Total War: WARHAMMER III

Total War: WARHAMMER III

Ungor Tide (Waaagh! mechanic for beastmen)
14 Comments
Guvenoren 24 Oct @ 5:29am 
Maybe there is a way to make waaagh armies not take army slots?
stiginge-oy  [author] 17 Oct @ 10:19am 
Ok. I didn't know that.
SPUDSOFTHEAPOCALYPSE 17 Oct @ 10:13am 
Waaagh armies take up an army slot, kind of a problem.
Incata 10 Oct @ 8:08am 
Just an observation, I don't see any harm in this mechanic for units with a cost of 100, but adding units with a cost of 300 or more is a rather noticeable imbalance.
Altey 10 Oct @ 2:13am 
Vamcoast and moddee faction submods?
Guvenoren 9 Oct @ 11:45pm 
Add to FAQ: Can AI utilize the waaagh mechanic?
RuDo 9 Oct @ 5:18pm 
I think Tomb kings, Vampire counts, and vampire coast are also suitable.
rduon0 9 Oct @ 1:32pm 
Are you planning on continue making the Waaagh! Mechanic for other factions?
stiginge-oy  [author] 9 Oct @ 9:31am 
should be fine now. I dont know how why earlier version uploded
Zach 9 Oct @ 9:24am 
Getting a crash on startup due to invalid db entry in ritual_payload_transported_military_forces_tables

Specifically for wh_main_ritual_bst_vicious_herd and wh_main_ritual_bst_vicious_shadows
I couldn't find a reference for either of those in data or scripts

Deleting those two allows the mod to load and function

Also for effect_bundles_to_effects_junctions_tables its still referencing the skaven ritual, incase you meant to change that

As is effects_tables, and the .loc file
stiginge-oy  [author] 9 Oct @ 8:59am 
dosn't make sense for Khorne.
Son of DaiViet 9 Oct @ 8:51am 
need waaagh for Khorne
stiginge-oy  [author] 9 Oct @ 2:13am 
yes
bushez 9 Oct @ 2:12am 
Ai use it?