Total War: WARHAMMER III

Total War: WARHAMMER III

The Hung – Lords of the Steppes
504 Comments
Salty Old Fisherman  [author] 5 hours ago 
Reminder to read the mod description y'all, it's there for a reason. The Old World is an unsupported campaign. Thank you for enjoying the mod though!
Farquard 12 hours ago 
MyKneeGrows. Are you using old world map, cause that didn't work for me. I had to use IEE.
Samwiz1 Nov 6 @ 11:22pm 
Thank you so much for giving your factions custom victory conditions. Always a pet peeve of mine playing modded factions whose only narrative goal is "conquer 30 settlements." Love having at least the skeleton of a story to play into. :)
StimbI4 Nov 6 @ 6:57am 
Hey great mod! Shouldn't Looted Cannons and Thundersplitters be able to run though? Like the original cathayan crews?
Franklatanica Nov 6 @ 6:46am 
Hi thank you for this great mod! Can i play it in multiplayer co-op with SFO:Grimhammer? thanks
Pinny Nov 5 @ 6:51pm 
(Might be obvious but) Causes crashes when ran in The Old World Campaign mod, around 20 turns in when one of the factions die of attrition.
calavera_molona Nov 4 @ 1:06am 
you are a beast!! @Paranoidhawklet
Kaptajn (i got tech armor) Nov 3 @ 7:33am 
Dude you do need to have the required mods installed, you need Mixu specifically to actually play with them
MyKneeGrows Nov 2 @ 11:23pm 
I started up the game with just this mod on, but the hung campaign cant be found. the units are available in AI skirmish mode.
Salty Old Fisherman  [author] Nov 2 @ 6:18pm 
@Paranoidhawklet Thank you for making and sharing! I've added it to the submod list
No Ragrets Nov 2 @ 8:49am 
"A cavalry-heavy roster supplemented by powerful archers and fearsome monsters" Im just going off this in the description, not really sure how you want the mod to play. I know it doesnt necessarily mean the cavalry would be better than the archers, and you say they are powerful, but this faction plays more like a dark elf or high elf where the focus is archers, than a bretonnia where the focus is cav, and i get the feeling that cav is supposed to be the focus.

But right now the building costs ALOT more and they arent powerful enough to justify it. Cash is tight in this campaign, by design lol which im not complaining about, but what i am complaining about is that given the options and the lack of money, there is no good reason to build anything other than archers since they are cheapest building and the strongest unit. Consider making archers weaker or the cavalry building less expensive.
Dragon32 Nov 1 @ 10:58am 
@ApocRNG
Re-read the Description
ApocRNG Nov 1 @ 10:56am 
are the lord voice lines supposed to be wulfric the wanderer?
GrimoireODS Nov 1 @ 7:10am 
They pretty hung
No Ragrets Nov 1 @ 5:38am 
In ur-khans campaign, ur-khan gains the passive paragon of change at rank 20 from one of his skills, but i cant see anywhere in his tree that gives him barrier, or his army, i see the chaos shaman gets barrier, but i cant see a time when that would ever be beneficial, or when urkhan and the shaman would ever be hitting the same target in melee. Idk if its an oversight or something.
Sniperbait Oct 31 @ 9:09am 
@MangoÐango
Oh you know why... GW is lazy as hell when it comes to names and thought no one would notice they were just the Hun with an extra g slapped on the end.
MangoÐango Oct 30 @ 7:46am 
Why are they called the hung :steamsad:
ANOTHERGUY Oct 26 @ 6:30pm 
i was wondering what can you say about the next big update to this mod
mushroom Oct 25 @ 2:54am 
Also other than the mod crashing some of the faction buff effects do not apply. Like +4 lord recruit rank ability is acquired from Zao Korr. But my generic lords still recruit at level 1.
mushroom Oct 25 @ 2:45am 
I will try playing with only hung and mixu enabled
mushroom Oct 25 @ 2:44am 
Playing as Zao Korr.
Enabled mods : Winds of magic overhaul, community bug fix mod, magic and traits, more characters in pool, the hung and mixus unlocker.
Pyrannah Oct 24 @ 5:49pm 
It probably has something to do with the AI issues going on, but Ur-Khan is was revealed in my Malekith campaign at turn 31 and hasn't done a thing. His hero hasn't even moved.
Salty Old Fisherman  [author] Oct 24 @ 4:33pm 
@mushroom Using any other mods?
No Ragrets Oct 24 @ 7:25am 
Miao/zhao dead on turn 35, leg/vh max sliders in zao korrs campaign. Forgot to do his quest battles too. Really nice mod, was expecting something tougher though "Disclaimer: The Hung are a difficult campaign,"
mushroom Oct 24 @ 6:18am 
crashes too much
gahnfaust142 Oct 23 @ 9:38am 
Need a SFO submod asap
croissant78 Oct 22 @ 1:15pm 
cool concept but kinda failed the execution
silly shmoose Oct 22 @ 4:34am 
Insane Mod first off!!!

