Total War: WARHAMMER III

Total War: WARHAMMER III

Armourygeddon - Unit Upgrades & Resources
499 Comments
MainTerranGallian Jun 29 @ 3:24pm 
Just the Category is weird still receives the buffs normally.
RagnaroK  [author] Jun 29 @ 5:48am 
@MainTerranGallian - Just the category or are their animations etc weird? I have encountered bugs with this particular units before, could probably dig into it again.

@Louie04k - Dont know mentioned mod, but thank you for sharing the feedback. :steamthumbsup:
Louie04k Jun 28 @ 12:01pm 
this mod doesnt work with the more buttons mod
MainTerranGallian Jun 25 @ 7:58pm 
Trying this mod alone with (+ the require assets) notice playing as the empire that the Reikland knights are uncatergorized.
sarumanthecursed Jun 23 @ 11:06am 
I disagree, you can go into over draft too so you can buff an entire army right before badly,

Personally I fine the mod verges on OP
HolyMolyOllyPoly Jun 23 @ 9:28am 
Would you make a submod that either doesn't apply upkeep increase or lowers the increase to, like, 5% at most? I really love this mod but I just think both the prices of the upgrades and the upkeep increase are way too high for what you're getting in return. Other than the prices, the upgrades are really good and well-balanced.
sarumanthecursed Jun 18 @ 8:03pm 
Excellent mod btw! Well executed, balanced and nice lore connections and flavour
sarumanthecursed Jun 18 @ 1:42pm 
Hi PLEASE put Mixu's Mixer as part of the REQUIRED MODS had to go back into the burried comments to find you suggest it.

The mod DOES NOT WORK AND CRASHES ON START UP WITHOUT MIXU'S MIXER MOD AND EVILTIDE TRADING
sarumanthecursed Jun 17 @ 1:18pm 
Tried with just this enabled and crashes on startup before even main menu


Works without the mod
sarumanthecursed Jun 17 @ 6:21am 
Having difficulty finding out what the issue, even with just this it crashes on startup before main menu,

The required mod works, it’s this that causes the start up crash, don’t know why
TToKKang Jun 16 @ 2:07pm 
When summoning a Slaanesh Exalted host, there is a bug where only the Lord is summoned without any troops! I have tested this with all other mods disabled.
RagnaroK  [author] Jun 15 @ 5:13am 
@sarumanthecursed - 1) Do you have the required mod for it work? 2) Did you test with this alone or having more mods? Might be a mod collission we don't know of yet.
RagnaroK  [author] Jun 15 @ 5:12am 
sometimes a CA patch makes the icon change to something else. They have a hard time with the old engine and all the spaghetti code I think.
CozierFoot8 Jun 14 @ 3:51pm 
Actually the upgrade system does seem to work with Warriors of Chaos, via a button on the far right of the toolbar below the unit cards
CozierFoot8 Jun 14 @ 1:11pm 
Thanks re "@CozierFoot8 - Yeah that symbol only indicates that the unit is able to be upgraded, you will have to click the helmet icon on the unit bar to access the upgrades."

I don't seem to have that icon - I must be getting a collision with another mod somewhere.
sarumanthecursed Jun 13 @ 12:51pm 
Causes crash to desktop
sarumanthecursed Jun 13 @ 5:15am 
Can this be added/removed mid campaign?
RobertX13 Jun 11 @ 9:15am 
@RagnaroK Hi, love this mod, but can you add the option to upgrade Allied Units? I think that would be the cherry on the cake for this mod, the option to upgrade allied units combined with the mod Technology Affects Allied Recruitment would make allied units a viable option in campaign. If you can't/won't cause you're too busy than can you tell me how to add allied units to the faction specific upgrade pool, so I can make a submod myself.
RagnaroK  [author] Jun 6 @ 8:22am 
@沉默是金 - you need the mod mentioed under requirements on the right hand side :lunar2019piginablanket:
沉默是金 Jun 6 @ 7:55am 
因加载 “!!!!Armourygeddon.pack” 这个模组时出现了问题,导致数据库崩溃。
具体来说,在数据库表 “building_effects_junction_tables” 中,标识为 “wh_main_bst_resource_timber_3_effect_region_resource_res_bst_hairy-legged_spiders” 的记录存在问题,程序无法正确处理它,所以只能终止运行。
TToKKang Jun 2 @ 4:38pm 
thx!!!!!!!!!!!!!!!!!!!!!!!!!!
Now I can enjoy it in more diverse ways lol This mode is my most favorite mod!!
RagnaroK  [author] Jun 2 @ 10:33am 
@TToKKang - Of course you may make a translation, the more the better. In regards of upgrades for other mods you can do that too. :steamthumbsup:

@CozierFoot8 - Yeah that symbol only indicates that the unit is able to be upgraded, you will have to click the helmet icon on the unit bar to access the upgrades.
CozierFoot8 Jun 1 @ 4:20pm 
I might be catastrophically stupid, but how do you open the upgrade menu? I see an illuminates "^" symbol on a unit, but I can't seem to click on it. Not sure what to do :/
TToKKang May 31 @ 6:46pm 
One more thing! Is it okay if I add this feature myself for unit-additional mods that are not compatible with this mod?
TToKKang May 30 @ 11:11pm 
Hi, I'm really enjoying this mod. If it's okay, can I translate this mod into Korean and upload it?
EggOnLegs May 30 @ 4:59am 
@RagnaroK Thank you for the quick, detailed and clear response, great mods!
RagnaroK  [author] May 30 @ 4:32am 
@Zeinerfain - I'll take a look at old world when I can, maybe some settlements overlap or old ones not present etc. Could be a lot of things, so might need an exclusive old world variant.

