Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Randomized Faction Potentials
   
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3 MAY 2023 a las 10:09 a. m.
7 JUL a las 7:52 a. m.
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Better Randomized Faction Potentials

Descripción
What is faction potential?
At the start of each campaign, factions are assigned random potential value numbers within certain value ranges.
These values ​​divide factions into power classes. Those with higher values ​​are stronger and have no negative effects on them. Those who are lower are weak and have some handicaps on them.
In the vanilla game, Minor Factions are always set to have low potential value.
This mod eliminates this and opens the way for some Minor Factions to be as strong as Major factions in random campaigns.
I adjusted Major Chaos Factions to be more likely to have high potential values. Because Chaos Factions were left very weak in the vanilla game. But still, other factions still have the chance to be stronger than the Chaos factions.

This mod is not compatible with Realms of Chaos campaign. If you going to play it, disable this mod. Otherwise it will mess your campaign.

Does not work in saved games. You should start a new campaign.
Incompatible with other mods that change faction potentials.

This mod also supports some custom campaign map and custom faction/LLord mods mentioned below:
- MIXER - Mixu's Unlocker
- Mixu's Legendary Lords
- Mixu's Mousillon
- Cataph's Southern Realms (TEB)
- Cataph's Kraka Drak: the Norse Dwarfs
- OvN Lost Factions: Albion
- OvN Lost Factions: Fimir
- OvN Lost Factions: Citadel of Dusk
- OvN Lost Factions: Araby
- The Jade-Blooded Vampires: Curse of Nongchang
- The Jade-Blooded Vampires: Islanders of the Moon
- Roar of the Jade Sea: Yin-Yin, the Sea Dragon
- Legions of Nagash
- SCM Marienburg
- SCM: Tribes of the North
- The Old World Campaign

Exceptions:
- Immortal Empires Expanded (not planned/not interested)

Load order:
Put this mod above all custom factions/campaign mods.

I don't promise to update and maintain the "custom factions mods" part of this mod with every game update like my other mods and I will not expand the number of custom faction mods it supports by wishes. However, as long as they do not add new custom factions to their mods, it will work compatible with the mods in the list above.


Highly Recommended Mods for Used Together with this:
- Woc Setlement Recruitmen
- AI Recruitment Unleashed
- AI Economy
- AI Army Tasks and Strategy
- AI Occupation Decision
- All Suitable
- AI Military Construction System
- Recruit Defeated Legendary Lords



__________

Thank to FLiNG and flingtrainer.com for making it easy to test the mods I make.

Check out my other Warhammer mods: https://steamproxy.net/id/ict94/myworkshopfiles/?appid=1142710
29 comentarios
iCT  [autor] 28 JUL a las 1:54 a. m. 
@Albert Jester

This mod covers all factions. Both minor and major. All factions are randomly assigned a number value within a certain range.
The upper levels of this number are equal. But the base levels are different. The base levels of majors are higher than minors. This increases their chances of becoming powerful.
However, since their upper levels are equal, it is still possible for any faction to randomly become stronger than the others.

Think of it this way:
Power value range of minor factions: 0-100
Power value range of major factions is 30-100

In one scenario, any major faction could be 80 strength and any minor faction could be 100 strength.

Or in another scenario, a major faction could be at 30 strength and any minor faction could be at 15 strength.

But major factions will never have a value of 29.
iCT  [autor] 28 JUL a las 1:53 a. m. 
@Jack O'Neil

Without it the mod would have no meaning and wouldn't work properly. A mod that doesn't work is of no use to people. :)
Albert Jester 27 JUL a las 4:33 a. m. 
So is this just targeting minor factions, or all factions? the main issue that I want resolved is not knowing if a faction you're building an alliance with is going to be instantly devoured due to unseen calculations. (especially if, say the faction that destroys them COULD have been an ally to you, but you unknowingly sided with the one destined to be destroyed without direct constant babysitting.)

In short does this mod keep the "Some factions are just destined to die and others destined to be very powerful" mechanic and just gives minor factions a shot at being on the powerful side, or does it equalise all factions?
=[NK]= Col. Jack O'Neil 27 JUL a las 3:33 a. m. 
Hey iCT, are you able to upload a version without the db/faction_potential_handicap_effects_tables, so that it's compatible with SFO please?
Aurora 13 JUN a las 5:23 a. m. 
Any other AI mods you suggest using alongside this one, or just this one and vanilla AI?
iCT  [autor] 9 JUN a las 12:10 a. m. 
@all

Mod updated. After some tests, the potential of the following factions has been specifically adjusted according to their geostrategic location: Ikit, Settra, Vlad, Major Beastmen factions, Archaon, Belakor, Festus and N'kari'
iCT  [autor] 31 MAY a las 11:59 a. m. 
@nlikely

No it doesn't work that way. Let me explain it this way. Specific handicaps affect factions with specific potential value. For example, you can think of it as low income for factions with a potential value between 0-50, medium income for factions with a potential value of 50-100, and high (normal) income for those with a potential value of more than 100.
My mod makes the effects in each range of potential values ​​the same as normal effects. That is, even if a faction's potential value is lower than 0, it will still have the same effects as major factions.
In other words, the severity of these handicap effects does not decrease or increase dynamically depending on its potential value.
nlikely 31 MAY a las 10:06 a. m. 
Thanks for the info @iCT,
What about the playable factions AI? A high faction potential for them should buff their income or something like that?
iCT  [autor] 31 MAY a las 2:35 a. m. 
@nlikely

Are you asking about unit stats in battle mode or mechanics on the campaign map?

This mod does not touch unit stats. However, we can say that it buffs the campaign map mechanics as it removes the handicaps on minors and makes them equal to majors.
nlikely 30 MAY a las 6:25 p. m. 
Does faction potential can buff the ai? Turning the game more difficult?