Total War: WARHAMMER III

Total War: WARHAMMER III

Rising Kingdoms Overhaul (WIP)
35 Comments
_Zevon Dec 28, 2024 @ 6:35pm 
Hey, have you been able to figure out why armies don't lose ammo in manually resolved battles but they do lose ammo in auto resolved battles?

I think something changed with 6.0? Do you have any ideas?
AsmodeusUltima Mar 15, 2024 @ 3:39pm 
Looks interesting. Is there a page somewhere that explains the changes in detail?
SaveThePandas Feb 11, 2024 @ 11:13am 
oh that is unfortunate:( I can hardly bring myself to play this game in SP anymore, but I will for this mod:) I can also try it in coop, just to be certain
BunnieMoment  [author] Feb 10, 2024 @ 11:20am 
I can sadly almost guarantee this won't work for multiplayer, primarily because of how script heavy the population mechanics are.
SaveThePandas Feb 10, 2024 @ 9:03am 
Hello, any idea if this works in coop?:)
CM Hen ♥ Feb 10, 2024 @ 7:46am 
Quite enjoying this mod so far, but noticed whilst playing as Empire factions that settlements seem to have 0 or very few garrison units, even the fortress settlements. The garrison buildings you can construct also seem to only add 1 mortar unit. Not sure if this is intentional as all non-empire factions I've seen so far do have garrison units? I do use other mods, but tested this with a new campaign and all my other mods disabled.
Helion Halion Jan 23, 2024 @ 7:48am 
This mod is very well made and I like it
Thanks
MadEorlanas Jan 16, 2024 @ 5:58pm 
Fair enough! I do definitely think modules/compatibility would be for the best later on - if nothing else, it would make getting feedback on things a lot simpler, since right now people are effectively split between trying out this admittedly neat-looking mod or playing with 99% of their other mods which they know they like
BunnieMoment  [author] Jan 16, 2024 @ 4:51pm 
First the cultures, basically think like the difference between WOC and vanilla norsca,they have their own cultures and play differently despite sharing a large portion of their roster. So effectively new races on top of the vanilla 24, just built off of those races with additions and changes to set them apart. Secondly for the modules I've considered doing that but ultimately this is still my first mod so it would be kinda difficult for me to split it up at this point. As for compatibility its tough because a few things in this mod actually require overriding vanilla's files which makes it incompatible with a lot of other mods that use those features, thus I've decided to make the mod with the intention that you eventually hopefully won't need other mods on top.
MadEorlanas Jan 16, 2024 @ 3:59pm 
Also: by cultures, do you mean lords/playable factions?
MadEorlanas Jan 16, 2024 @ 3:42pm 
I've played a bit of this, and while I love the idea of it, I think something that would very much help with it as a whole is split it up into modules if at all possible - it would make the compatibility issues a billion times more bearable, and allow players to pick and choose what they want generally
BunnieMoment  [author] Jan 13, 2024 @ 12:03am 
After some play testing and messing around in RPFM i figured out that you can increase just the health and damage of the officer without affecting the rest of the unit, and ive settled on 4x damage and health for characters. I feel thats a good balance where your general will survive a majority of winning fights but still isnt a one man army. That change will be coming in the next update whenever its ready
CHAOStheory1220 Jan 8, 2024 @ 10:29am 
Maybe if they had like smaller but more elite retinues? like for the empire captain he could have a bodyguard of swordsmen with a unit size of 40 or 60 with slightly better stats and every soldier has 2x or maybe 3x the health of a normal swordsman and the captain (if its possible) could have 4x or 6x health. That way the captian could survive a bit better but would need support of other infantry. also magic would still be a problem but i imagine that would push players to use items that buff spell resistance more.
BunnieMoment  [author] Jan 8, 2024 @ 9:24am 
I have been debating that exact issue a bit, on the one hand I kinda like it because it makes heroes more valuable out of combat where they're less likely to die, and it makes characters that do survive to level 20 feel even more rewarding. On the other hand it is kind of rng about if they die and stuff like that so its not fun to counterplay. I have considered increasing the health of just the character while leaving the rest of the retinue the same health but I don't want to increase it too much because then you end up with the damage sponging that I wanted to avoid in the first place. I appreciate the feedback!
coconutkiller14 Jan 8, 2024 @ 9:13am 
i have been playing this mod for around 13 turns with volkmar and i have some feedback. first of all i really like the retinue idea its very original and makes the battles feel more grounded, but the problem with retinues is that if a lucky volley of arrows happens to luckily hit your witch hunter he is dead, since he shares the same hp as any other FCM model which i see as problematic since that causes you to just keep your lord and heroes out of combat in fear of missiles, monsters,artillery or any type of mortis engine since they all guarantee your characters permenant death.
CHAOStheory1220 Jan 7, 2024 @ 8:16pm 
Doombull-
All Minotaur Types (12 units)

Great Bray-Shaman-
More Great Bray-Shamans (12 units)
Great Bray-Shamans Tuskgor Chariots (12 units)
Great Bray-Shamans Razorgor Chariots (12 units)

Heroes-
Wargor-
Ungor Herd (80 units)
Gor Herd Shields (80 units)
Tuskgor Chariots (12 units)

Bray-Shaman-
More Bray-Shamans (12 units)
Tuskgor Chariots (12 units)

