Total War: WARHAMMER III

Total War: WARHAMMER III

Murranji's Great Bastion Expansion Mod
187 Comments
Murranji  [author] 31 May @ 7:43pm 
@thuynder, thanks, if you have the script debug activator mod installed would it be possible to send me a script log? I tested it pretty extensively after updating and always had the UI updating when it was meant to so I will need to see what’s happening in a players game to be able to debug further :/
Thuynder 31 May @ 3:46pm 
I got to turn 60 and the threat meter had not filled once. Looking at the hover UI, it shows the regular -1-2% per gate and -8% base, but it stayed at around 40% full every turn regardless. Not sure if I had some conflict with it. The dynamic dilemmas to force siege battles to occur were fun though! I basically never get siege defenses, even with other siege defense mods to FORCE the AI to attack ://
Murranji  [author] 28 May @ 10:31pm 
I have updated the mod with fixes and changes to the script.

This should address issues related to UI not updating, armies not aggroing correctly etc. Please let me know however if you encounter any further bugs.

Other fixes include a bug fix to the towers not upgraded which fixes a vanilla bug.

I have also included the new Omens of Destruction units into the various spawned armies.
Murranji  [author] 25 May @ 9:03pm 
@Zeth hi thanks I will look into that, am working on fixes currently.
Zeth.exe 25 May @ 7:30pm 
I get the pop up to go to war with the faction that attacks the bastion but even if I press the go to war option they still just sit there, they dont even attack other factions.
Sleezy Cabbage 24 May @ 9:38am 
Also after playing with this mod for a while, the bastion gate battles feel weird since the towers on the walls dont get upgrades to their projectiles, only shooting arrows. Is there a possibility you could add the vanilla, incremental wall-projectile upgrades youd get out of normal settlement capitals?
Murranji  [author] 22 May @ 3:26am 
I've confirmed there is a script break causing issues with the mod, will be working to get a fix done.
Sleezy Cabbage 21 May @ 8:49pm 
I also have the issue of Kurgan warbands being stuck after spawning, although it could be something with War under Heaven, or the gunpowder road mod that doesnt have an english translation yet
Murranji  [author] 21 May @ 11:22am 
@romulus yes if it’s a new game and hasn’t popped up it’s a script error. I will check to confirm it’s on the mods end as there are some other bug reports here too.
Romulus 21 May @ 10:04am 
Is the pop up about joining war against Bastion attackers supposed to always trigger at the start of turn 2. Can I assume if the pop up doesn't show that I have a script error?
Zeth.exe 20 May @ 10:14am 
Is anyone else having an issue with the kurgan just sitting there and not doing anything when they spawn in? The armies spawn but do not move and do not automatically start at war with any faction.
KsH 14 May @ 8:57pm 
I have the same issue as Foe-Hammer after confederating the bastion my meter is stuck at %40. I confederated the wardens as Yuan-Bo. As well as this issue, any word on if this works ok with current SFO submod?
Romulus 27 Apr @ 7:35am 
Nah it works. It just stutters every now and then in between withcaravan events not firing. However I don't think that's a mod problem. For me it works just fine if I reduce my mod list, however if I have all the mods enabled I'd like to run (104 mods) sometimes some scripts don't fire.

So I believe it's a limit of wh3 not being able to handle all the mods. (Again with only this mod enabled all works well)
TeamDoggo 27 Apr @ 7:18am 
mod doesnt work sadly, causes crash at start up
Pyro 20 Apr @ 7:00pm 
The third Tower of Hoeth in the Snake Gate was the icing on the cake for the campaign :D

So many swordsmen and global buffs to Jade Warriors. I just assumed that it was various High Elf Princes trying to one up each other by building ever taller towers at that gate so they had the tallest one :P
Murranji  [author] 20 Apr @ 6:49pm 
Oh god dammit the thing is still populating more than one unusual location >_<. Ok I got a bit more work to do.

The Kurgans spawning as Chaos Dwarfs is a limitation of the engine requiring factions that already exist on the map to spawn armies by script and not wanting to datacore to rename the faction name.
Pyro 20 Apr @ 6:42pm 
No problem. Everything else seems to be working fine, and the additional variation in the threats being spawned in is definitely a major improvement, as was the special location mechanic with Miao Ying (though it did get a bit silly when 1 gate ended up with 6 of them :D).

