Total War: WARHAMMER III

Total War: WARHAMMER III

Beastmen Mechanics 2
28 Comments
Incata  [author] 1 hour ago 
@InfoManiac I use it and it doesn't give me any problems.
Lycia Pintella  [author] 8 hours ago 
That sounds like a reasonable guess. What happens if you load this mod without other mods that impact settlements?

A good rule of troubleshooting mod compatibility is also to disable half your mods, test, and if the issue persists, disable half of the remaining mods and test again, etc.
InfoManiac 9 hours ago 
do yo think Grandolph's simple dynamic settlements is interfering?
Incata  [author] 10 hours 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 13 hours ago 
tier 5 herdstones dont have settlement skin, invisible
mikeybaka 15 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.
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.
Incata  [author] 23 Aug @ 2:23pm 
@Hell Brothers The quick answer is no
@strazhari I hope you like it, I'm really enjoying my game
@Consho It's probably because of the fix implemented for the visual error, if you have RPFM open my mod and delete building_levels_tables save and that's it, it should let you but I don't know what will happen when you create a level 5 herstone. Another option is to ask Lycia Pintella, maybe she can tell you more, I don't use that mod
Consho 23 Aug @ 2:05pm 
Hey bro, I want to report that this mod, for some reason, is incompatible with the Tier Four Settlements For All Factions - Compilation ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3069906825 ) mod. I really have no idea how, but your mod disables the ability to upgrade settlements to tier 4, and the weirdest thing is that this applies to all races, and the old version didn't have this problem. I already changed the loading order and the problem persisted, only being resolved when I tested my modpack without your mod.
strazhari 23 Aug @ 12:31pm 
Beastmen have always been my favorite, but the Bloodgrounds mechanic often means wiping factions in the early game, which is not satisfying & makes the Regions feel tiny. This is a good solution from my initial play test, thanks for coming up with a fix
Hell Brothers 22 Aug @ 11:49pm 
@I have no enemies brother
Can you do a SFO part fort the beastment IA update ?
Consho 21 Aug @ 3:41pm 
@Incata Thanks brother... I was already getting a little nervous.
Incata  [author] 21 Aug @ 3:38pm 
@Consho I think so, but I've made it visible again, so you can continue your game, my mistake.
Consho 21 Aug @ 3:33pm 
Can I continue playing my save file that had the old mod, but now with this new mod?
Incata  [author] 21 Aug @ 4:29am 
@Guvenoren I've thought about reducing it several times but it's not really that much of an issue (same as Ruination Progression), what really limits recruitment is the pillar of the herd (if you use my mod) or the growth of the horde, if you don't reach a certain level you still won't be able to recruit top units, this is actually set up this way because of my IA power supply mod since it generates many more armies than normal and grants 3 to the beastmen at the start. Having more armies also means you need more unit caps. As I said this is more in line with my preferences and in any case this is more of a cost reduction because you can ultimately get the same thing with infinite dread, this way you won't need to spend as much and you can spend it on other things
Incata  [author] 21 Aug @ 4:21am 
@Guvenoren As I mentioned in the mod, this mod alone doesn't do everything, but with the combination of mods I have, it works like any other faction. I've seen them with 4 or 5 armies conquering settlements, even minor factions. I use my AI mods with others; I have no idea if it works, mainly because I added many functions that aren't in the original game. I also use Settlement Recruitment 2, which is something that usually helps the AI ​​​​a lot with recruiting. Overall, I have been satisfied.
Guvenoren 20 Aug @ 11:54pm 
I am not sure what I think about the dread panel changes though. Seems too easy to get a high tier army like this, as those units will be considered "free"
Guvenoren 20 Aug @ 11:52pm 
Interesting. Managed to make the beastmen AI to handle armies too? A major issue with the beastmen is how terribly broken their AI is. Their AI can give up and "forget" how to make armies and die from negligence. All it often takes is to delete their legendary lord and the problem of beastmen is solved.

How is their aggressiveness? Usually I find myself having to use DeepwarAI to make them actually move. Because the AI sometimes freezes and refuses to move.
Incata  [author] 20 Aug @ 10:05am 
@Môrthē :steamhappy: :lunar2019wavingpig:
@I Have No Enemies BrotherI don't know exactly what SFO changes (I don't think anyone does :lunar2019crylaughingpig:), so I can't tell you exactly. I should clarify that this mod doesn't actually make any changes to the AI; that's addressed in IA Task (my general mod for AI army behavior). This mod is all about mechanical adaptations. I assume you should only keep the scripts and building modifications from this mod.
Môrthē 20 Aug @ 1:00am 
Thank you so much!!!
I Have No Enemies Brother 20 Aug @ 12:05am 
@Incata

I am trying to make this work with SFO. I would just like to keep the campaign beastmen AI changes for this mod to help them expand on the map. I don't want to keep any battle or unit changes because it will conflict with SFO unit changes. Any tips of the DB tables I need to manipulate?
Incata  [author] 19 Aug @ 6:25pm 
@Ganon Cannon probably not
Ganon Cannon 19 Aug @ 5:22pm 
This seems great does it have compatibility issues or start pos changes?