Total War: WARHAMMER III

Total War: WARHAMMER III

Lost & Found Dwarfs: Complete Collection
883 Comments
ReCoil Nov 18 @ 2:20am 
Hey maybe for suggestion could you make some kinda brewmaster hero or brewcart unit which gives small passive healing aura or same kinda thing that kislev patriach have? I think it would be good addition, but of course since its healing it needs to be very little like 0,05% if its passive aura.
greenphoenix23  [author] Nov 8 @ 7:01am 
Still not sure what camp you mean, but you do not need both laf_dwarfs and laf_diggy_hole as laf_dwarfs contains all the content from laf_diggy_hole.

But it sounds like an incompatibility somewhere.
Hoken Nov 8 @ 6:34am 
JR new DWF

laf_dwarfs

laf_diggy_hole

united krak_drak
Ak_kraka

Exp_roster_dwarfs

sonsofgrimnir_wh2

phy_runic_units

phy_dwarf_lords_of_legend

I'm also using a 2x units mod, I don't know if it causes a conflict
greenphoenix23  [author] Nov 8 @ 5:20am 
Which unit mods and camp are you talking about?
Hoken Nov 7 @ 11:12pm 
I'm trying to run this mod along with the other unit mods, and this is the only one that breaks when I try to start a camp.

Could you check for an update? Thank you for your work.
greenphoenix23  [author] Oct 22 @ 8:25am 
Definitely let me know!
Probably just an outdated version you still have. I wish Steam was better at pushing updates sometimes.

And if that doesn't work, what does the crash look like?
Loading into the campaign? And what percent does the loading bar get to? Or is it on the map?
ZeroAlfa Oct 22 @ 4:25am 
Thanks for the reply. I tried only with the mod and it still crashed. Whenever I try mods, I always start a new campaign to avoid problems. I'll try unsubscribing and resubscribing in case it was a download issue.
greenphoenix23  [author] Oct 21 @ 6:46pm 
It should be compatible with 6.3 so that shouldn't be the problem.
Are you trying to start a new campaign with all of them? Or adding this on later?

Also, have you tried with just this and each one of those separately to determine which one is having an issue? I haven't heard of any incompatibilities with those, but it is certainly possible!
ZeroAlfa Oct 21 @ 12:28pm 
Hi, I've been trying out several mods that expand the dwarven roster and I'm currently having crashes with this one. I'm using version 6.3 and I wanted to know if that's the reason the game crashes or if it's known which mods it's usually not compatible with? So far I've tried

GHS:毒风与硫磺(万世天朝出品): https://steamcommunity.com/sharedfiles/filedetails/?id=2886780217&searchtext=ghs

and Runic Units: https://steamcommunity.com/sharedfiles/filedetails/?id=3311408575&searchtext=runic+units

and they work correctly entering the campaign but as soon as I activate Lost and Found when trying to enter the campaign the game crashes. Sorry for making it so long and thanks for the hard work you do on this mod.
Tag_Ur_It--> Oct 20 @ 10:37pm 
Oooh okay, that makes sense. Good news is that the miner units and vanilla changes work just fine. Only problem would be the prospector and the regiments of renown not appearing. Everything else works flawlessly and I haven't had this much fun with dwarfs in a while.
greenphoenix23  [author] Oct 20 @ 6:13pm 
Ah, that makes sense. They currently only work for vanilla factions. I will have to look into making it either natively compatible or, if needed, make a compatibility submod.
Tag_Ur_It--> Oct 20 @ 3:12pm 
I do have it installed, I am currently playing a faction added for immortal empires extended so idk if that has anything to do with it. Also the added regiments of renown dissapeared. It says it's unlocked but then they don't show up to recruit.
greenphoenix23  [author] Oct 20 @ 3:06pm 
Do you have Mixu's Mixer installed?
They will not show up if you do not.
They are recruited the same as any other hero and get bonus capacity from the same buildings you recruit the mining units from.
Tag_Ur_It--> Oct 20 @ 2:33pm 
Like the hero Prospector I can't find it but a confederated dawi faction had one
Tag_Ur_It--> Oct 20 @ 2:29pm 
How do you unlock prospectors? i don't see them in any military building.
Tag_Ur_It--> Oct 15 @ 7:12am 
That would make sense because I was honeatly downright fliired at how much damage they dealt.
greenphoenix23  [author] Oct 14 @ 11:06pm 
That definitely will get fixed when I have the time. They shouldn't be performing that well!
The idea with them is to have them be a sort of offensive power boosting unit to help take down powerful armored units with their armor sundering rather than a super powerhouse on their own. They originally were much more expensive, so I probably goofed when transferring numbers over at some point.
Tag_Ur_It--> Oct 14 @ 11:00pm 
Oh I completely understand, I don't expect any changes due to these comments. It's just that the steam miners were literally better than every single infantry unit in the dwarf roster for just 950. If it was like 1,4000 or even 1,500 I would understand. And I think the biggest thing is their armor sundering ability which increased their damage even more. On average it did 5,000 more damage than doom seekers against saurus warriors and 7,000 more than hammerers.
greenphoenix23  [author] Oct 14 @ 10:39pm 
One of the main goals I want, especially for new units I add to this mod, is for every single unit to have at least somewhat unique of a role, even if it is fairly niche.

