Total War: WARHAMMER III

Total War: WARHAMMER III

Murranji's Land Encounter Mod (for IE and Roc)
179 Comments
vonkrieglitz 8 Aug @ 12:21am 
Very nice feature ! Is a version for The Old World planned?
animartin4000 3 Aug @ 7:44pm 
does this still work after last update. Started a new game today and I don't see them.
Pecu 1 Aug @ 3:58pm 
is it compatible with Radious?
Ben 30 Jul @ 2:15pm 
Suggestion.
Add Mod Configuration mod compatibility with options focusing on modding the frequency of spawns, difficulty levels, size of armies in the encounters (also influenced by the difficulty levels) and so on...
Omnplayer 22 Jul @ 11:45pm 
@Devooon in case you haven't figured it out yet I think that's the dynamic disasters mod
Devooon 20 Jul @ 9:02am 
I’ve got quite a few mods enabled, and yet none of them mention this mechanic, so I am asking if your mod is what does this: Brettonia now has a ‘crusade’ mechanic and will spawn TONS of peasant armies at random times, with an alert that a “crusade is coming - let’s hope we aren’t on the wrong side of it!” Or something along those lines. I love it, but can’t find any of my subscriptions mention it
Yoshi 13 Jul @ 1:58pm 
Does the AI engage with these encounters on the campaign map? I dont think they do anything with the sea encounters unless maybe by accident
Murranji  [author] 9 Jul @ 9:31am 
Thanks - sounds like they may have amended how items are awarded through incidents in that case, I will follow up.
Stale Memes 8 Jul @ 10:13am 
You might need to update this after the recent item changes. I was playing a multiplayer campaign with a friend last night and I got the Armour of Tarnus as Gelt, but it has no rarity assigned to it, just empty brackets after the name. CA claims that the item is working on their end and it came as a reward from one of your encounters, namely in the northwest of Nongchang if that helps.
Retruvian 6 Jul @ 10:52am 
Please update :)
@Plaguelord I use IEE and this and it seems to work, I don't see the random landmarks on every section of the map, but it seems to be there in most places. I haven't played with the newest update though so I don't know if this mod or IEE still work.
TToKKang 8 Jun @ 11:27pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
Plaguelord 4 Jun @ 10:05am 
Any chance of making a version for Immortal Empires Expanded?
Louie04k 3 Jun @ 8:53pm 
if people are still having problems in MP check out a new mod "MP Sync" supposed to help mod authors make their mods MP compatible
Murranji  [author] 28 May @ 10:32pm 
@TeamDoggo, I have run this mod with update 6 without crashing. ensure you have an updated version and let me know if the bug persists it could be a mod conflict.
TeamDoggo 28 May @ 12:05pm 
causes crash as of update 6 and newer
garum.swc 19 May @ 1:31am 
This mod is one of my favourites. I am so glad to hear that it brings you joy creating it as well.

Good luck with the TOW and IEE adjustments. Looking forward to using them!
< blank > 11 May @ 1:47pm 
IEE/old world supported?
Burnin 6 May @ 8:21pm 
Hi! Glad things are looking up for you.
Any progress in creating quest battles?
I have an idea for a mod, maybe it will interest you.

Can any lords participate in quest battles for the Changeling faction, or only the Changeling? Is it possible to add these quest battles to all factions through the quest or mechanics of the Changeling faction (if it is not tied to the other mechanics of the faction)?
Maybe in the same way it will be possible to add Norscan monster hunting to the factions.

Well, then you can complicate the battles, so that the player first has a goal to strengthen the main army.
sarumanthecursed 6 May @ 7:17am 
You rock dude, just glad modding has become a positive coping method for you.

We all need to escape sometimes
Murranji  [author] 6 May @ 6:07am 
Thank you everyone who has subscribed as the mod has passed 10k concurrent subscribers.

The last 2 years have not been a great time for me personally, but I have found enjoyment and fulfilment in the passion from modding and appreciate everyone who has subscribed, rated, and left a comment on my mods.

The Total War community has helped me look to the future and restore some confidence and hope to my anxiety ridden psyche, and for that I am truly thankful to you all. <3
Devv 2 May @ 10:24am 
That'd be great thank you, struggling to find out where an encounter is right now lol
Murranji  [author] 29 Apr @ 11:05am 
Hi for next update I am going to look at adding in an old world compatible update and alter the markers slightly so it has improved visibility with a visible blue circle. I will also try and see if the markers for the bonus IEE regions can be enabled. Thanks.
skag 28 Apr @ 5:03am 
Would be sick indeed
Dreadnaughty 27 Apr @ 8:55am 
yes, please dear creator, make an old world compabilty patch! x2
zhivagor 26 Apr @ 10:08am 
would love an old world comparability patch!
szer285 26 Apr @ 8:00am 
Great mod, but would it be possible to make encounters more visible? Most factions and places on the map already have some kind of campfires or towers littered around, making your encounters hard to spot.
Wyccc 23 Apr @ 1:01am 
After testing, it is indeed incompatible with IEE
Mumm-Ra 13 Apr @ 1:02pm 
Works great with Amulets of Secrets - Land Encounters, [6.x.x] Land Encounters And Points Of Interest + MCT Support, and Chaos Treasures Closer To The Player (IE & IE Expanded). Thx
Murranji  [author] 13 Apr @ 9:08am 
Thanks! I put it in the description.
SprachZauberer 13 Apr @ 5:31am 
Hey @Murranji: I made a German translation for your mod: here
Wrell 7 Apr @ 2:04pm 
I agree with @Krinitz that an MCT option to alter how the number of turns it takes for the random armies to evolve from strength tier 1 to 2 would be really nice.

