Total War: WARHAMMER III

Total War: WARHAMMER III

Total War: ROMEHAMMER
516 Comments
ondrej.stonis 5 hours ago 
you could always ask for help from otherř modders like OVN
The 1st Rock  [author] 5 hours ago 
@ondrej.stonis, sorry but no dude way out of my skill capabilities unfortunately
ondrej.stonis 5 hours ago 
i just started playing the mod and i woul like to know do you plan giving the LL unique skills and tech tree
The 1st Rock  [author] 7 hours ago 
@captoto, funnily enough this is already the nerfed version lol, everything used to be waaaay more powerful and a lot of people wanted it to stay that way but i though it needed a big nurf, so i did a huge nurf, granted the units can be powerful at times but if you smash the difficulty up and put the enemy percentage slider all the way to there side it defiantly gets difficult. I will think about it though if i get time.
captoto 7 hours ago 
Honestly, a small nerf wouldn’t hurt. Right now, these units are clearly overpowered — they deal massive damage at range and are still deadly in melee, even when surrounded and at a clear disadvantage. When they’re on the enemy side, it’s just unmanageable.
A submod to nerf them? I definitely wouldn’t say no.
Chase Mate Jun 19 @ 5:49am 
Okay cheers!
The 1st Rock  [author] Jun 19 @ 5:09am 
@Chase Mate, both of you make sure your mods are up to date, one of you will of updated to the most recent version and the other probably hasn't. Happened to me a few times. If it dosnt update on its own then both unsubscribe and resubscribe.
Chase Mate Jun 19 @ 3:48am 
MP wont work anymore, says incompatible version rip
The 1st Rock  [author] Jun 18 @ 8:12am 
@벽에 꿍 했어요!, kor? I've no idea what that is sorry.
The 1st Rock  [author] Jun 18 @ 8:11am 
@Meraun, I used to have one but I got tired of trying to f8x it all the time with every CA update so I deleted it. If somebody else wants to make and maintain an SFO submod then feel free :steamsunny:
벽에 꿍 했어요! Jun 18 @ 8:08am 
kor?
Master Zwerg Jun 17 @ 12:56pm 
@the 1st rock
thanks for the reply, hopefully one day guys like the scythians or the germans would ariseat wh3
maybe the scythians at the north of kislev or the germans at the north of marienburg somewhere at the forests...
Meraun Jun 17 @ 12:43pm 
is there a SFO submod?
The 1st Rock  [author] Jun 17 @ 12:05pm 
@Master Zwerg, Hey i was thinking about it in the early days but i decided against it for now. Who knows though, maybe one day.
Master Zwerg Jun 17 @ 10:58am 
@the 1st rock
are u planning to add more factions from rome tw to warhammer 3? would be great if its possible
chubbyninja89 (TNB) Jun 17 @ 8:07am 
I'll take a look at it and let you know how it works and all.
The 1st Rock  [author] Jun 17 @ 7:51am 
chubbyninja89 (TNB), Hey i made a submod for the throwing pilum/ spear if you want to give it a try the link is below. there is no throwing animation tho and this is why i made it a submod and not added it to the main mod. please update the main mod aswell though.

SUBMOD FOR FRONTLINE THROWING WEAPONS
chubbyninja89 (TNB) Jun 16 @ 8:16am 
It's ok. I just wish that CA would add in those sorts of of animation sets and such.

It's the same with how they created the animation sets for switching different melee weapons in Troy and the Pharaoh games, but they never made one for switching between spear and shield and sword and shield. And they should make some animation sets for precursor weapons similar to those from back in Rome 2.
The 1st Rock  [author] Jun 16 @ 7:51am 
@chubbyninja89 (TNB), I have no idea, if there was another mod on the workshop that dose it i might of been able to have a look how they did it, like i did with the testudo formation. but from what i can see there are none on there.
chubbyninja89 (TNB) Jun 16 @ 4:24am 
But can't you combine parts of different animations?

