Total War: WARHAMMER III

Total War: WARHAMMER III

Immortal Empires Expanded
2.258 comentarios
Alan hace 17 horas 
Doesnt seem to work at all now
斯基劳大公 16 OCT a las 20:52 
I noticed that the OVN team has added the island of Madagascar to their African map, and I hope the Mortal Empires expansion will include more islands like Madagascar.
TheLegend27 16 OCT a las 17:17 
Does anyone know if this works properly with multiplayer? It loaded and mostly worked, but quest battles and some factions were bugged....wondering if there's a fix or it's just not made for multiplayer in mind.
Green Rabbit 16 OCT a las 10:42 
FYI to everyone, i think the mod got grapical glitch due to recent update, you can still play but its not gonna look pretty, no pressure to the creator, just want to inform everyone
garum.swc 16 OCT a las 3:08 
@marakano
The Mod Configuration tool will offer you exqactly the bread you are looking for :-)

Install it together with IEE and look at the settings, after you start TWWH3 and before you start a new campaign. A couple dozen LL has checkboxes. Each one moves that lord to a secific new location.
Greymene 16 OCT a las 0:24 
Just have to say that CA should buy this from you for at least USD 100k, the day you and your co-creators are tired of doing all this work. This mod is amazing, and keeps getting even better every month :)
Dragon32 15 OCT a las 12:41 
Yes I did. It does what you posted. But OK.
Marakano 15 OCT a las 11:29 
@Dragon32
Did you mean mod Configuration Tool? Do you propose me cook a bread without knowledge? It is not what I meant) I would like to use a cooked bread instead of ingredients =)

i don't know a lot of lore and stories, i don't know who and where was and so on. I cannot do the right mill.
Dragon32 15 OCT a las 7:43 
@Marakano
Re-read the Description
Marakano 15 OCT a las 3:42 
How about create a sub mod that change some LL starts positions? It would be awesome to see Arbaal in Ind and so on.
Jimmy 13 OCT a las 9:52 
Is there a mod that gives the moved factions proper habitabilities for their new regions? every faction im trying starts in red or yellow territory. And since im using sfo thats a big no no.
quinntonleemiller123 11 OCT a las 12:45 
it might be worth adding SCM marienburg to the "cool submods" section as it adds 2 new legendary lords to the area
garum.swc 11 OCT a las 11:53 
@sanse You need the mod called Mod Configuration Tool. It will show settings for many different installed mods, including this one.
Sanse 11 OCT a las 10:27 
how uh... how do i get the new starting locations for the factions?
Ashunava 11 OCT a las 3:56 
When performing the ritual of rebirth in Sartorn, when you move to the invasion markers the markers just disappear without spawning an invasion army.
DoopDoop 10 OCT a las 13:34 
It crashes quest battle for me, only this and mixer being on
𝔓𝔲𝔰𝔥𝔶 10 OCT a las 11:15 
Is not working for me in 6.3.1 Imortal CN the space still empty
Lyserus 9 OCT a las 1:56 
*Or the North. And sorry I didn't read the Post Your Ideas before I post :p
Lyserus 9 OCT a las 0:28 
How I wish after the eastmost areas are completed, we can have the chaos realms on the right side of map, with no normal means to reach but portal/sea lane. That would be awesome
宇宙无敌天才美少年 7 OCT a las 22:15 
best map mod ever
degroots 7 OCT a las 11:02 
still Radious comptible with the Radious mixer submod ?
Imperial Obligation 7 OCT a las 10:26 
You know, it's just occurred to me ..

Now that there is an expansion for the Western Chaos Wastes, it would be pretty cool to have the Watch Towers of Naggarond implemented. They have fortresses that guard against the Chaos Wastes.

They're implemented as standard minor settlements, but it'd be cool if they were implemented as singular fotresses like the High Elf Gates!
https://whfb.lexicanum.com/wiki/Watch_Towers_of_Naggaroth
Stale Memes 7 OCT a las 2:28 
I feared as much. Thank you for the quick reply regardless!
ChaosRobie  [autor] 6 OCT a las 22:37 
@Smoking Snakes
You are using an old version of Mixer.
@Stale Memes
That'd be a building mod and is way out of scope. Any mod that does such a thing for vanilla would work with this mod.
@Tex
There are several back-ups listed in the mod description. Pick one that corresponds to when you started your campaign.
Tex 6 OCT a las 21:13 
is it worth starting a new campaign?
Tex 6 OCT a las 21:06 
what did you update? I just started a new campaign a week ago and now it crashes.
Stale Memes 6 OCT a las 16:02 
Does this mod already fix settlements shrinking down for certain races, like Hexoatl or Khemri going from 10 to 8 slots when taken over by Yuan Bo or Volkmar for example? I normally play with "Unlock All Building Slots", but that mod gives every major settlement 12 slots when used with Mixu's, which is a bit too much for my taste.
Smoking Snakes 6 OCT a las 15:29 
Hello i thought id give a crash report i received here. "The following mods cause a crash to the Database: !cr_immortal_empires_expanded.pack

The first invalid database record is SAMHAN in table prefab_types_tables and pack file !cr_immortal_empires_expanded.pack

The application will terminate now."