The constant struggle between adding more units and not completely bloating the roster lol
greenphoenix23  [author] Oct 14 @ 10:35pm 
I definitely can't promise to implement every suggestion, but hearing the feedback is valuable in and of itself!
Helps me catch silly oversights, misjudged balancing decisions, or just what people like and don't like about stuff!
Tag_Ur_It--> Oct 14 @ 10:27pm 
Really? I just don't want mod creators like yourself to think I know better than them cause it's all experience at the end of the day. But for example I test every single unit against that same races more expensive units and if they are way better I normally disable them or try to rebalance on my own. I made the steam drillers way weaker in armor piercing but made them still deal plenty of it and gave them a bit more of a charge bonus so they work more like a pseudo shock infantry. I did this because they were just 1 to 1 better that dwarf warriors with great weapons so it made them outright useless. So now they'll be more in line with a chaff melter instead of an everything melter lol. Also the Earth Borer Mining Drill deal alot less damage because they have perfect vigour so I put them more in line with the skull crusher from the chaos dwarfs since it has 10 more armor and more charge bonus it work extremely well even with that damage nerf.
greenphoenix23  [author] Oct 14 @ 10:02pm 
No worries! I appreciate the balance feedback!
I spend a lot more time making stuff than playing long campaigns, so it is super helpful!
Tag_Ur_It--> Oct 14 @ 9:59pm 
Never mind I edited their stats to reflect more of what I wanted
Tag_Ur_It--> Oct 14 @ 6:25pm 
Got it, still pretty cool. Although I wan gonna mention that I feel like steam drillers need to be more expensive cause honestly they are the strongest infantry unit in their roster. They deal more damage than hammerers at the moment.
greenphoenix23  [author] Oct 14 @ 1:48pm 
I removed that from this version. It is still present in the Miners (Steam Drills) standalone mod to keep it available for those that liked it.

Overall, the ability had too many bugs that weren't really fixable to keep in the big Collection. .
Tag_Ur_It--> Oct 13 @ 10:47pm 
Isn't the steam driller unit supposed to have an "Advance" ability? Or was it removed?
greenphoenix23  [author] Oct 1 @ 7:45pm 
Update is now live so shouldn't be any more goofy behavior. I don't think it will play nice with any bugged lords you might have already recruited, but I think it will be save game compatible, it just might refresh your dwarf lord list (and make you wait a few turns to get more). The joys of patching mods.
New campaigns will be all good though!

Let me know if you have any issues!
Malefic Oct 1 @ 5:29pm 
np, thank you for all your hard work on this. it all looks amazing.
greenphoenix23  [author] Oct 1 @ 4:13pm 
I'm guessing you are using the new SFO compatibility patch?
If so, the problem is I forgot to push the update for this to go along with it.
It will go live tonight.
The units not being available in skirmish is probably also from that, but I will dpuble check. It was working on my end with the updated version.

