Total War: WARHAMMER III

Total War: WARHAMMER III

IE Thematic Starting Units
31 Comments
ShadDoUrden Jun 6, 2024 @ 1:50pm 
Hello, I would really like to integrate your mod into my Choice Have Consequence Overhaul, will you allow me to do so?
RobbySin Dec 8, 2023 @ 11:21pm 
Hey zero can we get an update on this please?
SamHobbs494 Sep 26, 2023 @ 12:13pm 
This mod broken. did work with Mixu's for a bit but new patch has scuffed it. Took me hours to figure out which mod it was that was crashing the game.
Corpse ♥♥♥♥♥♥ Sep 23, 2023 @ 6:25pm 
This mod crash game on start up can u plz fix thank you
darkheartz "Dark" Dota 2 Sep 20, 2023 @ 2:42am 
oh man i need mixu for the landmarks. is there anyway to fix ir?
Zero  [author] Apr 20, 2023 @ 6:17pm 
Not sure but probably Mixu's modify startpos too (you can't have two mods that change the startpos tables together)
Hex: Inferno Apr 19, 2023 @ 11:28am 
Hi, is there any particular reason and fix why this mod doesn't work with mixu's unlocker?

it works when launched before the unlocker but the unlocker doesn't work but if launched after the unlocker it works but this mod doesn't.
the chinese penis experiment Apr 17, 2023 @ 10:25am 
Great mod, makes starting with certain lords far more enjoyable and makes for a much more immersive campaign. Thank you for making this!
Satou the Deus Musco Apr 17, 2023 @ 2:40am 
Hi there.

Could you give me some advice on how I could possilby mod something like this myself?

I'd love to make my own version of this and have even tried it before in Warhammer II, but I couldn't figure it out.
Zero  [author] Apr 14, 2023 @ 12:30am 
Just updated, now should work correctly with Chaos Dwarfs too
Nashoba Apr 13, 2023 @ 11:34pm 
Can't choose chaos dwarf on race slection upon launching IE campaign
mordecai Feb 25, 2023 @ 7:22am 
i move the mod to the top on the mod list, then he works. But then the building slot mod, i have, don´t work anymore. Sad but the building slot are for me more importent. But nice work! thx
Malloxfire Feb 17, 2023 @ 3:48pm 
@snykyninja Are you using any other mods that might make starting army changes because it has been working for me.
snykyninja Feb 2, 2023 @ 6:30am 
This seems like a really good mod that I would love to use, but it currently doesn't seem to work for me. I've tried multiple lords from multiple factions, but they all have their normal starting units.
Prospero Jan 30, 2023 @ 7:33am 
This does not seem to work for me, I've tried several of the different lords that are supposed to get different starting units. Is there a chance this needs an update?
On a different note, I'm not using other mods, but is this compatible with other mods as well?
JohnnyM&M Jan 18, 2023 @ 12:58pm 
Great Mod
BertjeDP Jan 15, 2023 @ 12:11pm 
Awesome! Did you use DAVE? When I try to adjust the start_pos_general_additional_starting_units (or something), nothing comes up? :(
Sir Mike Jan 10, 2023 @ 7:54pm 
Khatep should start with 4 ushtabi not horsemen that would fit his theme more
Travis Wakefield Dec 22, 2022 @ 8:05am 
the grimgor one doesnt work
OopsiTrash Dec 14, 2022 @ 4:48pm 
Everything in this mod is great, I just wish Sylvania was more thematic like @Count Spookula said, remove 3 of the black coaches in exchange for grave guard, and add a Varghulf and it would be an instant-upvote
siddgeir Dec 10, 2022 @ 1:15pm 
Hello! I really like your mod concept, but is there are a way to edit Volkmar's starting army? He seems to boost emp knights (making them useful lol) and blazing sun's are insanely expensive on turns 1-15. I tried to figure it out on my own but have never touched PFM or any of these programs so got confused... I know it's a nerf, but could you edit the cav to be 2 empire knights (knights of the everlasting light instead of basics would be epic). Thanks!
Malloxfire Dec 8, 2022 @ 6:46pm 
Can you please give ungrim 2 trollhammer trorpedoes instead of the flame cannons. Anti large guns suits his playstyle better than cannons.
Malloxfire Dec 8, 2022 @ 6:05pm 
Thorgrim needs his gyrobomber back. His speech for his first quest battle refers to this unit. Just switch out one of the grudge throwers.
SquidwardTentacles Dec 8, 2022 @ 11:23am 
Black Coaches are meant to transport Vampires during the day time, protecting them from the sun, as well as providing them a safe exit from encounters. Using four of them as a frontline is cartoonish and unthematic. I don't know why we have a policy against the first von carstein and current Vampire Count of Sylvania not being allowed to start with frontline infantry, but it doesn't really work in practice very well no matter what and it'll never be very thematic. We're talking about Vlad.

"When a Vampire marches forth, his Grave Guard advance at the head of the Undead host. They form a formidable corps of warriors, using the skills and tools of their former life to their own advantage."
Zero  [author] Dec 7, 2022 @ 5:37pm 
I've release an update with changes to the Vampire Counts:

I wanted to keep the "no skelly/zombies starting army" theme for Vlad and Isabella, so rather than add Black Guards they now start with 4 (!) Black Coach and 2 Blood Knights plus bats. As you can raise infantry right away that should be plenty to deal with the initial forces.

Mannfred also now lost the Vargheists and tuned down the initial Grave Guards to 4, but got a Terrorgheist.

Let me know what you think and any suggestion appreciated!
SquidwardTentacles Dec 7, 2022 @ 7:25am 
@Zero It would be more fair if Vlad/Izzy had, for example:
-4 Grave Guards
-2 Blood Knights
-1 Black Coach
-1 Varghulf
-2 Fell Bats

Vlad's primary uniqueness in game was starting with a Black Coach and Blood Knights (especially the Blood Knights), while Izzy was the only VC to start with a Varghulf. It would be most thematic if the Count of Sylvania had a true undead army, and his personal black coach. He's the greatest of the von Carstein's and the current ruling count over Sylvania, to only have animals at his disposal isn't very loreful or balanced.

But that's just my take.
youngmastermatt Dec 7, 2022 @ 3:00am 
Great changes but I have to second the objection to Vlad being nerfed so much. At the very least bring back his unit of Blood Knights.
Carlo Mierendorff Dec 7, 2022 @ 12:40am 
If we're speaking of nerfs, getting rid of the Daemon Prince's Rotflies is a huge nerf as they carry the first battle as they easily knock the nurgle infantry off of the walls killing them.
Malice Dec 6, 2022 @ 11:28pm 
I Really like all these high tier units at the start, it allows the player to Be aggressive and jump into fights right away. my only complaint is Vlad only having bats & wolves seems really underwhelming and weak compared to manfred with his 6 grave guard, or noctilus who gets 2 necrofex colossus units. everyone else looks Great, good job
Zero  [author] Dec 6, 2022 @ 10:50pm 
@Count Spookula I didn't want to give them skeleton, zombies etc as you can recruit it right away. The bats / wolves / black coach is very thematic but I agree is underwhelming (more as when Kroq-Gar have a damn Dread Saurian :steammocking:...)

I could make it full meme and give them 12 Fell Bats to compensate...
SquidwardTentacles Dec 6, 2022 @ 9:53pm 
yikes, that's a drastic nerf for Vlad/Isabella... everything else looks cool though, I just can't see myself using it with the changes to Vlad/Isabella