Total War: WARHAMMER III

Total War: WARHAMMER III

SFO: Grimhammer III
14,348 Comments
12 -Volt+ RaBBiT 1 hour ago 
Sadge
Venris  [author] 1 hour ago 
Me too. But we cant fix it as modders right now.
12 -Volt+ RaBBiT 1 hour ago 
I really miss Nakia's blessed troop upgrade, it's not the same without them ;(
Karstein 3 hours ago 
Hey guys, verified game cache and resubbed to SFO, still crashes on startup, any suggestions? I cant play the game without it :(
padrepinella 5 hours ago 
@Me_Has_Autism "i want to steamroll from turn 2 but i can't boohoo!" That's the best part of the mod lol, it makes things harder
freyland 22 hours ago 
@RyuuShuo
Perhaps reflect on your posts of it not working for *you*, but then telling everyone "it's broken" and "don't use it". There may be some personal growth available.
Venris  [author] Apr 25 @ 7:18am 
@Me_Has_Autism: Karak Eight Peaks is mid-end goal city. It has special mechanic of summoning an army. If you can take out final boss of the game at turn 2 then its something wrong with the game.
Me_Has_Autism Apr 25 @ 6:29am 
lol tried playing gorbad and getting karak eight peaks round 2 and no matter what they always pull another army out of their ass as a summon. I understand balance isnt 100% of what the mod is trying to do. However it kinda just defeats the purpose of the game when im playing on legendary/very hard and going up against stats already stronger than my own, and then they summon another stack that doesn't even show up on the campaign map. Might just be an issue with that particular scenario, but it definitely makes it feel underwhelming when the odds are so stacked against you on purpose. I like to make use of mechanics in game to give me a stronger start and it feels you are punished to heavily for trying to do that. its definitely not the start laid out for you, but it should still feel more possible to do it. even if ridiculously hard, but it goes from hard to impossible when they can summon a whole extra army turn 2.
Ryuu Shuo Apr 25 @ 4:16am 
okay, okay, i finally got SFO to work again,..., it took 4 days of crashes but it now working again
Venris  [author] Apr 25 @ 3:28am 
@Ryuu Shuo: Verify game files and redownload the mod. SFO is working, I think more people would have a problem from 250k subs we have :).
Ryuu Shuo Apr 25 @ 2:34am 
@relgonn it not a bloody bait, it a actual problem i experiencing rn. im still in the mist of seeing if i can find other way to weed out the problem in some other way
relgonn Apr 25 @ 2:22am 
@Ryuu Shuo thats a cheap bait man. It wont work here.
Ryuu Shuo Apr 25 @ 1:36am 
@padrepinella,@freyland i used to be able to play SFO beyond turn 8, but then it keep crashing in transit to turn 8 (which is a weird bug to have) so yeah SFO is now broken. i dun think it has smt to do with battles since it only affect the over world. all my other mods are working perfectly fine so my criticism is not without reason. i have to spent 3 days trying to fine the problem mod. SFO was the last thing i suspect it fail but it turn out to be true. so yea dun use SFO as it broken
pepemattos17 Apr 23 @ 2:23pm 
It seems like the "eat the runts!" ability also isnt applying the healing effect on the giant
pepemattos17 Apr 23 @ 1:40pm 
I noticed a problem with Gorbad's taktics, the one that is supposed to remove the feral wyvern "feral rage" isnt doing so.
freyland Apr 23 @ 4:49am 
Works great. Dude is just trying to be harmful.
padrepinella Apr 23 @ 2:50am 
@Ryuu Shuo the hell are you talking about? every1 is playing with SFO without crashing
Ryuu Shuo Apr 23 @ 1:26am 
omg...it was SFO this whole entire time that making the game crash.....SFO mod and by extension all it sub mods are broken! unless they fix it, dun use it
Тиранозавр Кекс Apr 22 @ 10:38am 
Venris: Got it, thanks for the answer. But have you thought about scaling battles, even with separate mods? Or have such mods already existed?
Venris  [author] Apr 22 @ 9:11am 
@Violen: SFO does not edit AI behaviour, google doc is not updated for months.

