Total War: WARHAMMER III

Total War: WARHAMMER III

Total War: ROMEHAMMER
582 Comments
Pandemonium Sep 10 @ 8:21am 
Alright, Its perfectly fine since they do still have their own unique factions, just wanted to make sure it wasn't some issue on my end.
The 1st Rock  [author] Sep 10 @ 1:41am 
@Pandemonium, there are no faction buffs, i tried to add some in the early days but couldn't figure it out. They really don't need them tho.
Pandemonium Sep 9 @ 10:14pm 
When I'm in the faction select screen it shows these factions as "minor" and they don't show any faction or leader effects. Loading in the faction leaders only have the "merciful master" trait and still no faction effect. Their skill trees are also generic.

Is this a bug or intended?
z.skau Sep 5 @ 2:47pm 
So now when I load into a battle, it crashes. I figured out why, and its because of the empire units for rome mod. Any idea why that would cause an issue?
The 1st Rock  [author] Aug 31 @ 10:13pm 
@z.skau, you need the mixu unlocker, but remove the mod configuration tool that mixu recommends when subscribing to mixu unlocker, and make sure Romehammer is above mixu unlocker in the mod load order
z.skau Aug 31 @ 2:57pm 
I am trying to play this mod, but when I go to select them, all it shows is empire heroes and their starting locations. I also removed the mixu unlocker and it still doesnt work.
The 1st Rock  [author] Aug 29 @ 10:54am 
@everyone,

-Fixed the low health garrison units at start of multiplayer games, they should all now be full health.

-Changed all starting units from all 3 factions to be only there own faction units. and help there faction survive when AI is playing them.
Lord Oblivion Aug 25 @ 12:36pm 
yes, i removed the mod tool and it worked, thank you. great mod so far!
The 1st Rock  [author] Aug 24 @ 10:23pm 
@ONI Watchman, there are no faction buffs, i tried to add some in the early days but couldn't figure it out. They really don't need them tho.

@Lord Oblivio, have you got the mixu unlocker mod and is Romehammer above it in the load order?
Lord Oblivion Aug 24 @ 6:30pm 
when i try to start new campaign it says empire rome sparta athens but when i go into it they arent there
ONI Watchman Aug 22 @ 5:22pm 
Sorry to comment but im having an issue (Or maybe not) the lord and faction have no buffs and like how Mr Franz has reduced Elector count upkeept? the Romehammer factions have... nothing?
도난 Aug 20 @ 11:11am 
i found that! the problem was the frontline throwing weapon submod
The 1st Rock  [author] Aug 19 @ 10:33pm 
@도난, I just tested a battle with every cavalry unit from the Romehammer mod on my team and the enemy team and it loaded and played the battle just fine, i also tested it with the double units size mod and it worked just fine. Not sure why you are having a problem but i'm not having any issues.
The 1st Rock  [author] Aug 19 @ 10:31pm 
@Perkonic, i will not be making a submod for it but anyone else is welcome to make a one and maintain it.
도난 Aug 19 @ 6:28pm 
some cavalry is makes CTD in battle loading screen T.T

Hippeus Lancers Demigryph Riders
Skirmisher Cavalry
Citizen Cavalry
Hippeus Lancers
Tarantine Cavalry
Tarantine Veteran Cavalry
United Factions Cavalry
Equites
Legionary Cavalry
Praetorian Cavalry
Centaurs of Rome
Hippeus Lancers Demigryph Riders
Royal Spartan Pegasus Riders

as a result of testing all units, the units above cause CTD.
Perkonic Aug 13 @ 5:32am 
Will there ever be an sfo compability patch? From what ive gathered, the overhaul mod is the reason why garrisons are empty in all antique factions.
AlexFire0001 Aug 13 @ 3:49am 
i as playing with (FRONTLINE THROWING WEAPONS SUBMOD) and with CATAPH'S SOUTHERN REALMS (TEB) SUBMOD maybe thats the problem
TheReaper66656 Aug 12 @ 3:41pm 
My Garrison issue was because of SFO the mod works perfectly fine! I do wish that there was more regiments of renown
The 1st Rock  [author] Aug 12 @ 5:41am 
@AlexFire0001, Just started a new game as Sparta and i could not recruit the Regiment of renown (United Factions Elites) on turn 1.

@TheReaper66656, Just started a new game as Sparta and captured Sartosa on first turn and it has a garison right away, so do the other 3 spartan towns.

@Darmok72, Sorry i don't really plan on doing much more with the mod at this point. maybe in future.

@KHORNE SENPAI, Glad your enjoying the mod. Sorry i don't really plan on doing much more with the mod at this point. maybe in future.

@CrunchieNapkin, I stopped supporting the Old World submod a while ago as it kept breaking with every CA update and i didn't want to keep fixing it all the time. if you want to make and maintain a submod thats fine with me.

@Shiloh21, sorry i cant help.
AlexFire0001 Aug 11 @ 7:15am 
u can recruit all regiments of renown in turn 1 (at least with Sparta)
TheReaper66656 Aug 6 @ 7:44pm 
For some reason the settlements do not defenders when I play as sparta
Darmok72 Aug 6 @ 12:19pm 
Rome, Sparta and Athens were slavers, could you add the mechanics of Dark Elf or Chaos Dwarf slavery to them?
CAPTAIN KHORNE Jul 30 @ 6:18am 
Really, really like the mod but somehow feel that they seem kinda weak.
The economy is decent, the units are literally the best part IMO, awesome designs there.
But no unique mechanic (except for united nations units if you wanna count that) and that even the legendary lords seem kinda weak compared to most legendary Lords the standard factions have make it somewhat difficult. I played Sparta and my level 30 Leonidas (mind you with double skill points mod) got absolutely fucked by a Grom who was level 19.

