Total War: WARHAMMER III

Total War: WARHAMMER III

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[BETA] Adjustable Armies Updated
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26 Jul, 2024 @ 8:28am
3 Oct @ 10:48am
43 Change Notes ( view )

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[BETA] Adjustable Armies Updated

In 1 collection by AceTheGreat
AceTheGreat's Published Mods
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Description
8/2/2025 - Forever Siege Fix
Hey everyone. I just released a new update which addresses the infinite sieges that the AI get stuck in sometimes due to the lack of attrition.

Now if the AI is besieging a settlement for a number of turns (default 3), they will automatically be forced to assault the settlement. This comes with two small caveats:
  • The garrison must be healed beforehand, so that the garrison commander is guaranteed to be alive. This is required for the built-in attack function to work. As one user pointed out, the garrison armies are usually already at full health, especially with attrition disabled.
  • When the AI faction has multiple ongoing sieges on their turn, sometimes only one of them may be forced. This is not an issue, because any additional sieges will be forced on subsequent turns.

This feature includes a new MCT setting to disable it if desired, and another setting for changing the number of turns to wait before forcing the assault.

Please let me know if there any issues. Have fun!

Mod Features
This mod allows the player and the AI to use increased army sizes, up to a maximum of 40 units per army. This mod is experimental, and somewhat unstable by nature.

This mod increase the maximum army size for the player, allowing up to 40 units per army depending on the configuration. This mod uses a script to change memory addresses on game load, and is somewhat unstable by nature. Crashes are typically attributed to players not using the required mods, or by an unknown conflict with another mod.

Not all known issues/limitations can be fixed. Current known issues/limitations include:
  • General instability, especially when used with other large mods
  • Unit exchange does not fully function for armies with more than 20 units
  • Armies may not contain more than 19 heroes

The Mod Configuration Tools is not required, and the mod will default to 40 units if MCT is not installed. Memreader and No Attrition/Increased Allied Recruitment ARE required. If you are encountering end turn crashes even with the No Attrition/Increased Allied Recruitment mod, try moving it up in your load order so that it does not get overwritten by other mods.

If you are experience end turn crashes
A majority of crashes, especially over the end turn, are caused by the attrition calculation breaking for armies with more than 20 units. For most players, having the No Attrition Mod is enough to prevent this completely, and placing it near the top of the load order can solve any immediate conflicts with other mods.

However, other mods may be able to apply attrition in ways that subvert the No Attrition Mod. I suspect attrition can be applied indirectly or though non-terrain sources, such as through events. Mods could also add their own form of attrition which is not negated by the No Attrition Mod. Typically, this kind of issue only happens for large scale campaign mods that change or add gameplay mechanics.

If anyone experiences a crash and you know it is related to a specific mod, feel free to mention it in the comments. Although I cannot guarantee any solution, it would be great to know more about this type of conflict so we can search for ways to alleviate it.


Full credits to cableguy's original uploads:
[WIP/BETA] 40 Unit Armies
[WIP/BETA] Adjustable Armies: 20-40 Units Per Army
as well as to the folks in Da Modding Den.

I do not take credit for the original content of this mod. I merely added MCT support and fixed the hero embedding issue. The core of this mod - the increased army sizes - is not my work.
Popular Discussions View All (3)
36
9 Oct @ 11:02am
PINNED: Known Issues, Limitations, and Compatibility
AceTheGreat
463 Comments
DoriamVell 7 Oct @ 3:06pm 
Hi, thank you for your work
I have a question: there is mod to forceful embedded all hero for AI. Will it break game if it embedded 20 hero to one army, or there is script/engine limitation that just prevent such army configuration?
love-381 7 Oct @ 2:07pm 
First of all, thank you for providing this mod. However, there is a crash in the ai turn. and If you don't mind, can I get the 6.2.2 version file? I want to use this mod even if I do rollback. (I am sorry that I am not good at English.)
Lost In Draft 7 Oct @ 12:22am 
Wow this mod is life changing thank you so much.
Aress 4 Oct @ 11:12am 
@AceTheGreat, ok i posted the save game in the repo, thanks.
AceTheGreat  [author] 4 Oct @ 10:40am 
@Aress Thanks for sharing the list. I know some players have reported issues with Radious in the past, so it may be related to that. In any case I will take a look at the list and see if I notice any obvious conflicts.

You could either upload it somewhere (Google Drive, Mediafire, etc) and share the link, or you could post it to the repo [github.com] as a new issue.
Aress 4 Oct @ 9:44am 
@AceTheGreat Yes, I have no attrition mod. I'm using Radious mods and I started this campaign with patch 6.3.1. I have posted a list of my active mods. How can I share the save file?
Pete el pachorras 4 Oct @ 9:25am 
This is a common problem with the game itself; long games tend to crash, and it's hard to see a game that doesn't break before turn 300. But as I said, it's a recognized problem with the game itself; it's more noticeable in its co-op version. The mod has nothing to do with it.
AceTheGreat  [author] 4 Oct @ 8:47am 
@Aress Camaloux's script log seems to support the notion that the script itself is fine as well.

Could you confirm that you have No Attrition Mod, and if you have any other large gameplay mods or mods that might alter attrition? Also out of curiosity, what patch did your campaign start on?

If possible, would you be able to share your mod list and save file in the Known Issues thread? As I mentioned in there, I haven't been able to reproduce any of these crashes on my end, so I am finding it difficult to help.
Aress 4 Oct @ 8:39am 
UPDATE: The game crashes on turn 126 during the AI turn. I am unable to continue playing
Aress 4 Oct @ 4:40am 
UPDATE: I removed the mod, the armies are down to 20 units, I saved and reloaded, enabling the mod again. The AI now completes the turn. This confirms that it's not the mod/script causing the issues, but rather when the armies exceed 20 units. It doesn't happen every time; it occurred to me on turn 113."