Total War: WARHAMMER III

Total War: WARHAMMER III

Ungor Tide (Waaagh! mechanic for beastmen)
14 kommentarer
Guvenoren 24. okt. kl. 5:29 
Maybe there is a way to make waaagh armies not take army slots?
stiginge-oy  [ophavsmand] 17. okt. kl. 10:19 
Ok. I didn't know that.
SPUDSOFTHEAPOCALYPSE 17. okt. kl. 10:13 
Waaagh armies take up an army slot, kind of a problem.
Incata 10. okt. kl. 8:08 
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. okt. kl. 2:13 
Vamcoast and moddee faction submods?
Guvenoren 9. okt. kl. 23:45 
Add to FAQ: Can AI utilize the waaagh mechanic?
RuDo 9. okt. kl. 17:18 
I think Tomb kings, Vampire counts, and vampire coast are also suitable.
rduon0 9. okt. kl. 13:32 
Are you planning on continue making the Waaagh! Mechanic for other factions?
stiginge-oy  [ophavsmand] 9. okt. kl. 9:31 
should be fine now. I dont know how why earlier version uploded
Zach 9. okt. kl. 9:24 
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  [ophavsmand] 9. okt. kl. 8:59 
dosn't make sense for Khorne.
Son of DaiViet 9. okt. kl. 8:51 
need waaagh for Khorne
stiginge-oy  [ophavsmand] 9. okt. kl. 2:13 
yes
bushez 9. okt. kl. 2:12 
Ai use it?