@Тиранозавр Кекс: Its not possible to make IN GAME settings to do such things. That requires external mods and submods.
Venris:
Increase the number? There were even mods somewhere that simply multiplied the number of units in the SFO, though now they are not working and crashed. SEBMode did it
Violen Apr 22 @ 8:46am 
I noticed you said this does not change the AI. The google doc for this lists alot of changes for the Ai. One of these things must not be true. Maybe you are shewing the truth? in that this does change the AI but it is only operating via vanilla code? Your seemingly strict statement has me very confused.
Violen Apr 22 @ 6:53am 
Noticed a issue that comes up seemingly more often in this mod. Units refusing to leave combat and retreat when commanded to do so. Cav especially. I know its just Wh3's crappy design not having a force move option, But my gush is it infuriating when units keep ignoring orders an dieing because of it. On the 'slow battle' setting, kinda makes it even more noticeable/is maybe exacerbating the issue.
Venris  [author] Apr 22 @ 12:02am 
Mod does not edit AI behaviour. All you see is vanilla behaviour.
TanzKommandant Apr 21 @ 9:18pm 
The other factions seem to just exist. After 30 turns numerous factions with one or two settlements making no attempt to expand even when ruined settlements are right next to them or far weaker factions are there for the taking. If you attack a faction, they make very little attempt to stand up for themselves.
JesusHv Apr 21 @ 6:58pm 
@Venris
You say that it only does not modify the AI, but you did not integrate the "Hecleas AI Overhaul" mod, which does. I have this doubt.
Venris  [author] Apr 21 @ 2:15pm 
@Тиранозавр Кекс: Such things are not possible via modding in-game. No sliders etc.

@Venris: Kills replay value.
Mali Apr 21 @ 2:00pm 
@Venris: Why not? What is the rationale for disabling a LL trait and talents? Many people love "catch them all" style. And when you confederate such lord, he is more useless then the generic lord.

It would be simple fix, for example for Kostaltyn to have his trait boost kossars as well. I have fixed it in your mod, but I think it game would be better if you do it by default.
Тиранозавр Кекс Apr 21 @ 10:51am 
Hi. I've written this before and I'll write it again - you have the best global mod on Faha without exaggeration. You literally make the game much better, more diverse, more lore-based and interesting. There is just one significant drawback - very modest and small battles. Faha 3 engine is very well suited for large-scale and epic battles. I played battles x3/x4 from vanilla unit count without any problems on my laptop with 3050. You have half as many units as in vanilla. Have you considered adding a slider or sub-mod to scale the battle? Let's say at least x3? You buff single units' HP and splash, mages - spells with buffs and debuffs also increase x3 (that's cool, actually). The battle itself becomes slower and more interesting, you can follow the army and how everyone fights, make many more maneuvers, etc. This significantly improves the game. Such a rebalance has already been done in SEBM (you can see what epic battles are happening on YouTube and how much this improves the game).
Venris  [author] Apr 21 @ 10:26am 
@matlinczyk: Cant do such things without modding.
Ghilgamesch Apr 21 @ 9:48am 
Any1 out there feel fairly confident in their multi campaigns wanna join for an FFA or 2v2? We use rules, AI mods and joijts custom multiplayer balance mod to make kicking over the AI less of a breeze along with rules to avoid any weirdly scummy play. Can change or remove rules until everyone is happy though, just a good base to start with. Feel free to add me if you're interested.

Our playtime is generally from 5:00am-10:00am pt, 15eest-20eest.