Like mixing the javelin throwing from the Norscan javelin hunters and the Empire swordsmen or something.
The 1st Rock  [author] Jun 15 @ 11:22pm 
@chubbyninja89 (TNB), there is no animation for it so i unfortunately can't make it happen.
Lord Ahuitzol Jun 15 @ 9:46pm 
I downloaded the other mods but I had to arrange them first,
chubbyninja89 (TNB) Jun 15 @ 7:17am 
The Roman units don't have precursor javelins, which is a bit of a problem.
The 1st Rock  [author] Jun 13 @ 11:08pm 
@Lord Ahuitzol, what was the issue? How did you fix the problem?
Lord Ahuitzol Jun 13 @ 9:47pm 
I was able to solve it, it took me many attempts but I was finally able to do it.
Lord Ahuitzol Jun 13 @ 9:16pm 
I reinstalled the mod and I still can't see the rest of the mod units, only some appear but not all of them.
The 1st Rock  [author] Jun 12 @ 10:09pm 
@Lion El'Johnson, have fun dude and thanks :steamhappy:
Lion El'Johnson Jun 12 @ 8:46pm 
just found this mod you are amazing
The 1st Rock  [author] Jun 12 @ 8:22pm 
@SpartansFight, thanks dude :steamsunny: hope you enjoy.
The 1st Rock  [author] Jun 12 @ 8:21pm 
@Lord Ahuitzol, I'm not really sure what is happening then, only other thing I can suggest is to make sure you have the Romehammer mod above the mixu mod in the mod load order screen, try without the mod configuration tool that mixu mod recommends.
Maybe try reinstalling the mod, you could also try the Karl frans as Rome submod to see if the units appear for him.
Lord Ahuitzol Jun 12 @ 3:35pm 
I already disabled the other mods and only left the one for the Romans, but it doesn't appear to me to recruit, only in small settlements, I'm not sure how their recruitment form is but that's how they appear to me
SpartansFight Jun 12 @ 2:52pm 
Been looking for something like this good work am very new to Warhammer 3 and total war series
The 1st Rock  [author] Jun 12 @ 9:56am 
@Lord Ahuitzol, but the other mods add the units to the existing troop tree, Romhammer has separate troop trees from the main game. try without any other mods. what faction are you trying to play as?
Lord Ahuitzol Jun 12 @ 9:08am 
Yes, I can see all the units of the mod in the custom battles. The interesting thing is that the AI ​​can recruit the units but it doesn't allow me to. I only have two other mods that add units but don't change them. I know this because I played with other mods and they don't "block" the units of other mods from the vanilla game, such as TW Millennium Morden Warfare.
The 1st Rock  [author] Jun 12 @ 3:37am 
@Lord Ahuitzol, can you see the units on custom battle? Can you see either of the Romehammer faction on the race select screen under empire? Are you playing immortal empires? Have you got any other mods running that can change the units for southern realms?
Lord Ahuitzol Jun 11 @ 11:43pm 
Hey bro, how can I recruit them? They don't appear. All the units from the vanilla game appear except those from the mod. I have the Mixus mod in case you ask.
The 1st Rock  [author] May 28 @ 11:12am 
@Scorch620740, Just done an update to the low polly submod, added some better colouring but obviously its never going to match that great as its very low polly. be sure to update the main romehammer mod and the low polly submod to see the change.
Scorch620740 May 26 @ 12:02am 
Something weird happened in a couple of the fights. This was with the hastati, and Legionaries. it would sometimes reduce to only 8 or 9 FPS until I zoomed back out and came back in. It wasn't consistent and only seemed to happen with some of the units. No idea why.

Overall, this isn't really an issue though I am curious as to why the mods units are more resource intensive. Good luck and thanks for this awesome mod.
Scorch620740 May 26 @ 12:02am 
In all fights my army was lead by Karl Franz to keep things consistent.

I did a benchmark with all greatswords. FPS around 75.

I did all praetorian guard, praetorians, Rorarii, hastati, and Legionaries. FPS mostly stayed between 50 and 60 with the lowest being in the mid to high 40s which is fine. Would be lower with the 2x mod but still only when zoomed in so shouldn't effect control of the units now you've made the low poly submod.