So if there is an update for the mod in the future where they get proper unique mechanics (even if it was just some crafting feature for equipment) and a buff to legendary lords with maybe even more diverse Unique skill trees this mod would instantly go from a 8/10 to a 10/10 for me.

Hope I wasn't to harsh and thanks for the awesome mod, keep it up!
CrunchieNapkin Jul 29 @ 5:23pm 
what happened with the Old World compatibility mod of romehammer?
Shiloh21 Jul 29 @ 12:35pm 
Thanks for the reply, but I don't use the double skill and Romehammer is right at the top of my list so... lol
Lexinator Jul 29 @ 10:20am 
awesome thank you, I appreciate it
The 1st Rock  [author] Jul 29 @ 10:10am 
@Lexinator, I have just update the mod to remove the 2 scripts and both the lords will now spawn as normal in a new campaign, please update the main Romehammer mod for this to take effect.
Lexinator Jul 29 @ 9:12am 
is it possible to change that in the mod config menu? like have an option to not have them fully despawned from the game?
The 1st Rock  [author] Jul 29 @ 8:51am 
@bloodking, sorry i cant help you as i don't have this issue, maybe you have another mod interfering or you have the double unit size mod on as well and its too much?

@Lexinator, I still have the same lords scripted to be removed but whether they are or not i'm not sure after CA updates.

@Shiloh21, I did have a similar issue with my legendary lords not using mounts, it was the Double skill points for lords that was interfering after i deleted that mod it worked fine, maybe you have another mod interfering, you could also try moving Romhammer up in your mod load order if its low down.
Shiloh21 Jul 29 @ 4:22am 
Hello,
I'm running into a problem. For generals, their griffon is not available as a mount choice, despite the point unlocked in the skill tree... so it remains on horseback. Otherwise, the mod is nice! thanks =)
Lexinator Jul 24 @ 3:08pm 
are aranessa and skrag still deleted from the files when this mod is active?
bloodking Jul 22 @ 11:53pm 
i have notice when i try and do quest battle the game crashes
InfoManiac Jul 21 @ 12:20pm 
awesome
!!
The 1st Rock  [author] Jul 21 @ 1:13am 
@InfoManiac, all empire factions have access to the United faction units as they have empire units in there aswell. They are unlocked through the main minor settlement building chain.
InfoManiac Jul 20 @ 3:41pm 
is tis mod adding "order faction units" wit capacity? it seems all empire factions have access to them and im trying to find where theyre coming from
The 1st Rock  [author] Jul 18 @ 10:52am 
@Degtyarev, it supposed to be Roman units, you may have another mod messing with romehammer
Degtyarev Jul 18 @ 10:45am 
Question, when I start as Karl, am i supposed to have roman units? because the starting army is empire units, not a problem just weird :D
The 1st Rock  [author] Jul 18 @ 3:33am 
@InfoManiac, haha! :steamhappy: thank you! Glad your enjoying Romehammer.
We'll see what the future may bring lol.
InfoManiac Jul 17 @ 10:11pm 
you are so fucking cool for doing this lmao. PLEASE add more factions from the original total war! Like replace some skaven (they are annoying anyway) with some barbarians, put that fantastical version of egypt somewhere in araby, like holy moly!!
Acey Jul 14 @ 10:57pm 
Thanks I was looking at all the units and saw the demigods were different sizes and thought I did something wrong
The 1st Rock  [author] Jul 14 @ 10:23pm 
@Acey, yes they are supposed to be smaller with more units as the pikes would be far too long if they were bigger and the attack animation is slower for pikes so it was better to have more units so they can do more damage.
Acey Jul 14 @ 2:00pm 
are the demigods of sparta pikes supposed to be smaller than the sword variant
The 1st Rock  [author] Jul 12 @ 5:25am 
@Rakkoon, good stuff, glad you sorted it :steamhappy:
Rakkoon Jul 12 @ 5:12am 
I could see all the other non-major factors, I ended up reinstalling Warhammer III and it fixed itself, thank you anyway!
The 1st Rock  [author] Jul 11 @ 10:12pm 
Can you see all the other non major factions that the nixu unlocker enables?
If so when you go to the Empire faction and scroll down to where the border prince's, tilla and estela are you dont se Rome Sparta and Arhens?
Rakkoon Jul 11 @ 7:58pm 
I cannot see the New factions or recruit units, I have the Mixer mod, the only two mods i have enabled are the Rome and Mixer mod (With rome above the mixer mod). I can see all the units in custom battles. Ive tried reinstalling the mod (including deleting the whole folder and reinstalling the mod from scratch). I have all DLC, any ideas or fixes?
The 1st Rock  [author] Jul 10 @ 10:44am 
@Penguinire , your welcome pal glad your enjoyng it :steamsunny:
Penguinire Jul 10 @ 10:18am 
I really love it specially that kinda all units have formation skills like damn you put normal ingame units to shame for them not adding formations to them so yay thank you :D
The 1st Rock  [author] Jul 9 @ 10:16pm 
@TerraVonHora, thanks dude :)
Im not sure what ToW is lol so I couldn't say.
TerraVonHora Jul 9 @ 5:27pm 
Super nice mod, i do however have a question, do you ever plan to make a submod for ToW? Understandible if not, just figure'd i'd ask