Gorebull-
Minotaurs Great Weapons (12 units)
CHAOStheory1220 Jan 7, 2024 @ 8:16pm 
Im doing them in the faction select order rn so here's beastmen for now

(side note i tried to keep the unit sizes for the bodyguards smaller than the normal unit size since i figured it would help balance things put especially since lords/heroes can buff themselves with skills and items also the mages are kinda hard to make a balanced group for lol)

All on Huge unit size

Beastmen:
Lords-

Khazrak-
Bestigor Herd (60 units)
Tuskgor Chariots (3 Units)
Razorgor Chariots (3 units)

Morghur-
Gor Herd (80 units)
(if possible) Chaos Spawn (12 units)

Malagor- (kinda hard since he's flying)
Harpies (60 units)

Taurox-
All Minotaur Types (12 units)

Beastlord-
Gor Herd (80 units)
Bestigor Herd (60 units)
Razorgor Chariots (3 units)
CHAOStheory1220 Jan 7, 2024 @ 7:37pm 
Yeah no problem I'll start making a list of what i come up with while playing my Tyrion campaign with this mod which is super fun so far
BunnieMoment  [author] Jan 7, 2024 @ 7:30pm 
I would love to do something like that even if just for a select few characters but I actually haven't delved into making custom mounts/characters so it would definitely take a bit to make, feel free to leave them here and I'll toss them on the backburner for when I actually learn that stuff. Of all the ways to learn mounts that might be one of the easier because I already know how to do the bodyguard stuff. I appreciate the suggestion!
CHAOStheory1220 Jan 7, 2024 @ 7:23pm 
Yeah i never played Markus and got him so it was a shock for me too lol.

So one of the things I have as a suggestion is changing the bodyguards of some of the heroes and units and make it more of a progression thing/preference for example the warrior priest could start with flagellants and then gets an upgrade to a smaller but more elite version of warrior priest then maybe a mounted version of them too. or with the empire captain he could start with swordsmen then halberdiers, greatswords, and end with Reiksguard.

if that is something you are interested in i can probably make a list of all the different options for the different LL, LH, Normal Lords, and Normal Heroes if not thats fine i dont want to bother you lol
BunnieMoment  [author] Jan 7, 2024 @ 7:07pm 
Suggestions here would probably be best and I welcome any and all suggestions, critiques, and other forms of engagement. I didn't know the dwarf engineer actually had a unique ability, that will be fixed as well, thank you for pointing it out!
CHAOStheory1220 Jan 7, 2024 @ 6:48pm 
Ok gotcha yeah the spells i meant where those kind and i guess theyd still work on big monsters. One thing id like to mention balance wise ive noticed was the dwarf engineer hero the empire gets has a grenade ability and since his whole squad throws them it completely wipes entire units.

Also do you take suggestions and if so where should i put them?
BunnieMoment  [author] Jan 7, 2024 @ 4:26pm 
Actually the horsemen must've gotten broken during development so thank you for pointing that out, will be fixed shortly. As for the spells do you mean spells like spirit leech where its good against single targets? In that case it will just act like you're spirit leeching a unit of infantry, still a good spell but not really oppressive like it was before. The only spells I've touched are projectile spells which now fire lots of weaker projectiles for anyone with a bodyguard.
CHAOStheory1220 Jan 7, 2024 @ 4:01pm 
Oh sorry i just saw the coming soon section you can ignore what i said about the Kurgans
CHAOStheory1220 Jan 7, 2024 @ 3:59pm 
The Kurgan Champions and Horseman model seem to be broken the riders are under the ground. I am looking forward to see how this mod develops tho and one thing i have a question about is will you make any changes to the spells that target a single entity unit since i noticed the lords are getting full retinues?
BloodW0lf Jan 7, 2024 @ 11:31am 
Bodyguards please
haloverkill Jan 2, 2024 @ 3:37pm 
im personally in favor of bodyguards
BunnieMoment  [author] Dec 27, 2023 @ 1:30am 
to everyone currently subscribed i want your opinion on something, would you like to see body guards for lords and heroes to bring the game closer to lore and older total war games
BunnieMoment  [author] Dec 25, 2023 @ 7:01pm 
Full change list is up!
BunnieMoment  [author] Dec 25, 2023 @ 5:52pm 
@SaveThePandas I don't have a change list yet but I can make one real quick, I might miss something because there's a lot of changes.
SaveThePandas Dec 25, 2023 @ 4:36pm 
Wow this sounds really excellent! Do you have any elaborate change list? This mod sounds like a dream come true.
ŦMKᅵMatias el Rojo Dec 24, 2023 @ 3:06pm 
I haven't tried the campaign yet, but I can say that it's been a while since I had fun playing battles, your mod is fire.
BunnieMoment  [author] Dec 23, 2023 @ 12:17pm 
The bretonnians, have gotten a new battle update, go check out the patch notes for more info!
BunnieMoment  [author] Dec 22, 2023 @ 7:22pm 
I can't help but feel like something is missing from the dwarf economy but I haven't been able to put my finger on it. Otherwise I'm pretty happy with how everything has turned out so far. I hope you enjoy!
Rincewind322 Dec 22, 2023 @ 6:43pm 
Exciting ideas :steamthumbsup: looking forward to trying a new take on the dwarf economy, thanks