The capes didn't seem to be an issue and the FPS may have even been slightly better with the praetorian fights. Maybe due to the lower number of models in the units.
Scorch620740 May 26 @ 12:02am 
I just ran a few tests and here are the results.

All battles where against Alastar the white lion with 19 units of swordmasters of hoeth.
Each battle I just moved my entire army into a blob and attacked the centre of their line where they then surrounded me. I then zoomed the camera all the way in and recorded the average fps.
I was on all max settings.

The only mods used where Romehammer and the low poly sub mod.
flecha May 25 @ 10:18pm 
Settlements don't have any garrison army??
The 1st Rock  [author] May 25 @ 11:22am 
@Scorch620740,

Yeah any unit with a cape will take more fps as the cape polygons get really bad after a slight reduction so I didn't reduce them much when zooming out, this is probably the problem, try it without a caped unit I'm sure it will be better
Scorch620740 May 25 @ 11:08am 
It works!
I've only done a little bit of testing but the fps is noticeably higher. Now I am am getting 80 to 90 while fighting zoomed out. If I zoom all the way in on a large cluster of units it's drops to just below 50fps, but that's fine and so long as I stay zoomed out I am able to control the army without issues. That's with the 2x mod enabled.
I do think that the mod's units are more demanding to render than the base game's. I did a test where I zoomed in on a full stack of greatswords fighting and then a full stack of praetorians under the exact same conditions. The greatswords stayed at around 70 fps while the praetorians were at 45 to 50. Maybe the mods models are more complex, or there's some trick to how they render the base games units. I'm not sure as I don't have much experience with modding. The unit sizes were the same as I am using a double unit size for base game units as well so that wasn't the issue.
Again, thank you:)
The 1st Rock  [author] May 25 @ 7:27am 
@Scorch620740,

Right i have just thrown together a quick submod for you for now until i get more time to add better low polly models. please use link bellow.

https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3487529222
Scorch620740 May 25 @ 6:40am 
It's weird that it doesn't change for you as when I did it, it was very obvious. I used the wh2_dlc13_emp_swordsmen_ror for all of the Roman infantry and you could easily tell that it was working because depending on the unit, the models either turned blue or broke when the camera was far away. It fixed the lag but obviously doesn't look right. I'd send a screenshot but I'm not sure how to.

It's worth noting that I only replaced the low poly column and not the super low poly one.

Have you done anything to change the render distance of low poly models? If not then I don't know why it isn't working.

If you can't fix it then I will just live with it. Still, thanks for trying:)
Scorch620740 May 25 @ 6:40am 
I couldn't access the link. When I tried all I got was:

"Sorry!
An error was encountered while processing your request:
There was a problem accessing the item. Please try again."

I'm on a 4090 as well with similar ram and cpu. I am running the game on all max settings and am using your 2x unit size sub mod. That's why the lag is so bad for me.

However even with the 2x turned off and no other mods, I still drop from about 160fps to 90 when looking at the units. This is before the fighting starts where I then drop to below 60fps.
The 1st Rock  [author] May 25 @ 5:02am 
@Scorch620740,

No i dont experience any lag at all but I'm on a 4090 GPU with 24 core i9 processor and 32GB of RAM with m.2 SSD's
It depends what rig you have set up
The 1st Rock  [author] May 25 @ 4:44am 
@Scorch620740,

See link bellow for my test branch and you can test it yourself, like you said i added current models from main game to the low polly in variants tab,but for me when i zoom all the way out and move camera away the units never change to low polly. please make sure you untick the main ROMEHAMMER mod from you mod list when testing this branch.

ROMEHAMMER TEST
Scorch620740 May 25 @ 4:17am 
That's strange. When I added some of the vanilla empire ones to the variants_tables it fixed the issue. That was the only thing I changed. Thanks for taking the time to look at it.

By the way, do you also experience the lag when you look at the units?
The 1st Rock  [author] May 25 @ 3:45am 
@Scorch620740, i just added low polly files to my test side and it didn't seem to actually do anything. I may look into it more later.