Total War: WARHAMMER III

Total War: WARHAMMER III

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TW Millennium: Modern Warfare
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Tunnisteet: mod
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4.066 GB
23.8.2022 klo 19.11
18.6. klo 14.01
41 muutosilmoitusta ( näytä )

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TW Millennium: Modern Warfare

Kuvaus
We now have an official Discord Server[discord.com]!
Huge thanks to Nathan the Dwarven Shark for creating it !

With this Mod a new age of warfare has dawned in the world of Warhammer:

The Empire has entered a new age of technology and received new units, buildings technologies and much more.

This Mod is the first part of a project to rework all factions. We decided to release it here in the workshop to let people have fun with it and get more feedback from the players.

IMPORTANT!!!
To use the Imperial Skydestroyer, you must set the buildings quality setting to Ultra or High otherwise the game will crash in the loading screen!

Don't use more than one unit of Imperial Base Engineers in the same army! Using more than one will lead to inevitable crashes and bugs. Additionally depending on the type of battle and other currently unknown factors the buildings will sometimes not be able to spawn units as intended.

If you use the unit size Large one of the three Imperial Light Tanks will not be usable after starting a battle in the campaign. This happens because the game tries to load something between 2 & 3 tanks and as a result one of the turrets doesn't spawn. To avoid this, it is recommended to use either the unit size Medium or Ultra .


THE UNITS
63 units are added to the Empire:
  • 25 Infantry units
  • 2 Cavalry units
  • 13 Artillery units
  • 14 Vehicles
  • 9 Aerial units
  • 8 RoR units
The descriptions of the units have been moved to a discussion thread, to reduce the textwall on the main site.

BALANCE
The stats of the units are orientated on the vanilla values, but due to their modern nature they may be considered slightly overpowered. (Especially the Tanks and Zeppelins!)

COMPATIBILITY
Since Update 1.6 overhauls the Empire as a whole faction, every other mod that adds content to it will most likely not be compatible and will require a compatibility patch. For other mods it is simply hard to predict, if it will be compatible or not. In most cases it is advisable to try the mod in question with this mod and nothing else activated.

KNOWN BUGS
  • Electorial Machinations have the wrong name and tooltip (Colleges of Magic)
  • Willhelm is missing his 2D porthole picture
  • Some 3D portholes are not displayed correctly
  • Due to the startpos all generals and lords that exist at the start of the campaign will have no bodyguard until they get their first mount.
  • Light Machine Gun Teams are not able to fire while they are in their packed variant.

CREDITS
Huge thanks go to MPD for creating some amazing unit cards and loading screens in the same style as the vanilla units.

This Mod wouldn’t be possible without Frodo45127's RPFM and the AssetEditor

I also want to thank Apache49 for providing descriptions for all new technologies, The Broken Vox for providing descriptions for most of the new buildings and Admonitor for providing most of the skill descriptions.

The inspiration for the modern units stems partly from a fanfiction we recently read "An ISOT in Grimdark[www.fanfiction.net]".

Some of the Assets in this Mod contain edited textures from ^1Shep^8ardov's EMPIRE HD Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2569708408

Thanks go to Necrorise for letting us use some of his animations.
https://steamcommunity.com/sharedfiles/filedetails/?id=2699728017


FAQ
Will you make a SFO / Radious / etc. version ?
The stats of the unit are based on vanilla TWWh3, but feel free to upload your own version.

Can I use your asset/mod in my own project ?
Feel free to use whatever you want (model, textures, etc...) for your own projects/mods.

What are your further plans ?
  • In the short term we will finish adding additional content for the Empire.
  • In the long term we will rework Bretonia Kislev and Cathay in the same manner. Maybe more factions will follow in the future.

This isn't conform with the lore !!!
  1. We are aware.
  2. We don't care.
  3. You don't need to use this mod.


SUBMODS

TW Millennium: Modern Warfare Faster Research Submod

Submod for more tanks

Unit Equipment Upgrades

Imperial Railways

Unofficial Elspeth Patch (Nuln Gunnery School)

Submod pour la Traduction Française

Submod for Chinese Translation/中文翻译

STANDALONE MODS

TW Millennium Imperial Skydestroyer Standalone

Compatibility Patches

The Old World Campaign

Empire Tanks by _D3rpyN3wb_

Warband Upgrade Ultimate

RECOMMENDED MODS

Mixus’s Unlocker

Shorter Weapon Trails

UI Slider

Large Battlefields Project (Outdated)

More Submods and Translations created by other users can be found in the Discussions!


If you want to support us, this is our official Patreon
[www.patreon.com]
Suositut keskustelut Näytä kaikki (31)
278
6.6. klo 17.30
TÄRKEÄ: Bug Reports
Nightsaber
186
10.6. klo 13.37
TÄRKEÄ: Suggestions
Nightsaber
18
3
9.12.2024 klo 15.23
what about a warhammer II version?
*[TR2]*Tacticvs
2 328 kommenttia
theverruckman 5 tuntia sitten 
I feel like the air units could use some fine tuning, at least as far as auto-resolve goes. At the moment they're SIGNIFICANTLY more likely to get wiped out in auto-resolve compared to any ground unit in the roster, which is annoying because sometimes I just want to get through a battle without dealing with WHIII's massively long load times and auto resolve a battle that will generally be a curbstomp regardless, but oftentimes if I've got planes in my army, they'll get wiped out in a fight that shouldn't be able to do a darned thing to them if I did the battle manually.
John Denver 8 tuntia sitten 
Very wishy washy I feel. Units either work great or not at all. Abilities either work great or not at all. Nature of this crap game I guess
Seeker 5.7. klo 11.43 
can the 42cm get shrapnel ?
TheBoogeyMan 3.7. klo 18.15 
Is that whats doing it? Ill have to experiment next game. I had several battles thrown because they wouldnt hold their position. Thanks ill give that a go
Motivated_Guy 3.7. klo 18.09 
@TheBoogeyMan is your skirmish mode off? If it is on then they never fire and just keep running away. Also your positioning should be good otherwise they will drop.
TheBoogeyMan 3.7. klo 17.52 
Is there a reason that my infantry units keep backing away from the enemy? Ive had several battles where they just back away from them and not do anything but continue to get slaughtered. Am i missing something? Is there a mode i need to select on them? They fire and kill things but once something gets close up to a sandbag wall i "built" They just back away. Love the mod and the models btw, really well done
MedicBot 2.7. klo 14.47 
Great mod, I don't care if its no lore friendly there's nothing better than mowing down enemies with machine guns and siege batteries. Would love some more cavalry units!
Natsuki Subaru 2.7. klo 3.08 
is there a support mod that change the Elector Counts State troops?
Bad Hombre 28.6. klo 2.59 
its one of the best mods in the game
Chicken Jookey 24.6. klo 22.18 
@boof Nah I haven'y had a problem with that at all.@ literally anyone any clue as to how I get the modern rocket artillery to actually shoot? They just sit there after being given orders to shoot.