Total War: WARHAMMER III

Total War: WARHAMMER III

The Duke's Damned Nations
453 Comments
mavmissile Jun 17 @ 10:54pm 
Please update the mod after the annoying sega update. It makes this game what it should have been ! Thankyou for previous work !
tylerskald Jun 11 @ 10:32am 
Hello there! Thanks for the mod. I would like to clarify if you can create a separate mod (a lite version) that includes only changes to combat and unit parameters? Your overhaul is pretty awesome (my 100 hours for TDDN!) however there are plenty of wonderful campaign over vanilla mods out there and it will be stellar to play victory condition overhaul or alike with your tactical-wise and brutal battles.
FoughtMorfeo Jun 2 @ 3:56am 
Hi! I'm enjoying a lot your overhaul! I like the balancing and how battles are played, with a low pace but high strategic choice! Just one question to anyone who might answer me: may I use the True Unit Size Mod with this? Does it break something or not? I'm asking because that mod usually works by doubling (or generally increasing) all unit sizes and their health pool. So, I would just to understand if using this mod keeps the game balanced as done with the overhaul! Thanks!
快乐树骑士团 May 18 @ 11:41am 
有人汉化它吗???????
sarumanthecursed May 18 @ 11:21am 
That’s the point you moron, for people who actually want the challenge, you just suck.

@MinusTaurus
MinusTaurus May 18 @ 10:12am 
this mod is garbage, my units take 17 turns to replenish after the first fight
Harbinger Apr 6 @ 1:48am 
@The Duke I just want to thank you for your work, Damned Nations is the best WH3 overhaul. I'm just having the most fun experience in this game so far, because of it. Keep going the hard work! :empirecross:
Zanza Apr 5 @ 3:48pm 
hi, has anyone else have the problem that you can't recruit wargor-heroes as Khazrak?
jlsolider Apr 4 @ 12:28pm 
Eltharion the grim has wasteland climate as unpleasant is this a bug or something
The Duke  [author] Apr 1 @ 7:48am 
Vampires are very much comfortably beatable by the empire, you just have to use reserves to make sure some of your troops don't get too tired.
Tydar Apr 1 @ 6:55am 
Great mod if you like playing OP vampires, not so great if you like Empire
sarumanthecursed Mar 31 @ 11:42am 
Updated faster than I expected honestly, thanks duke!
The Duke  [author] Mar 31 @ 10:50am 
It is now updated for the latest update
Tydar Mar 31 @ 7:34am 
Crashes right now due to the CA kislev updates. Hope a fix is in the works!
sarumanthecursed Mar 10 @ 7:24pm 
@Sworcus I kinda agree, battles are definetly waaay easier vs ai as the player can use ddn way better.
Sworcus Mar 2 @ 1:36pm 
This mod makes the game incredibly easy
Dreamwell Mar 1 @ 5:34pm 
High elf foot dragonknights hold their swords wrong, by the blade and not the handle.
foxconnor272 Feb 28 @ 12:14pm 
Legions of Nagash?
THE DEEP Feb 26 @ 2:09pm 
@Ty of Troy need a sub mod
LOn3 Feb 22 @ 6:39am 
The mod is nice but is there any chance it can be more compatible with other mods? feels like every time i want to play this mod i have to turn off almost all my other mods
Ty of Troy Feb 21 @ 12:52pm 
I really love what this mod does, but how does it work with units added from other mods or factions added by other mods?
The Duke  [author] Feb 13 @ 6:46am 
chaos spawn vary greatly depending which faction's spawn they are
THE DEEP Feb 13 @ 6:22am 
Did you reduce the mass of most monstrous Units ? in earlier version Chaos Spawn looking bigger and more mass, which kinda make sence ?
Bambi Feb 12 @ 9:09am 
If I can ask, is there any mods that are compatible?
alex Feb 9 @ 9:09am 
@Leroy overhaul mod + overhaul mod = not gonna work
Leroy Sinclair Feb 9 @ 5:30am 
work with radious ?
The Duke  [author] Feb 4 @ 9:49am 
Its not the first time someone new to the mod feels that way about arti, but over time there's a consistent move towards the view that artillery is actually very strong just not what people are used to from total war artillery, it's a consistent shift with experience in the mod that is present in most feedback
Bensepoo Feb 3 @ 2:14am 
Very good mod, except that artillery is unfortunately completely useless and its a waste of money to have in your army. The Cygor from Beastmen seems like the only artillery likish unit, as far as i testet, which makes a decent job (played as Southern Realms, Raikland, Bretonnia and Beastmen).
conninator2000 Jan 17 @ 12:43pm 
Hey it seems orcs (grimgor) campaign, their raidin' camp isn't buildable. In a tier 3 settlement it says to build the previous tier of the building first and has a tiny squished red arrow under its building icon, but there is no tier 2 building for it.
King Bradley Jan 9 @ 6:32pm 
Am I wrong or are chaos chariots basically useless in this? The larger unit count seems to just lead to them awkwardly not properly charging things half the time.
Jimmy Jan 7 @ 5:59am 
is it intended that vampire counts cant use ambush stance? I think that was a bug in 6.0 right? So somehow this mod kept that bug in after it got fixed by CA , or it's intended in this mod. I'd look in the changelog for the mod but you know.. it doesnt exist...

