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Might need to start picking fights with Skarbrand early game now to keep me entertained. 🤣
When trying to play with a buddy who wanted to try Army of the Golden Scarab, playing as any of the other factions that were given a choice to move spawn location would result in one of two things happening, either my buddy would chose to move to his actual spawn next to Skarbrand which would result in my choice being picked and his not happening, or if I picked first he was unable to click his one option and would effectively soft lock the campaign immediately.
I really hope this is unintended and just a weird quirk of some background code that can be ironed out, if not then it's alright but it's odd that it even happens.
I'm looking forwards to the update, though to be honest, both the Tomb Kings and Lizardmen update seem like pale imitations of mods made by the community. From the screenshots on the Blog, I am the only one who thinks 250 canopic jars to start a dynastic research is punishingly absurd? Idk how they balanced the Jars rewards from battles, but that means for a few turns you cannot research anything at all and then it will take 10 turns to get the 1st research completed. Its shit. Army research rate drops as usual, you think that you can use the jars to get bonus research rate, but the cost for many techs is 250-500 jars so idk how that will work out.
So I'm more interested your mods new iteration in the new patch. Hope there is a SFO sub-mod for your updated mod.
TBH, I'm unimpressed with many of CA's changes - but we are where we are. I'd suggest enjoying 6.2 while you can, it's possibly peak WH3 Tomb King-ing, with 6.3 onwards just a real mess.
Good high quality feedback is always appreciated- but there are ways and means to be clear and be heard without crowding out others.
also see that each faction can have specific units unlocked based on tech,
thank you to all the modders that made this one possible, big props <3
for example normal heirotitans, not the colossal bow variant, and the ancient tomb mummies.
if anyone could point the way id be grateful
FAQ 1.1.A.i
A mod's .pack file is in its Workshop folder. Navigate to the game's folder (1142710 for TW:WH 3) then the mod's, the mod's folder is the ID in its Workshop URL.
could anyone tell me please how to find the data.pack that contain db in RPFM for WH3 ?
i was able to find for WH1 and WH2 !
Yes, im aware of QUeen Hashuts line for Basteti, but its a long road to actually get to them, lvl 14 is a good ways away especially if you awaken her 3rd or 4th and the easy fights are gone. To the rest of hte lords though, they are wasted design space because they already have specializations that lean towards previously existing units.
So what i did was add thier ID to anything in the red line that increased carrion and tomb swarms since to me, they are all part of the taxidermy line and it allows you to use sun scorched bones early on.
I also went rhrough and added Fire While Moving to several units that should have it on recruit; Skeletal Elephant, Khemrian Warsphinx and Tomb Barque and all special versions to bring mechanics in line.
Oh well, that interesting investigation can wait two weeks till I return from a beach 🏖️ in 🇹🇭 Thailand anyway. 🤣
Read the FAQ but short answer is no.
WARHAMMER III - Rise of the Tomb Kings
Total War: WARHAMMER III - Curse of the Vampire Coast
Total War: WARHAMMER III - Bone Giant
Total War: WARHAMMER III - The Grim and the Grave
Total War: WARHAMMER III - 30th Anniversary Regiments
I believe that Bone Giant and 30th anniversary regiments are only available on the CA homepage.
I'll test later without localization
I suggest you test with just TK:E, Mixer and MCT as the only mods you are running before posting bug reports in future to save wasting any time.
Most likely you have a mod conflict with something else you are running.