22 28 Jun @ 6:35am 
as far I know the MCT causes even more cradhes on mp or not? and its not campatible with gccm in mp campaign
KidouKenshi22 28 Jun @ 6:34am 
without MCT
KidouKenshi22 28 Jun @ 6:34am 
the game keep crashing after turn 7 in mp :(
AceTheGreat  [author] 27 Jun @ 12:59pm 
@allahsizkoala Yes the army sizes for the player and AI are now separate options in MCT.
allahsizkoala 27 Jun @ 12:21pm 
Is there any progress to be able to do it player-only?
gofastskatkat 26 Jun @ 8:45am 
especially weird cause literally it worked fine after the update, I go to work, come home and the same campaign broke and limited me to 20 units. anyways keep up the good work!