I just started using this mod and I like what ive seen so far a lot but no changelog makes it really tough. I read the google doc but even that barely mentions anything.
Darkwolf Dec 29, 2024 @ 10:40am 
Hey man; Just noticed that the Doomslayers start a battle with no special anti-anything, but half way through, they somehow gain the Anti-large trait. Is that by design or some sort of glitch?
Darkwolf Dec 27, 2024 @ 1:34pm 
Great mod, and intereststing take on balance.
The ONLY real issue i have with this mod, is that everyone and their mother is "Anti-large".
kurtzknight Dec 24, 2024 @ 8:37pm 
Can't build up Ogre camps after the update. Since base game now only uses meat to build camps there is no population growth for them so it is now impossible to gain surplus population points,
Raven Gaming Dec 22, 2024 @ 7:05pm 
ive noticed lords dont start at level twelve and the thrones of decay lords dont have new starting armies am i missing something cuz all other lords have updated starting armies
cmcm Dec 21, 2024 @ 12:34pm 
I am really enjoying your AI tweaks. It is more like I am playing against a person. Have not got that far in a campaign but I see the AI acting very differently. 10x harder.
Fruccus Dec 13, 2024 @ 8:53am 
It seems with the latest update that this mod has removed the stance button for armies on the campaign map. I've ran it with just DDN, Mod Config, and Mixu's Unlocker, so I'm quite sure it's this one.

On another note, I've been absolutely loving this mod!! It's like playing a whole different game, superb work!
alexasner Dec 9, 2024 @ 6:20am 
Hey Mate, Quite a few updates there buddy. Any chance you could drop a few lines on what they are. If I'm being dense I apologise but I don't see them listed. Anyway. good work.
Agraza Nov 23, 2024 @ 11:47pm 
the dwarf starter tech that gives dwarf relations now does nothing.

why are elf bow ranged still long range but dwarf now just a few guns are?

belegar didnt start at 12. he has no miners, a grudge thrower rather than a bolt thrower, and a very expensive custom RoR that isn't really worth that $$$.
Aldebaran Nov 22, 2024 @ 1:58am 
Greetings. Despite this latest update I still observe the same 2 "bugs" with Boris (Kislev)

No advanced technologies have bonuses indicated in their descriptions.

The penalties of the chaos climate are still present despite the province order which is supposed to cancel them (devotion is used but without the benefits).
KatHotel Nov 2, 2024 @ 5:51am 
yes found out if any mod that doubles or triples the units , causes them to not fly
Darkwolf Nov 1, 2024 @ 7:09pm 
Has anyone else been having issues with flying units..... not flying with this mod activated? Units like gyrocopters and fell bats?
NightGarv Oct 31, 2024 @ 10:23am 
I remember you saying something about updating the thrones of decay to have either conquest campaign or survival and what not yet its been awhile and these haven't been updated oh and the DLC units are missing the description stuff like attack being the best for of offence or defence etc
KatHotel Oct 22, 2024 @ 11:37am 
where do you find Runcher mod launcher
Darkwolf Oct 21, 2024 @ 9:06pm 
Also, Ungrim doesn't start at level 12 (like the mod documents stated LLs would)
Darkwolf Oct 21, 2024 @ 6:31pm 
Actually, it looks like none of the Slayer-type units do
Darkwolf Oct 21, 2024 @ 6:29pm 
Is it normal for Ungrimto be missing the "Unbreakable" trait in his unit card info? I was checking units in skirmish; and i noticed that, and the doomseekers are missing the traits that appear under unit names.
OHM Oct 21, 2024 @ 6:24pm 
Once I've finished my SFO campaign this OH is the next port of call.
Ayune / 亜優音 Oct 19, 2024 @ 10:24am 
I don´t remember if i asked that before, but is it possible to only have the Skeggi fraction playable from this mod? Because i have way too many mods which do not work with DDN.
Lucerne Oct 15, 2024 @ 2:20pm 
Overall this is without a doubt the best mod on the workshop, i can't stand playing the game without it anymore