Would you know what the issue would be from this. It happens as i launch the game

i chcked for old files as a was recomended by someone else here but i couldnt find anything strange. Any solutions someone might have for me? Thank you very much
Smoking Snakes 6 OCT a las 15:27 
@Dragon32

I havent found anything off about about the data iles, nothing old or conflicting as far as i could see
不想玩啦 6 OCT a las 8:09 
This mod is good, but i meet a problem, why can't the Imperial faction in ind recruit other lords besides generals ,such as great engineers. And after multiple attempts, it seems like the recruitable generals cannot refresh the empire's exclusive characteristics such as noble
AlexanderDCCL 6 OCT a las 6:52 
@Partypus, My bad, I went straight to the end of those qa and didnt see it. thx for the answer.:steamhappy:
Partypus  [autor] 6 OCT a las 1:23 
@AlexanderDCCL, This not related to this mod, I think, because in Lost World, by default, all settlement skins appear in portions depending on the distance to the player. This can be configured via MCT.
It's even written in the first line of the Q&A in the description of Lost World.
AlexanderDCCL 5 OCT a las 22:42 
is there anything i can do to fix this
AlexanderDCCL 5 OCT a las 22:40 
A pretty weird issue here i think? When using OVN Lost world, the unique city model near the players's spawn city is display normally, but city that far away and cover in fog of war will appears as vanilla city model, sometimes if i send a troop near those city and remove the fog of war the ovn model will reappear in the next round, but sometimes it wont and keep stay in vanilla for the rest of the game. i try re enter the game and it still the same.
Rustic "Kalessin" Citrus 5 OCT a las 15:37 
Holy absolutely smokes... These last several updates have been blowing me out of the water! Amazing work everyone all <3
Thamas Rugin 5 OCT a las 8:27 
Greatest mod of the Warhammer Total War series!?

Survey saYS: :steamthumbsup:
Arctic™ 5 OCT a las 2:45 
*New update drops*
*me, sweating hoping my save is not fucked*

Anyhow, thank you for this, best thing that happened to WH3. CA should hire ppl like you as you obviously know more about what players want/need than their entire dev team xD
Derubain 5 OCT a las 2:45 
This MOD is great man. Also really appreciate consistently adding info to the change notes. You're a pro!
Incredium 4 OCT a las 20:49 
The visual changes are stunning and I love the new additions. The thick green tinted filter for khuresh could be toned down a little though
Dragon32 4 OCT a las 18:27 
@Smoking Snakes
Check your Data folder for outdated .pack files
Smoking Snakes 4 OCT a las 16:50 
Hello i thought id give a crash report i received here. "The following mods cause a crash to the Database: !cr_immortal_empires_expanded.pack

The first invalid database record is SAMHAN in table prefab_types_tables and pack file !cr_immortal_empires_expanded.pack

The application will terminate now."

Would you know what the issue would be from this. It happens as i launch the game
ChaosRobie  [autor] 4 OCT a las 10:14 
@HungryBat
Oops. I'll fix them in the next big update, both work as non-port for right now.
Konrad von Thierberg 4 OCT a las 8:26 
why dose Crimson Skull of khorn own Hex gate in Iron Mountains province?
HungryBat 4 OCT a las 7:02 
Melay next to it also has the same issue, and is also not a port?
HungryBat 4 OCT a las 6:10 
uhm there might be a bug: caves of eystri obygdir is NOT considered a port, when I'm pretty sure settlements adjacent to the sea are ports?
or is there some lore thing going on here?
the settlement is located in south west lustria near a slaanesh, norsca and khorne faction. owned by the norsca faction.
antb15 4 OCT a las 1:34 
Might be a dumb question, but the new generic Beastmen factions, they start with a settlement rather than a herdstone. The settlement doesn't seem to be functioning like a normal herdstone as the ritual cannot be carried out even after gaining ruination. is there a way around this? Awesome mod!
ChaosRobie  [autor] 2 OCT a las 23:46 
@kidouKenshi22
Use the 3.1.4c back-up. :squirtyay:
KidouKenshi22 2 OCT a las 10:09 
My save keep crashin now while in loading screeen after your upodate..
JJ 1 OCT a las 23:42 
This is insane, Ind And Khuresh looks better then parts of the "real" map. Doing CA's job better then themselvs.
ChaosRobie  [autor] 1 OCT a las 14:17 
To clarify, it duplicates IEE's map and start_pos files. Doesn't even change them, so it's completely pointless. And those duplicated files are interfering with this mod and its backups. If you speak Chinese, please go explain the issue to the mod maker. I think they don't understand how compatibility works. Or they're trying to make their mod all-in-one, which, ehhhhhhh, should be advertised at the very least.