Total War: WARHAMMER III

Total War: WARHAMMER III

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Medium Difficulty Mod (MP and SFO compat) 5.x Update
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208.227 KB
15 Sep, 2022 @ 6:37pm
17 Aug @ 6:18pm
131 Change Notes ( view )

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Medium Difficulty Mod (MP and SFO compat) 5.x Update

Description
Set Campaign Difficulty/Battle Difficulty to Skill Level/Comfort


Which mod to use?

*The effects of this mod will become more apparent as the game progresses*

"Why" blurb: I got tired of having to subscribe to multiple/overlapping/mish mashed difficulty mods to get to the experience/difficulty I wanted. So I made my own, tailored it to the experience I wanted (we use it in mp with sfo). Works great with Hecleas's Ultra Aggressive & Smart AI mod.




Difficulty Mod Changes/Values/Adjustments/Alterations:
S P O I L E R !

+AI recruits more heroes and embeds them into armies (most of them anyway)
+AI can recruit heros at start without the building requirements - they are bound by hero caps however
+AI Agents will no longer perform agent actions, at best they are simply minor nuisances on the campaign map
+Increased AI Mana Regen: +100% Power Recharge and +1.15 Mana Reserve Regen Rate
+AI will recruit higher quality armies (Where/when capable)
+AI Horde armies should be more likely to follow each other (increasing survivability)

[For players]
+Increased the starting army caps of Tomb Kings/Nakai/and Beastmen for human players, still adjusting it
+Increased pool size for lord and hero recruiting, as well as increasing the frequency of new ones entering the pool

[Depending on difficulty mod]
+Increased AI Ability and Spell cooldowns by 22%
+Increased AI Base Hero/Lord starting level by 6 (tiered by the mod in use)
+AI armies receive XP each turn +200 (Results in higher chevron units in AI armies overtime)
+Reduced AI Recruitment, upkeep, and Construction Costs by 50%
+Reduced AI Building Construction Time by 50%
+Reduced AI Research 'Cost' by 50%
+Increased AI Ancillary acquirement rate by 50% (Magic item drop chance from battles won)
+Increased AI GDP (income) by 50%
+Increased AI Post Battle Loot by 50%
+Increased Major and Minor faction potential

Anti-Cheese Implementation(s):
+REMOVED STALK STANCE FOR ALL PERTINENT FACTIONS
+GAVE THEM MASTERFUL AMBUSH INSTEAD
Blurb: Ambush chance on attack is almost as bad as lightning strike. Very abusable against AI and other players.
To compensate I have given them the Masterful Ambush stance (It's a better ambush stance).

+DISABLED LIGHTNING STRIKE
+Now putting points into Lightning Strike increases army reinforcement times in battle
Blurb: I can't truly recommend a mod, let alone my own, that would encourage use of lightning strike. It is a very powerful and abusable mechanic against AI and other players. If in use with this mod you want to be able to use lightning strike as well - I have linked a submod on this page if you want to re-enable LS



This mod does not alter AI recruitment points
This mod does not alter unit stats


Is this compatible with . . .
  • Other 'difficulty' mods? As long as they don't touch economy, should be fine. Can always use RPFM to check
  • SFO and MP? Yes, Extensively tested
  • My difficulty mods are interchangeable
  • Mid-Save Safe Add? Yes
  • Mid-Save Safe Remove? Unlikely
  • Unit Mods? Yes
  • Script Free? Yes
  • Dependency Free? 'Soft' dependencies, can function without but strongly recommended
  • Gluten Free? Try it and see
  • Anything Else? Most Likely


Created a submod to re-enable lightning strike and stalk stance with my difficulty mods for those who want it - https://steamproxy.net/sharedfiles/filedetails/?id=2964263894

Check out my other Mods!
https://steamproxy.net/id/XenoInReno/myworkshopfiles/?appid=1142710
56 Comments
Zach  [author] 28 Jun @ 6:43pm 
Updated for 5.1

Lowered AI winds regen by half (From 1 to 0.5)
Tidied up/removed some non-pertinent tables
Zach  [author] 17 Jun @ 2:20am 
Lowered bonus starting army cap for humans from 5 -> 0 (Only affects Tomb Kings, Nakai, and Beastmen).
Zach  [author] 7 Jun @ 2:52pm 
Updated some tables
Tweaks to rebel armies
Corrected research bonus tables for AI
Removed tables that conflict with Hecleas's AI Overhaul
Cleaning and Polishing
Updated "required" mods list
This and that, yadda yadda
Zach  [author] 7 Jun @ 2:01pm 
I linked a submod to re-enable lightning strike near the bottom of the page description.

CHEESEY CHEESE. It can just be abused too much, unfairly so against AI and other players in pvp settings. Takes away from the experience in reducing multiple reinforcing army battles to picking apart grouped armies one by one which doesn't make sense to me from a game mechanic standpoint
Goth Disco Punk 7 Jun @ 1:56pm 
like most of these changes, wish you didnt arbitrarily take lightning strike away bc u dont like it lol
Zach  [author] 8 May @ 7:36am 
Updated for 5.x
Agents will no longer perform actions on campaign map, will instead embed (mostly, some outliers)
Removed AI attack decision making tables, please be sure to subscribe to Hecleas's Ultra Aggressive AI mod
Zach  [author] 6 May @ 4:57am 
That is a feature I re-enabled. Will go ahead and disable it again as that's what the mod description says
Androschemes 5 May @ 11:47pm 
I don't think the "AI Agents will no longer perform agent actions" is working. Still getting spam blocked by Benny Hill AI, specifially dwarf engineers.
Zach  [author] 3 Mar @ 8:37am 
Corrected AI "Blobbing" where they would idle at settlements/capitals and do nothing else

Effects should be immediate (1-2) turns. At most should take no longer than 5 turns to show results
Zach  [author] 13 Jan @ 2:25pm 
I've just unhid and updated the description for my 'tailored' difficulty mod.
https://steamproxy.net/sharedfiles/filedetails/?id=3046687417
I'd say its on the level of hard - very hard depending upon what you set the campaign difficulty to.
The tailored mod has more alterations/adjustments in it than what my four standard difficulty mods have.