This is an alternate implementation of the original TWW3 world which includes all features of the original mod as well as an alternate mode that works better for syncs.
DO NOT USE THE "ARCHIPELAGO RANDOMIZER (BETA)" MOD FROM THE STEAM WORKSHOP. FAQ
Upon starting a new game, all factions have their start positions randomised. Units, buildings, and technologies are placed into the item pool meaning that you can't access them until the corresponding items are found in the multiworld. The goal of this apworld is to conquer a certain number of settlements simultaneously, configurable in the yaml.
Additionally, your checks are determined by the selected game mode - in conquest mode if your goal is 50 settlements, every settlement after your starting settlements until settlement 49 will grant checks (unless your faction doesn't start with a home region, in which case it's 1-49). The number of checks you send per settlement can be modified in the yaml - this is to account for how slow TWW3 can be to play and allows you to tailor the pacing of checks to match other games in the multiworld.
In sphere mode every unique settlement in the world can be a check, though only a certain amount will be active based on your current diplomatic radius. IF YOU PLAN TO PLAY SPHERES MODE, SCROLL DOWN AND DOWNLOAD THE RECOMMENDED MODS TO PREVENT POTENTIAL SOFTLOCK.
If your lord does not spawn next to your city, type /teleport into your client
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Install the LATEST VERSION of the Archipelago launcher
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Download the .pack file and the .apworld from the latest mod release
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If you're not hosting the session, the host that is generating the multiworld will need the .apworld file, but not the .pack files.
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Move the .pack files to the Total War Warhammer data directory e.g.
SteamLibrary/steamapps/common/Total War WARHAMMER III/data/ -
Double click the .apworld and it will be installed to the Archipelago launcher.
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In the Archipelago launcher, run "Generate Template Options" and find the Total War Warhammer 3 template. Copy it up one directory to the players folder and edit the file.
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If you've never used a yaml before, refer to this page for an explanation of how it works. For more detailed information on what the yaml settings do, check below.
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Once you have editted the file, run "Generate" in the Archipelago Launcher to create the .zip, then host the generated multiworld either locally using "Host" or on the Archipelago website.
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Run the "Total War Warhammer" client from the Archipelago Launcher and select the folder where the Warhammer.exe file is saved when prompted.
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Connect to the multiworld and it will tell you which faction you have selected and which gamemode. If the multiworld is hosted on the Archipelago website then in the connection field you will need to enter
archipelago.gg/followed by the port number. The port will be displayed on the lobby page for the multiworld. -
Launch Total War Warhammer 3 and in the mod launcher, enable the .pack file you downloaded.
If the mods do not show up, try using this mod manager instead (it's better).
.pack is the file format used by TWW3 mods and contains the code needed for the game modes to function. Make sure you don't use the Archipelago mod found on the Steam workshop, it is for another dev's outdated APWorld. -
Launch the game, select the correct faction, and start playing!
Many of these settings are outdated at this time, will be updated soonish
starting_faction: Select the faction you're going to play as.
faction_shuffle: Randomize starting positions. Recommended to be on.
It's recommended that you use the No Climate Penalties mod with this setting turned on.
game_mode: conquest is the new mode offered by this implementation and consists of owning a certain number of settlements
to win. The number of settlements needed is determined by number_of_locations. Checks are granted as your empire size grows.
This lends itself to faster paced games and plays better in synchronous multiworlds.
spheres is the old game mode originally developed by SinthorasRage. This mode starts with a limited radius in which you can interact with other factions, which
grows as you collect Diplomatic Radius upgrades. Along the way Orbs of Domination are also collected - upon collecting enough,
you win. Every settlement on the map is a unique check. This is a much slower paced game than conquest.
Additionally this mode is prone to causing softlocks, as AI factions can claim razed settlements causing them to become
out of logic and impossible to collect items from. If this happens you will have to release the location manually.
checks_per_settlement: How many checks there are per settlement. Increase this to release more items per settlement, decrease this to slow down the pace of your checks. This is designed to allow smaller values for "number_of_settlements" whilst still generating enough locations for all your items. If you set this to an absurd number, you'll end up with far too much filler items and traps.
number_of_settlements: How many settlements you need to own simultaneously to reach your goal and determines the base number of checks. Decrease this for a shorter game, increase for a longer one.
Note that these two options, number_of_locations and checks_per_location, will need to be set appropriately for your faction - some factions have a lot of items that need generating while other factions need less. If world generation fails due to running out of locations and you don't want to increase the number of settlements needed to win, try increasing checks_per_location instead!
spheres_count: How many diplomatic radius upgrades are needed to have access to every location. Doesn't necessarily cover the
entire map unless you configure sphere_radius to do so.
max_range: How far away settlements can be from each other during world generation.
tech_shuffle: Locks the tech tree behind multiworld items.
progressive_technologies: Requires tech_shuffle to be on. Every step further into your tech tree is a progressive item, otherwise every tech is an individual item.
building_shuffle: Locks buildings behind multiworld items.
progressive_buildings: Requires building_shuffle to be on. Instead of finding every single building seperately find progressive items unlocking the next building for each specific building chain. Setting this to progressive is recommended.
unit_shuffle: Locks units behind multiworld items.
progressive_units: Requires unit_shuffle to be on. Instead of unlocking every unit separately tiers 1-5 are progressive items for each unit type (progressive infantry, progressive cavalry, progressive monsters etc.).
Setting both buildings and units as non-progressive is not recommended.
starting_tier: Start with buildings and units of this tier already unlocked.
filler and traps: Adjust the weights of traps and filler. Traps only trigger once so they don't softlock you if you need to start over or load a save. Filler items include most legendary equipment items.
randomize_personalities: Give AI factions random personalities. Makes the game less predictable.
ritual_shuffle: Locks certain faction mechanics behind multiworld items.
balance: Forces unlocks to be near the start of the multiworld so you're guaranteed to get useful items early. In a multiworld setting, 20 is probably the highest you'd want this. If you're not sure what to do with this option, either set it to 10 or leave it off. For singleplayer games a value of at least 40 should guarantee a smooth early game.
force_early: Sets the max tiers that can be forced to generate early. 5 allows all tiers to generate, 0 disables early generation.
Ruins Settling Cooldown: PREVENTS SOFTLOCKING in spheres gamemeode if you set min and max to 100 turn cooldown and enable for AI (not player). HIGHLY RECOMMENDED FOR SPHERES.
Mod Configuration Tool: Allows configuration of the above mod. HIGHLY RECOMMENDED FOR SPHERES.
No Climate Penalties: Removes all climate penalties so your start position is not as bad as it seems.