I have many mods which essentially halve the speed of campaigns. So if by default the random forces spawn with strength tier 1 from turns 1-30, tier 2 from 31-60, tier 3 from 61+, it would be nice to have a slider option to change that. For example, setting the "strength scaling" slider to 0.5 from the default value of 1 would cause tier 1 forces to spawn from turns 1-60 instead of 1-30 and so on - allowing players with campaign pacing mods to have the option for your mod to match their custom pacing would be amazing.
Pfleger Von Yggdrasill 7 Apr @ 1:18pm 
@Planewalker Which version are you on exactly? Just double check by resubscribe this mod, mixer and iee, and only using this three, encounters still wouldn't spawn for me
Murranji  [author] 6 Apr @ 8:32pm 
@Planewalker, thanks I will look to scale down the respawn speed a bit further in next update.
Planewalker 5 Apr @ 8:58pm 
Started a new game with Kraka Drak dawi on IEE, no issues so far on turn 30.
(not using other encounter mods)

They do still seem to spawn a bit too often to my liking, however i can ofc just let them be.
Pfleger Von Yggdrasill 2 Apr @ 4:55pm 
I believe since some point,maybe 6.0, land encounters don't spawn on iee anymore, because I'm using another land encounter mod I didn't notice it in time
Murranji  [author] 2 Apr @ 4:44pm 
@Pfleger - thanks for report I will check out if there is an issue with IEE.
Pfleger Von Yggdrasill 2 Apr @ 9:26am 
Is it not compatible with iee anymore? It made empire campaign setting extremely unstable. I assumed a script break happened but I can't read it
sarumanthecursed 31 Mar @ 2:52pm 
It looks like a chaos tower, and blends in evilly well to the surroundings
Sounds really cool, but I've played 40 turns with the mod on and haven't seen these once. Not sure what the problem is
Murranji  [author] 25 Mar @ 7:47pm 
Updated for 6.1 to address capitalisation issue.
Murranji  [author] 20 Mar @ 2:00am 
@Stale Memes - thanks for that, it’s possible there may have been some unannounced map changes with Skulltaker moved into Lustria, I will investigate it.

@Krinitz - I could think about it, I have split the custom armies into 2 strengths but have the random forces that can have at least 3 strengths. Given the theming it’s a bit hard to do it with further splitting the earlier game armies up into an even earlier one and then mid tier 1. I normally found in testing the lower tier armies can give a decent challenge which is what I’m going for for them.

@others - old world and IEE compatibility are things I hope to add, thanks.
Stale Memes 19 Mar @ 5:02pm 
I seem to have encountered another bug in my recently started Skulltaker campaign, where a marker spawned between Bregonne and the province's major settlement. Either Tlanxla or Tlaxtlan or something...? The one that doesn't have the lumber. Anyway, that particular marker was in inaccessible terrain between the two regions. Hope this helps.

Also, a word of praise for adding event notifications for a marker spawning, though I only ever saw a single one of those pop-ups.
Krinitz 8 Mar @ 4:38am 
This mod is fantastic! Can you expand on the thresholds you have for early, mid, and late game that determine the strength of the armies? Any chance for MCT integration to configure those thresholds? I use a suite of mods to slow the game down which results in a longer time to get higher tier units.

Great job and thank you!
Vaxar Kun 5 Mar @ 3:35am 
are there plans to add TOW and potential sub campaign support?
sjz1952 3 Mar @ 11:55am 
nice mod
75976766795 25 Feb @ 6:55am 
Is there a sub-mod that is compatible with the old world, please
hugoleomarinho 21 Feb @ 1:53pm 
I hope you can add OvN Albion units in the next update
hugoleomarinho 21 Feb @ 1:50pm 
Nice updates mate. Love it
Murranji  [author] 20 Feb @ 5:13pm 
5) Multiplayer desync - I made an update to the script which should address a source of possible multiplayer desync but I can't confirm if it is multiplayer safe yet. If somebody who plays multiplayer wants to test and confirm or advise if it is still causing desyncs that would be helpful.