Sorry for the inconvenience!
Malefic Oct 1 @ 1:29pm 
all of my new lords are invisible, and none of the new units are available in skirmish? Ive tried redownloading and what not but nada, has anyone else run into this?
TheLostOne Sep 23 @ 2:33pm 
awesome. thanks!
greenphoenix23  [author] Sep 22 @ 8:33pm 
Yes! With the update for that out, I should be able to get the submod out sometime this week / weekend.
TheLostOne Sep 22 @ 3:52pm 
still working on a sfo submod?
Versal Sep 16 @ 11:37pm 
@greenphoenix23 Thanks! I didn't even think about that.
greenphoenix23  [author] Sep 16 @ 9:21pm 
@Caleb Perdita
Good catch! That was actually unintended. I goofed when I was copying them over from the standalone pack (where I was doing all my testing) and missed their ammunition.
Just put out a quick hotfix for that!
Caleb Perdita Sep 16 @ 10:24am 
ok i like the new crank gunners, more effective than I remember, but for me they have too little ammo at 13, where taking out one unshielded Black Orc unit took half their ammo.
greenphoenix23  [author] Sep 15 @ 9:23pm 
@Cyno
Glad to hear!

@Versal
That is intended. The riders use secondary ammo which does not show in the tooltip, but do actually have ammo to throw their bombs.
Versal Sep 15 @ 1:48pm 
Earth Borer Mining Drill has no ammo (zero).
Cyno Sep 15 @ 11:12am 
I managed to fix my crash by unsubscribing and re-subscribing to the mod.
Everything’s working now.
greenphoenix23  [author] Sep 15 @ 5:19am 
Have you tried running just my mod by itself? Crashes during loading sound most likely like a database conflict between two mods.

Please let me know!
Cyno Sep 14 @ 11:54pm 
Hyello

Just wanted to let you know I’m running into a crash on the loading screen into campaign when this mod is enabled.

I’m not sure if it’s another mod clashing with Lost & Found Dwarfs: Complete Collection, but disabling this mod lets me start and play campaigns without any issues. With it enabled, the game always crashes at the campaign loading screen.

I’ll be testing more mod combos later today to see if I can narrow down if there’s a specific conflict or submod causing the problem.
greenphoenix23  [author] Sep 14 @ 3:09pm 
Small Update!
Tweaked Crank Gunners performance and cost. They should now hopefully be more worth their actual cost! Increased number of shots per volley, reduced reload time, and increased projectile penetration to make them significantly better against infantry units. Feedback appreciated!

Also cleaned up some back end stuff involving Belegar's Oath Stone skill
greenphoenix23  [author] Sep 14 @ 3:06pm 
@lutherdamian63
laf_dwf_inf_crank_gunners

@Caleb Perdita
Sadly yes, though it is just a UI issue. The units are not actually recruitable. I am currently trying to find if there is a way to fix that.
Tal'Raziid Sep 14 @ 2:43pm 
What was the update?
Caleb Perdita Sep 11 @ 4:58pm 
I remember when I last played this mod, the MCM to disable units didnt work properly and the disabled units still showed up in campaign in their recruitment buildings. Is that still the case atm?
lutherdamian63 Sep 10 @ 3:56am 
could i get the crank gunners unit key?
greenphoenix23  [author] Sep 6 @ 8:51pm 
Is this a new campaign? Or a previous save? It won't show up properly if you add it mid save.

If it is a new campaign, I would try unsubscribing from both this and Mixu's Unlocker, opening the game, closing the game, then resubscribing.
Sometimes steam acts up with updating mods.

Let me know if that fixes it!
PhillipMcCrak Sep 6 @ 10:52am 
Can someone help me figure out where I've gone wrong please? I have both Mixu's Unlocker and Audio Mixer, but I don't seem to have access to the prospector hero even though the panel is unlocked on the hero recruitment screen.
greenphoenix23  [author] Sep 4 @ 6:34pm 
I have no plans to make a Radious submod. If someone else wants to, I would be happy to link it though!
Waaaaaaagh Sep 4 @ 6:27am 
could you make a Radious submod? :dogmeng: