Total War: WARHAMMER III

Total War: WARHAMMER III

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Blecco's Wildwood Rangers Rework [Discontinued]
   
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199.709 KB
Jul 20, 2024 @ 5:04am
Aug 21, 2024 @ 4:19am
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Blecco's Wildwood Rangers Rework [Discontinued]

Description
NOTE: As of 5.3 this mod will be discontinued as CA offered a rework of the unit which I like.

This is a remake of a small mod I made in the past to make Wood Elves Wildwood Rangers feel more useful. This mod is even simpler and much more straightforwards, simply adapting their unique ability Guardians of the Wildwood to its tabletop 8th edition glory.

This version of the mod simply changes the trigger to activate the ability from Unit is in Forest to Terror causing creature within range, a trigger recently added by CA through the release of Thrones of Decay. That's it, no more changes. This should allow the Wildwood Rangers to act as the AP frontline infantry they are meant to be, giving them Charge Defence vs Large and a Bonus vs Large when fighting Large entities that are trying to smash through your frontline, making them a good all purpose line infantry.

They might still need some love by CA to make them a valuable choice over other options, but they should be able to carve a niche for themselves this way. They won't be as good of an Anti Large line infantry as the Eternal Guard and will overall be less defensive, but will be able to cut through line infantry much better. You could draw a comparison between Empire Halberds and Greatswords, with the addition of being able to fight back against Anti Large as well. Wardancers will still be able to cut down chaff easier, and Asrai Spears still function as a better anti-flanker, but in both cases the Wildwood Rangers should be more geared to take the first charge and act as a buffer for the damage dealers, while offering a better damage output than other line infantry.

F.A.Q. & Compatibility
There should be little to no compatibility issues, save for mods that alter the ability Guardian of the Wildwood. This mod replaces the vanilla version with a custom one to allow the trigger change, which means any alteration to the original ability from other mods will not be reflected to this ability, possibly causing them both to appear alongside each other. TLDR, it isn't compatible with stuff that changes Guardian of the Wildwood.

This mod seeks to be as compatible as it can, no other table has been touched so any change to the Wildwood Rangers as a unit will not cause compatibility issues.

Mod Won't Start/Missing Updates
There is a chance after the mod gets updated that steam will fail to download the update, possibly corrupting your version of the mod. If your game crashes on game start, you are missing something from a recent update or have some other issues try this;
1) Restart Steam - This can kick start the process of checking for mod updates
2) Unsubscribe and resubscribe to all the required mods - To properly unsub, unsub from the mod, start the game launcher, quit and resub. This will give you a fresh install of the mod and often fixes problems for people.

Mod Compatibility and Compatibility Submods
It's been reported that these mod conflict.
Unliving Dismemberment Fix - Old mod this is based on. Have only one active at a time. The older mod also affect Depth Guard and zombie weapon teams dismemberment on death. Is functional, but requires updating to current statlines.

Here is a list of Compatibility Submods
Will update section if compatibility submods are released.

Bug Reporting
Before reporting a bug make sure you have done the following;
1) Subscribed to all the required mods.
2) Turned off all other mods and replicated the bug.
3) Unsubscribed and resubscribed to all the required mods.

If you still have a bug post it to the Bug Report thread, ideally with a screenshot or if it is a small bug you can post in the comments but please try the above at least before posting. This helps us out and saves us time so we can concentrate on genuine bugs.

Thanks & Credit
Thanks to GW for the Warhammer setting.
Thanks to CA for Total War and the constant modding scene support.
Thanks to Da Modding Den for the constant help even to new modders like myself.
Thanks to all the people behind RPFM and Asset Editor, without these tools I would not have been able to make any of this.
Thanks to the OVN team which I shamelessly took the organisation of this post from, as it is the most complete and accurate I could find and wanted to do no less.
Thanks to TWToTWT for getting me interested in modding, showcasing the hard work of modders out there and helping to create a fun and stable experience for everyone. If by any chance you stumble by this, I hope you are doing well.

Rate
Please rate up and favourite if you enjoy, as it helps give visibility to the mod so that hopefully many others can enjoy it. I’m mainly doing this for myself, but if this can improve even one person’s experience, I’d be glad to have done so.
3 Comments
Blecco  [author] Nov 1, 2024 @ 3:05am 
I do like CA's take on the unit rework so this mod will be discontinued. You are a free to use it but will have to update it yourself via RPFM.
Blecco  [author] Jul 20, 2024 @ 3:08pm 
Thx! I decided on a whim to remove the older one (sorry about that) as it really didn't work with what I was trying to do originally and thought there were better mods out there to upgrade them.in a similar way. Finally with this the Slayer's ability I can make it work as I wanted. Will probably need some balancing, like the range at which the large monsters will have to be to activate, which I will update if I feel it needed. For now from the light testing I did it seemed to work fine. Let me know if you have any suggestion
Rincewind322 Jul 20, 2024 @ 12:52pm 
I rly like your other Wildwood Rangers mod, very excited to try this one (and situational traits are so fun!)