Total War: WARHAMMER III

Total War: WARHAMMER III

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Malus in the Eastern Colonies - Start Position Change
   
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23 Jul, 2023 @ 10:10pm
23 Feb @ 12:15pm
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Malus in the Eastern Colonies - Start Position Change

In 1 collection by Porkenstein
Porkenstein's Immortal Empires Start Positions
9 items
Description
This mod moves Malus Darkblade from the Chaos Wastes to the Eastern Colonies near Tor Elasor. Back in Warhammer 2, Malus had a dual start between the Sea of Dread and Hag Graef. This restores his old starting position from the Vortex campaign and gives him a couple of starting enemies in the eastern colonies. While his presence in the northern wastes made sense lore-wise, it was in practice not all that different from Har Ganeth's campaign.

This mod brings much-needed life to this otherwise dull part of the map and provides the dark elves with a unique, challenging campaign. Despite how far away Tor Elasor is from any mainland, this position gives Malus the unique option of expanding into the equidistant Darklands, Cathay, Southlands, or Southern Chaos Wastes after he's vanquished all foes in the colonies.



CHANGES:
  • Malus now starts off the coast of Tor Elasor, at war with the High Elves faction there and a new Vampire Coast faction inspired by some unused database entries, the Dread Rock Privateers
  • The awkward Vampire Coast Mutineers have been reskinned into the Dread Rock Privateers and have been given control of Dread Rock and the Tower of Stars. Luthor now starts at war with regular old Vampire Coast Sepratists.
  • The Tor Elithis refugees now start in the Eastern Colonies (as makes sense, given their proximity). They consistently provide some interesting twists in the early campaign against the privateers.
  • The Tower of the Sun has been buffed to provide a more challenging foe for Malus to face.

Compatibility:
This mod *is not compatible with Swissbob's True World*, as it moves Malus to a different location in the Chaos Wastes. However, it is mostly script-based and thus compatible with any other mod that doesn't mess with the Eastern Colonies, Vampire Coast Mutineers, or Malus. This includes True World Light ( https://steamproxy.net/sharedfiles/filedetails/?id=2988099329 ) which I strongly recommend.

Not only is this compatible with Immortal Empires Expanded, I actually recommend it as it provides more action near that area of the map ( https://steamproxy.net/sharedfiles/filedetails/?id=3007996493 )


Notes:
I *strongly* recommend using this mod alongside More Naval Movement Range by Decomposed, to improve the campaign experience.
https://steamproxy.net/sharedfiles/filedetails/?id=2842802843

Special thanks to Cold for his suggestions!


Known Issues:
Slaanesh corruption in the Eastern Colonies seems to create unusually poor campaign performance.


Other Recommended Changes:
War for Eight Peaks - Dynamic Start Positions:
https://steamproxy.net/sharedfiles/filedetails/?id=2993769765

Skarbrand in the Jungle - Start Position Change
https://steamproxy.net/sharedfiles/filedetails/?id=2990746957

True World - Light Start Position Changes:
https://steamproxy.net/sharedfiles/filedetails/?id=2988099329

Mother Ostankya near Kislev - Start Position Change
https://steamproxy.net/sharedfiles/filedetails/?id=3029043600
21 Comments
Porkenstein  [author] 7 Apr @ 8:08pm 
@撿骨頭 do you mean AI Malus? That was kind of intentional, I wanted him to be a threat in the sea but not a conquering power. he should be attacking the privateers at dread rock up near the Dragon Isles.
撿骨頭 6 Apr @ 8:34pm 
There is a problem. After Malus occupied the Eastern Colonies, its activities stagnated. This may be because there was no contact with other factions in the early stage. It is recommended to start a war with the Slaanesh faction below and increase the field of vision.
Porkenstein  [author] 28 Feb @ 9:25am 
@iamtheresurrection94, I try to keep as many optional dependencies out of my mods as I can - that sounds like a good idea for a compatibility mod though and I'd encourage you to give it a shot..

If I wasn't already working on a couple of huge projects I might make a VCO-Porkenstein Start Positions compatibility submod but that's a long ways off if it ever comes.
Brainsucker 27 Feb @ 9:38pm 
I'm using this mod to send Malus to Brazil so I don't have to deal with him when I play as Daniel
iamtheresurrection94 25 Feb @ 2:22pm 
Love this mod, just one question: could we get the Temples of Eldrazor to spawn in the Southern Wastes? I like playing thematically/with VCO, so I'd love it if that was a possibility?
Porkenstein  [author] 12 Jan @ 5:55am 
@NightmarezWrath, this one and Skarbrand in the Jungle. The others should be compatible.
NightmarezWrath 12 Jan @ 2:58am 
So to clear up a bit of confusion I have. On your collection for the starts, it says they aren't compatible with the full True World due to Malus's change. Does that mean that this one is the only one really incompatible with the full True World?
Porkenstein  [author] 14 Dec, 2023 @ 8:58am 
@ThaddiusX, thanks for the suggestion - when play testing this start what you suggest is exactly what I did prior to expanding elsewhere and I enjoyed it and felt that it worked well

Typically though I don't mind if a major faction is crushed eventually as long as it provided some interesting action in the area where it operated. I might add something in the future that encourages AI Malus to go south.
ThaddiusX 14 Dec, 2023 @ 1:12am 
@Porkenstein So I've played 140 turns with this mod on, Malus as AI, and it went according to 'plan' in some ways. He captured Tower of the Sun and Tor Elastor but that was it, some random secondary pirate faction had Tower of the Stars. Malus earlier in the game went to Cathay after this and proceeded to have 8 Cathay stacks (this is on harder difficulties) coming for him and eventually he had no chance.

Makes me wonder, what if Malus was located further south outside Altar of Facades and at war with Rapturous Excess that he'd first attack them and settle there. Then he could still also be at war, just not as high hatred towards, the Eastern Colonies and if the AI wanted he could then expand there too. Or he could go for the chaos wastes down south if he wanted. Maybe as an alternate version? Just thinking out loud, as it would be cool if he had a fair chance of survival as AI. Would also be interesting as player. Well, just a thought. :-) Love your start-changes series though.
ThaddiusX 14 Dec, 2023 @ 1:12am 
@Nolnot use 'Trade any settlment':

https://steamproxy.net/sharedfiles/filedetails/?id=2931377022 or if you just want to change capital there's a mod for that too. You can only give away Hag Graef with the first mod, but if you change capital you should be able to sell it.