Total War: WARHAMMER III

Total War: WARHAMMER III

Nanu's Dynamic Regiments of Renown (Beta)
1,195 Comments
dlwlrma 7 hours ago 
Solidarity meant ROR (Regiments of Renown)

In other words, ROR is created in the first battle
After that, it doesn't create ror. There's no change in about 300 kills with the tool

It used to work well, so there was no problem. ROR-formed units overlapped
Nanu  [author] 18 hours ago 
@dlwlrma I'm not sure what you mean by solidarity. Is this a specific ability or effect that's not working correctly?
cs2 most hacker player 18 hours ago 
@Ben oh rly thank you, I will check them out:gymBOSS:
dlwlrma Aug 27 @ 8:17am 
Solidarity is formed in the first battle, but you don't get it after that. Can you tell me why? (The writing is not smooth because it's a translator, please understand.)
El Dragonichon Aug 26 @ 12:57pm 
I don't use to comment, but this mod is lovely thanks for it. It would be very interesting if the player could choose an upgrade from a list when the kill condition is achieved and could be done several times for the same unit until it reach a limit cap defined in the option of the mod. Like that people could build their own regiment of renown like a roguelike mechanic
Ben Aug 22 @ 11:17pm 
@cs2 most hacker player I believe there are submods for these factions. Not sure how different they are from this main mod since I don't think Nanu is their author.
cs2 most hacker player Aug 22 @ 1:46pm 
vamp coast and dark elves please my brother:steamhappy: cant play the factions without this mod lol
Dragon32 Aug 22 @ 7:39am 
@Cpt.Bromerica
Re-read the Description
Cpt.Bromerica Aug 21 @ 5:11pm 
Does this work for Chaos Dwarfs?
Nanu  [author] Aug 15 @ 9:38am 
It shouldn’t be lit, it’s supposed to disable itself when a character is selected. Regardless the button is a debug feature and not a main part of the mod. zIt should be off unless you need to test or don’t care about a balanced campaign
墨倾无垠 Aug 15 @ 8:37am 
This is a very fun and excellent mod, but I have to complain a little: clicking on the hero often upgrade button is also lit, and then I accidentally clicked on the game and crashed. I don't know if this can be improved.
☠Be'lakor☠ Aug 15 @ 8:26am 
When will Chorfs get it ?just curious, will bookmark the mod aslong great job man!
Holynevil Aug 11 @ 11:18am 
can RoR units get these buffs? or like the amethyst units?
Holynevil Aug 11 @ 7:42am 
ok , i will just not use that mod for now, didnt know your script need to look at the UI . well there a incompatibility mod
Nanu  [author] Aug 11 @ 7:29am 
@Holynevil That'll do it yeah. The damage part is interesting if that mod author can pull that for the UI maybe i can for my script. Will look into compatibility for that. No promises
Holynevil Aug 11 @ 7:21am 
Nanu  [author] Aug 11 @ 5:37am 
@Holynevil This happens when the UI can't be read for whatever reason. I have listeners set up to wait for the panel to open to ensure it exists. Do you often skip through the post battle screen to get back to the campaign as soon as possible? Doing that might close the panel while the script is trying to read it
Bradybeast13 Aug 10 @ 4:19pm 
Does anyone know of something that might cover the incompatibility between this and the Deithland 2x mod?
Holynevil Aug 8 @ 9:48pm 
[out] <76.1s> BIG FAT SCRIPT ERROR
[out] <76.1s> [string "script\campaign\mod\nanu_dynamic_ror_script.lua"]:739: attempt to concatenate local 'numKills' (a nil value)
[out] <76.1s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:62: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051> .,
Holynevil Aug 8 @ 9:48pm 
[out] <76.1s> dynamic_ror_PanelOpenedCampaign_0
[out] <76.1s> Checking Unit wh2_main_lzd_inf_saurus_spearmen_1
[out] <76.1s> unit rank: 5
[out] <76.1s> player modifier: 1
[out] <76.1s> battle_modifier: 0.80000001192093
[out] <76.1s> damage_modifier: 0.25
[out] <76.1s> unit_cost_modifier: 1.3103448152542
[out] <76.1s> remaining_health_modifier: 1
[out] <76.1s> base minimum kills needed: 259
[out] <76.1s> combined modifier: 0.26206895709038
[out] <76.1s> minimum kills needed: 67
Holynevil Aug 8 @ 9:06pm 
ok i will try to use the script debug see what conflict with your mod
Bardathe111 Aug 8 @ 5:26pm 
No problem! This is an awesome creation! Thank you for sharing it.
Nanu  [author] Aug 8 @ 8:13am 
@Holynevil There are a lot of things that can affect Dynamic RoR generation, especially with a heavy mod list. I would adjust your settings with MCT and check that your script environment isn't erroring out using the Script Debug Activator mod
Nanu  [author] Aug 8 @ 8:12am 
@Bardathe111 Thankyou. This will be fixed in the next patch
Bardathe111 Aug 8 @ 1:54am 
Hey, just wanted to mention, it looks like in the Dynamic_RoR_Unit_Keywords table, there's a duplicate entry for wh2_main_hef_inf_lothern_sea_guard_0 instead of one for 0 and another for 1. It also looks like there's a duplicate entry for wh2_main_hef_inf_swordmasters_of_hoeth_0 instead of one for white lions of chrace.
Holynevil Aug 5 @ 1:37pm 
so i using this with SFO (especial this Collection https://steamcommunity.com/sharedfiles/filedetails/?id=3537957514 ) . Except for the FIRST Battle that your system work, after that it stop working, 1 stack army vs 4 full stacks wont give me any ROR, win countless battles and still dont give me ROR. New army wont work either. can you take a look? i absolutely love this mod !
DanceMouse Aug 5 @ 5:29am 
I absolutely adore this mod dude, gives my regiments a real sense of growth and campaign history, and oh damn the devastation when I lose one of them... 10/10 mod
Vacuity Aug 4 @ 7:10pm 
Alright, thank you for the info. I'd still request that you put this info into the MCT settings so that people can make the adjustments they need based on this.
Nanu  [author] Aug 4 @ 7:09pm 
Default is Ultra. That is how it is in all the db settings and the first time you boot up the game
Vacuity Aug 4 @ 7:06pm 
The 'default' being what exactly? Large? Last time I read anything official from a dev, that was the case. As to people changing these settings, the game itself does that when you change to different graphics presets [Low -> Small, Medium -> Medium, and so on], so people who are not familiar with the game's mechanics and are running on a fairly old machine aren't going to even know the mod won't work well for them even if they're technically proficient, and there's lots of people who just really, really want to play on Ultra unit scale even if their machines struggle. All I'm asking is that somewhere reasonably easy to see you state which unit scale you've designed this for.
Nanu  [author] Aug 4 @ 4:20pm 
They're intended for the default. Idk why you're changing the unit sizes, it breaks the game. This game isn't meant to have different unit sizes, missiles and magic simply don't work with that outdated system. If you need to adjust just to the math
Vacuity Aug 4 @ 8:14am 
In that case, perhaps it might be worth mentioning in the initial MCT settings which unit size they're intended for, even if you don't want to guesstimate better settings for sizes you don't use.
Nanu  [author] Aug 4 @ 6:41am 
@Vacuity It doesn't. I dont think I have a way to take that into account anyways, thats something CA needs to let us do. You can use MCT to adjust though if you play on lower settings
Vacuity Aug 4 @ 12:06am 
Does this take into account unit size settings? Or will players using small unit sizes almost never generate RoRs?
Nanu  [author] Aug 2 @ 3:52pm 
@Giga Gero There are submods for VC
Giga Gero Aug 2 @ 2:47pm 
no vampire counts? ill pass
Nanu  [author] Aug 2 @ 7:49am 
@AlumalatoR I’ll check the Greenskins name dictionary to see why that name got applied to an Orc unit. Many apologies from Gork and Mork
AkumulatoR Aug 2 @ 6:30am 
I just saw ai orc big uns ror named "Mork's Gobbos". Not very lore friendly. I bet they mad for being called that.
E-Rank Luck Aug 1 @ 1:40pm 
Probably my favorite mod ever. I dont see myself playing without it anytime soon.
Chase Mate Jul 31 @ 11:27pm 
Hey is it possible to make this mod MP compatible. Your mod really brings QoL to battles and I'd like to know if it would even possible. I have a partner willing to sit through experimentation with me.
The Cyberpunk Jul 31 @ 11:01am 
just wanted to reach out

