Total War: WARHAMMER III

Total War: WARHAMMER III

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Rayes Extended Lizardmen Units
   
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587.876 KB
Sep 14, 2022 @ 3:57pm
Nov 20, 2022 @ 8:22am
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Rayes Extended Lizardmen Units

Description
Adds three new units to the Lizardmen roster. Works for campaign and custom battles.

New units added:
Red Crested Skink Cohort
A Cohort variant of Red Crested Skinks

Red Crested Skink Cohort (Javelins)
A Javelin Cohort variant of Red Crested Skinks

Temple Guards (Mace)
A mace and shield variant of Temple Guards

NOTE: These variant packs may not be fully compatible with most overhaul or other unit mods
10 Comments
Iareshawn  [author] Mar 12, 2023 @ 8:18am 
All,

Going forward, I will not be supporting the individual sub-mods for the "Rayes Extended Units" It is very difficult to ensure all separate mods are up to date and working properly, and ensuring each mod is matching to the all-in-one mod pack entirely. From here on I will only be supporting "Rayes Extended Rosters Complete Edition" I will not be removing any of the sub-mods from the steam workshop, but I will no longer support them. Instead all updates will be done in the complete extended roster mod. I know this may be inconvenient but despite the sub-mods showing out of date, they will work the same for a long time. I encourage you all to try out the all-in-one mod. My original vision for my mod was to make one big mod that adds plenty of balanced, unique units to most factions, and because of this, I will be spending much more time on balance tweaks.

Thank you for understanding, and for supporting my mods, and I look forward to bringing new future content!
Kerberus Oct 2, 2022 @ 2:23am 
it works again nice thx man ;)
Frederick Sep 30, 2022 @ 9:25pm 
Thank you for the quick fix Rayes!
Iareshawn  [author] Sep 30, 2022 @ 7:32pm 
@Friedrich II
Should be fixed, seems like hotfix 2.1.2 had something to do with this disappearance, but it should be working now :)
Iareshawn  [author] Sep 30, 2022 @ 7:16pm 
@ Friedrich II
For some reason any trace of the Red Crested Skink Cohort (Javelins) has been deleted from this mod, luckily, I still have the files saved in my complete roster mod, so I am working on fixing this now :)
Frederick Sep 29, 2022 @ 2:33pm 
Hey, the RC skinks with javelins just are not showing up anymore, in battle or in campaign.
Kerberus Sep 29, 2022 @ 1:19am 
i think your update killd my save ;(
Iareshawn  [author] Sep 17, 2022 @ 10:21am 
@Fenrir4life
Thank you for pointing these issues out. Since the Temple Guards with maces only get bonuses from the vanilla temple guard upgrades, such as Sacred Guardian for lords, and a select few researches, and not any saurus upgrades, I've increased their weapon strength and melee attack to make up for their late game falling off, and also gave them a bonus vs infantry to set them apart from the vanilla halberd temple guards. I've also addressed and fixed the attrition, and all three of these units are now immune to all of the attrition that every Lizardmen unit are.
Fenrir4life Sep 17, 2022 @ 9:30am 
Temple Guard (maces) are not actually superior to the Saurus Warriors(shields).
Higher armor and leadership, but lower melee attack, melee defence, and AP weapon damage.
A lot of this is due to not being improved by the same technologies, so temple guard in general are underwhelming until very late game because those early technologies are enough to bump standard saurus performance above them... but without bringing the halberd unit's AP damage that distinguishes them from Saurus Spears, the Mace Guard struggles for a niche.

All three units lack the Attrition Immunity for Swamp and Desert that Lizardmen units have as a baseline.
Fenrir4life Sep 14, 2022 @ 6:50pm 
Could you upload comparisons of their stats relative to their vanilla counterparts?