@EggOnLegs - Sometimes yes and sometimes no, I wish I could give you a better answer, but after many test campaigns it seems to be up in the air despite trading for the needed resources. Ogre mercs really seems to struggle and are rarely able to upgrade, but for others like dwarfs, helfs, kislevites etc it was mostly positives, but always the odd one out, like quarrelers not able to upgrade crossbows in one campaign but fine the next.

This probability often seems to flip with hot fixes and normal patches, so I speculate that it might be spaghetti code messing things up in the background, but can't say for sure.
EggOnLegs May 29 @ 2:47pm 
Does this work for allied recruited units? Seem to be unable to upgrade them
Zeinerfain May 29 @ 2:14pm 
It seems to have started with the mixu's mixer, but it still didn't start with +-40 mods. After a lot of testing, I found out that there was a conflict with your mod Sensical Garrisons and a conflict with Old World mod. These two mods caused the game to crash when running both together and separately. The game seems to be working well right now, but I'll let you know if there are any more problems.
RagnaroK  [author] May 29 @ 10:56am 
hmm, try with mixu's mixer too.

Runs fine on my end just now with that and eviltide + a testrun with 300+ mods, but always tough to predict. sometimes mods need a forced download by re-subscribing to it.
Zeinerfain May 29 @ 10:36am 
Hi! My game still crashes when using this mod. I subcribed Eviltide Trading. I tried to leave only these mods, but it still crashes. What can be a reason? Are there more dependency mods?
우르 May 26 @ 2:02pm 
Thank you. I really enjoy using the mod. Have a nice day.
RagnaroK  [author] May 24 @ 7:25am 
sorry for the billion years of waiting. Focus is to get my mods running, after that I will look into reports on tweaks etc.
Mosketero May 24 @ 6:53am 
Thank you very much Ragnarok
csmnstoica May 16 @ 2:55pm 
The upgrade name is Typhoid toads
csmnstoica May 16 @ 2:14pm 
Please tone down the "Goggly glare" upgrade for Nurgle. Each entity in the unit fires the missiles (10 each). They one shot any unit - multiple units if grouped since the missiles have explode dmg. I have seen units do 100k dmg - 500+ kills per battle just with this ability.
Zowoey May 13 @ 7:55am 
Are there any ways to unequiop the upgrades?
Tank1110 May 5 @ 8:16pm 
@Lyger
Credit to @Stylianos_V
Thank you so much for passing on the message for the fix! Mod works just fine now!
pepemattos17 Apr 19 @ 1:35pm 
It seems like Ork Boys with spears are not getting upgrades available
Kil11ler Apr 15 @ 8:03am 
is there any way to fix it if i use CHS and its imposiible to use properly
Shanda Apr 7 @ 5:58pm 
So he has stopped to modding? What a pity, I loved them
Lyger Apr 2 @ 10:23am 
credit to @Stylianos_V
so, for anyone wandering, to update the mod, you have to open it, and go to db/ building_effects_junction_tables/RagnaroKs_Custom_Resources_ksl
there, replace the row with building
wh3_main_ksl_city_temple_3
with the following 3 rows
wh3_main_ksl_city_temple_3_1
wh3_main_ksl_city_temple_3_2
wh3_main_ksl_city_temple_3_3
all other columns should be the same as the original
Krakenous Mar 31 @ 4:25am 
Yep, unfortunately this is broken. Game won't launch. I'm sure RAG will get around to updating all his mods soon :).
Alena Intevessa Mar 28 @ 9:41am 
Yes, unfortunately even after 6.1.1, this is still causing a crash, with the report stating:
"The following mods cause a crash in the Database:
!!!!!Armourygeddon.pack

The first invalid database record is
wh3_main_ksl_city_temple_3_effect_region_resource_res_ksl_frost_insignias in table building_effects_junction_tables and pack file !!!!!Armourygeddon.pack"

If I had to guess, it's disliking how the mod interacts with the overhauled Kislev post 6.1. I hope the crash report is helpful.
Azazel122436 Mar 27 @ 6:00pm 
unfortunately crashes the game due to the latest patch, definitely a must play mod though. I hope it gets fixed/updated soon.
freverdy Mar 26 @ 5:57pm 
it seems to crash, probably needs an update
Bunana Mar 20 @ 3:40am 
I can't figure out exactly what is breaking but this mod causes the empire's nordland mariners to become useless and T-pose in battles and the Empire's Imperial Palace and Sigmar's Rock landmarks break. I assume Mixu's Unlocker is a given, but the mod list I narrowed this down to and replicated this in was with Mixu's Unlocker, Armourygeddon, Eviltide, and Mod Configuration Tool. Any help, and hopefully fix, for what's going on would be appreciated. Thanks.
SilentGrim5 Mar 19 @ 1:47pm 
hello RagnaroK, ChopChops Expanded Building Overhaul seems to cause nullpointer/access violation exceptions in one or more of your lua scripts, but I cant for the life of me figure out how or why
Green Mohawk Derg Mar 10 @ 2:04pm 
Still works great. Just a bit of a small thing. Brass mechanism for Bloodcrushers of khorne (demon cav) does nothing. As in, it adds reload time red, range and accuracy to melee cav. I am guessing it makes sense since juggernauts are flesh/machine mix, but the stats add nothing, so maybe an alternate upgrade for them with Acceleration and Max speed buff? (since they are a bit of a slow cav, and upgraded mechanisms seem like a nice flavor for them to get that stat?)

Aside from that, absolutely in love with your mod, it makes each and every campaign (especially evil factions) so much better and fun to play!
Powerduck Mar 10 @ 2:21am 
update pls