this is my favourite of all TWW3 mods! soooooo good!

cannot wait for norsca and chaos dwarves
Nanu  [author] Jul 30 @ 9:54pm 
@Holynevil 1 per battle
Holynevil Jul 30 @ 9:46pm 
is it possible for multiple units get UPGRADE or only 1 per battle maximum?
Black Kazzan Jul 30 @ 10:25am 
Masterpiece!
Nanu  [author] Jul 30 @ 8:23am 
@romar2008 I think the issue is that the Caravans of the Old World mod deletes characters following a battle, which causes the Dynamic RoRs script to crash when it tries to pull character data. I've added some checks to ensure that characters exist and are valid interfaces before trying to do Dynamic RoR logic. I was able to make it to turn 30 with the Caravans of the Old World mod without any crashes.
romar2008 Jul 30 @ 2:55am 
@Nanu I had problems with the game crashing during AI moves (same as @Kaiborg92), but it was bearable. After the update 29, it's impossible to play at all - 3-4 crashes out of 5 end turn. After disabling this mod, no crashes have been detected yet. I have many mods, including a mod for old world caravans.
PACMAN Jul 29 @ 8:41pm 
Is there any options or sub mods for this that adds a way to remove an an upgrade/unique effects/projectile to the individual unit if I don't want/like the effect. If not a one click button would be nice for a future option. Thanks for the work on this mod as it become one of my default mods that I use now.
Nanu  [author] Jul 29 @ 5:56am 
@Kaiborg92 I was able to replicate this crash and created a fix for it. Please let me know if you continue getting crashes after battles
ravolh Jul 29 @ 5:14am 
Thanks a lot
Ben Jul 28 @ 11:25pm 
@Zanot, yes it does