Total War: WARHAMMER III

Total War: WARHAMMER III

Unusual Location Factionwide Effects
20 Comments
CheesyRamen  [author] 1 Nov @ 8:35am 
It was working fine for me with my mod list, you may have a conflict.
Arnor 1 Nov @ 8:27am 
sorry i test again,not your mod problem。its look like CA and More Frequent problems。
Arnor 1 Nov @ 7:23am 
look like not compatible with More Frequent,the frequency become lower significantly。youd better make your own mod。
pirateF 30 Oct @ 3:25am 
I was just wondering if anyone could ever make something like this — and here it is! Amazing work!:steamhappy:
CheesyRamen  [author] 29 Oct @ 11:42am 
@flecha, it might be, I've never used it. Their documentation doesn't seem to mention it but you'd need to confirm with the author.
flecha 29 Oct @ 11:27am 
this seems to be included already in the Nuke's Damned Nations mod?
Virtuous 29 Oct @ 10:33am 
Nice Thank you
Garviel Loken 28 Oct @ 7:38pm 
awesome mod!
CheesyRamen  [author] 28 Oct @ 2:39pm 
I nerfed the buildings by 50%, I uploaded another mod with full strength buildings that reverts this change.
CheesyRamen  [author] 28 Oct @ 2:35pm 
This mod is 100% compatible with Alex Zhao's mod, in fact I used it to make testing this much faster.
Legionarius 28 Oct @ 12:31pm 
Thank you for making the time to make this mod. Will this work with "More Frequent Unique Locations" Mod?
RatboyW 28 Oct @ 12:13am 
Thank you so much for this! I've always absolutely hated the "ONLY recruits here get buffs" effects, because my inner min maxer cannot help but ruin the fun and flavor and forces me to account for it at all times.

One thing I'll note on the nerf suggestion (which I agree is probably the much healthier gameplay choice), it might be worth uploading a submod with the current effects as an option for ppl.

Alternatively, if you wanted a much more involved (but also maybe more diagetic?) solution, if possible you could add config support via MCT to make UL's more rare, force a cooldown before the more outrageous ones are readded to the spawn pool, etc.
Skig 27 Oct @ 2:50pm 
Cool mod, and I think you are probably on the right path considering nerfing the effects now they are global (though I do also enjoy a good OP campaign run).
Virtuous 27 Oct @ 11:09am 
the trait ones are prob the lesser evil, the stats are the bigger problem. (the Traits are really cool i wouldn't mind them staying as is, even if they are to strong)
CheesyRamen  [author] 27 Oct @ 10:27am 
@Virtuous, I agree they're probably too strong as it is.

Nerfing the building effects is simply a matter of changing values in db/building_effects_junction_tables/unusual_locations_factionwide_cr and I'd probably cut those benefits in half. The other effects (like the trait ones) are actually dummy effects with the real work handled by scripts. I've thought of a solution to reduce the trait chance and even make it MCT configurable but I'll need to find time for that and to learn MCT. This was my first time lua scripting so bear with me.
Virtuous 27 Oct @ 8:53am 
Very cool feature wise, but the effects are super strong. Do you think you could upload a nerfed version?
CheesyRamen  [author] 25 Oct @ 5:21am 
I’ll look into it when I get a chance but due to how the listener scripts work it’ll only apply to new campaigns after I update it.
Fengxian0830 25 Oct @ 2:29am 
Thank you always love when folks add more faction wide effects
Elusive Breeze 25 Oct @ 2:11am 
would be good i think
CheesyRamen  [author] 24 Oct @ 10:03am 
What do y'all think of making the Dark Gift unit recruitment trigger go from provincewide to factionwide?