The only other maybe strangeness I've seen is the Kurgans spawning in as a Chaos Dwarf faction rather than a Norscan one, but that definitely makes them a lot scarier to deal with a lot of the time.
Murranji  [author] 20 Apr @ 6:27pm 
Ok that sounds like an issue with the script adding them at the start of the game. I thought the script has a double backup for that but I will double check.
Pyro 20 Apr @ 5:20pm 
I've seen none in the panel and no notifications of them showing up
Murranji  [author] 20 Apr @ 3:01pm 
@Pyro - do they show up in the regiment of renown recruitment panel? Or they are there but they were always stuck at 0?
Pyro 20 Apr @ 2:05pm 
Quick question, but are the veterans broken at the moment? Just ran a second Cathay campaign, and there has never been a single veteran available despite having the building that generates them present for multiple gates in both
Murranji  [author] 13 Apr @ 5:24pm 
That’s something that’s doable. I’ve looked into MCT and it increasing scripting complexity. I’m kind of hesitant to try delve into it as I still have a bunch of other ideas I’m trying to develop for into a potential portfolio.
Autumnchain 13 Apr @ 3:44pm 
I've got an idea for this mod. While playing a cooperative campaign as Cathay with a Kislev player, I helped the Kislevites regain their ancestral lands (Kislev used to stretch farther into what's now the Chaos wastes) and go even farther. Unfortunately, I found that despite the Kislevites being a non-chaos faction controlling the settlements specified in the description, I was still getting Chaos invasions. I think you should make it that any non-Chaos faction that controls the settlements specified in your description should shut off the Chaos invasions, not just Cathay.
𝓓𝓮𝓮𝓻2四 11 Apr @ 9:14pm 
Very interesting gameplay expansion!
Murranji  [author] 9 Apr @ 10:31pm 
@TSFWoosie - it should work in IEE without anything else needed.
TSFWoosie4L 6 Apr @ 9:02pm 
No IEE?
Foe-Hammer 2 Apr @ 8:30pm 
@murranji with the compass turned toward the great bastion the threat level has started to go up 4% (6- 2% from compass). Once its off the great bastion again though it gets stuck
Murranji  [author] 1 Apr @ 9:30pm 
@Foe-Hammer thanks I will investigate.
Foe-Hammer 1 Apr @ 6:09pm 
@murranji No. I inherited the bastion settlements from a confederation and havent ventured out all atll. The random attacks and everything else has functioned. Just the threat level is stuck at 34%. Im using your caravan and compass mods and i set the compass to the great bastion hoping that it lower it and then maybe ti would starting working again, but no luck so far
DarknessWrath 1 Apr @ 11:29am 
@tormound, haven't tried recently, but it was so far. Can't tell since Walk added some mechanics apparently for Miao Ying, and the only time i tried it crashed.
Autumnchain 1 Apr @ 10:30am 
Will MCT compatibility be implemented so that the invasions can be tweaked? I'd particularly like Beastmen to be added to the invaders and Random Assault to be toggleable.
Tormound 1 Apr @ 9:32am 
Does this conflict at all with the walk with dragons mod?
Murranji  [author] 31 Mar @ 6:58pm 
@Foe-Hammer - did you capture settlements north of the great bastion?
Foe-Hammer 31 Mar @ 3:55pm 
I think there is a bug. Threat level is stuck at 34%
Murranji  [author] 25 Mar @ 7:47pm 
Updated for 6.1 to address capitalisation issue.
sarumanthecursed 25 Mar @ 5:20pm 
Thank you 🙏🏻
Murranji  [author] 25 Mar @ 5:16pm 
There’s a bug that any mod with a capital letter used in the packfile will crash - I will be updating all my mods over the next few hours.
glospey 25 Mar @ 12:23pm 
CA implemented a change that broke (probably?) most mods. Be patient while the modding community fixes their mods to comply with the new standard. Or CA fixes it (they're looking into it). Whichever comes first.
Jy crois pas 25 Mar @ 12:18pm 
This mod alone crash the game, issue with geforce maybe ?
Sifo-Dyaz Nutz 11 Mar @ 8:50am 
Mod owns, well done. 🙌

One suggestion though -- would it be possible to make the Kurgan Warband more willing to do single-faction armies? Right now, here's what happens: the invasion starts, and you see that a bunch of (for example) Tzeentch lords and units spawned. But instead of filling out its stacks with other Tzeentch units, the next turn they start adding Nurgle daemons. Then the turn after that they start adding Chaos Dwarfs. I'm wondering if there's some sort of timer that can be lengthened here so the AI has more consistent theming? Like maybe give them 5-10 turns of "spawn Khorne units" before they switch to "spawn WoC units" or whatever, instead of the 1-3 turns it seems like it is now.
Nukular Power 19 Jan @ 1:08am 
just came to ask about Yin Yin, glad to hear it will be fixed for her!
Tempest 18 Jan @ 6:31pm 
I had a question, the unique banner/ancillary does it need to be on someone specific? Or does it only function in the specific gate? I dont get any army ability when equipping the Celestial Conduit ancillary
Sleezy Cabbage 15 Jan @ 7:03pm 
Understood, I look forward to that day! Thanks for the awesome mod nonetheless my man!
Murranji  [author] 14 Jan @ 5:06pm 
Hi Sleezy, thanks for raising that. This is actually due to the scripting which makes it only available to on a faction by faction basis. As part of the next update I have planned it will update the functions so they trigger for all cathay culture factions.
Sleezy Cabbage 14 Jan @ 4:38pm 
I think there may be an incompatiblity with the mod "Roar of the Jade Sea : Yin-Yin, the Sea Dragon". Playing as her, the Sanctum building chain does not spawn the reinforcing army when the bastion is beseiged. However im too deep in my campaign to test if other, unrelated mods are preventing the script from working. Just putting this potential incompat out there.
No Impact Player 6 Jan @ 8:44pm 
Thanks in advance !
Murranji  [author] 6 Jan @ 7:45pm 
@No impact player - I am going to do some updates to the mod soon, I will include an option to skip the random battles.
No Impact Player 6 Jan @ 7:29pm 
Any way to disable random assault? it crashes whenever i need to battle
sarumanthecursed 4 Jan @ 10:09pm 
Ah i see! My bad, thank you
Murranji  [author] 4 Jan @ 5:04pm 
Hi sarumanthecursed - sorry it may have been misunderstood. You always have to fight the battle, but if you pick the boom you get an extra effect like more armour or more damage for that battle.