Just me and joijt bashing each others brains in these days and miss larger games.
BIDENATOR Apr 21 @ 9:11am 
SFO – Slow, Foolish, and Obnoxious
matlinczyk Apr 21 @ 9:06am 
@Venris Siema, wiesz jak zmienić ten bazowy żółty kolor własnej frakcji ? Na jakikolwiek inny.. ten zolty mnie przeraza [bump]
Venris  [author] Apr 21 @ 6:49am 
@Mali: Sorry but we will never do that.

@TheBBCKing: SFO does not edit AI in any way.
Mali Apr 21 @ 4:11am 
@Venris Please make the LL unique units, like Yepiskop Battalion recruitable from a special landmark that the faction controls or make them available for everyone just with higher costs or something. Think about Sisters of Avalorn. All faction can have them, but only Alariel have them on T3, the rest get them on T4.

Currently, if you confederate LL that boost such units, like Kostantyn, his trait is and some of his talents are wasted. I can't recruit those units as Kataryn or Boris.

This is huge oversight. Please fix it. Or change the bonus of such LL to include ALSO units that could be regularly recruited by other factions.
TheBBCKing Apr 20 @ 10:57pm 
Seems like AI chaos dwarf factions aren't picking seats in the tower of Zharr again.
freyland Apr 20 @ 7:45am 
@HONK
In battle, there should be a little arrow or symbol located on the spell wheel that let's you change schools on the fly.
HONK Apr 19 @ 5:53pm 
I'd like to add as well there's no option on the pre-battle menu (where i think it's supposed to be) so instead of having access to 2 lores of magic like i think you're supposed to you only get one (and the game chooses which one you start with and i'd MUCH rather have healing over high magic on fey enchantress)
HONK Apr 19 @ 5:48pm 
how do you switch schools of magic on a lord? There doesn't seem to be an option anywhere? For instance The Fey Enchantress has high and healing magics on seperate trees but there's no option to switch it. It just defaults to high magic
matlinczyk Apr 19 @ 3:20pm 
siema, wiesz jak zmienić ten bazowy żółty kolor własnej frakcji ? Na jakikolwiek inny.. ten zolty mnie przeraza
yiboguo63 Apr 19 @ 8:49am 
Great work but above all, you're the only one who makes those mods and bother to make the back stories and named the new units that makes it just so much better. I just have to say it.
Lynostriin Apr 18 @ 5:26pm 
Hi Venris!
You might have been told thousands of times and read it similarly often, but i just want to thank you for your awesome work.
SFO is simply awesome - i'm using it since years.

Thank you very much!
요술 쓰레기통 Apr 18 @ 7:39am 
I think the Skaven slinger units need a nerf
pepemattos17 Apr 18 @ 7:28am 
Small request, would it be possible to exclude the Boneluker tribe savage orks from the "Big 'un bullies" discourage effect? since it removes their disrrupted effect it is more of a nerf, even if I dont get the recruit rank as a result its more advantageous to keep their original effect
pepemattos17 Apr 18 @ 7:21am 
@Hadestheroth there is a submod for Mixu's LL specificaly for SFO, before asking you should probably check for submods specialy for mods that add new units, lords and heroes
󠀡󠀡MɨxɇđǤȺmɨnǥ Apr 17 @ 9:32am 
@Hadestheroth instead of asking here why don't you just load the mod up with all you want and test it, you will soon find out when it CTD lol. but yes it do work together.
Hadestheroth Apr 17 @ 9:29am 
Hi Venris! Does sfo work with Mixu's legendary lords?
camel Apr 17 @ 4:06am 
Thanks!!!mod is so awesome! After fixing Boris's fast construction bug, I'm about to start a new campaign and crush Chaos... LOL:steamhappy::steamhappy:
Jubalaus Apr 17 @ 3:53am 
I am actually stupid. Did not read the whole thing. It's only the Lord that gets the XP. And it works :)
Venris  [author] Apr 17 @ 2:23am 
@Jubalaus: Mod does not edit that script so has to work or its broken in vanilla.

@camel: Will check it out.

@Nightman20: You are welcome.

@oleary7792: I will look on way to improve the UI.