I noticed that the encampments don't have the regular Buildings that the lord-hordes have, even though this is probably intentional, are there plans to add them to the encampments at some point? Like regular unit recruitment from those encampments would be nice. otherwise there'll be some unused slots
JimmyBeans Oct 21 @ 12:28pm 
@Uber-Chad The Torguud slaughter the doomfire warlocks and manticore if you get a good engagement. That battle isnt that bad, just don't run in and make use of your mobility advantage.
Salty Old Fisherman  [author] Oct 20 @ 5:11pm 
@Uber-Chad The Hung intentionally have a late start and snowball over the course of a campaign. You unlock an AP ammo type for your archers (Heavy Shot) through your tech tree.
Uber-Chad Oct 20 @ 9:26am 
Also The Hung are still extrememly weak due to no armour piercing, its a shame that such a misile heavy faction is weak sauce against DE, WE and HE even the empire due to no AP missile units. This mod is Painfully good and painfully underwhelming in combat due to these things. nice new units amazing but so weak basically unplayable for the most part without cheesing. Please make these guys VIable hell it can be a skill tree but no more "+1 to missile strengh" we need AP into the Late game it becomes impossible to defend aganst the elves and Chaos due to this
Uber-Chad Oct 20 @ 8:24am 
Great mod but the first battl efor the Mung is horrible its far too difficult on higher battle setting the Manticore shreds the leader alone even the doomfire warlocks are a menace.

great mod besides that but yeah don't have a clue what you was doing with the "Slavers" first turn battle that stuff is close to impossible to win please tweak it remove the Doomfire warlock and Manticore its Not needed
zuangcheng Oct 19 @ 4:56pm 
wow
Mental Motel Oct 19 @ 2:39pm 
All good mate, I know how surprising modding can be. I just really like your mod and its definitely missing in my modset right now.
Salty Old Fisherman  [author] Oct 19 @ 12:29pm 
I was caught off guard by MCT causing issues, but I hope to add compatibility in the future.
Mental Motel Oct 18 @ 11:48pm 
Are you going to add MCT support by any chance?
Dod Oct 18 @ 1:22am 
@Salty Oh!! dang so sorry, i didn't read the note...! I was using Fudging Vassals + MCT. will test without em.

+I've never thought they could cause comp issue. as my perspective one is simply a modding tool (MCT), FV is just a diplomacy mod. x)
Salty Old Fisherman  [author] Oct 17 @ 6:02pm 
@Dod Are you using MCT?
goopa Oct 16 @ 9:40pm 
the horses are hung yeah
Dod Oct 16 @ 9:29pm 
This is so awesome but bit unstable on my setting. it gives random ctd on enemy turn... while other team scm mods are fine even bit outdated.
markus Oct 15 @ 1:23pm 
Are there hung horse units?
Grass Carp Oct 14 @ 3:31pm 
The mounts for Lords and Heroes make them unable to hit pretty much anything. Ur Khan was losing a for a fire sorcerer
REITERPALLASCH Oct 14 @ 1:18pm 
Hopefully this can be made to be compatible or somebody can make a sub mod to have it work with the mod configuration tools. Alot of excellent mods have the MCT as a requirement for example might of the maw and MIXU's legendary lords has MCT options
gore Oct 13 @ 11:28am 
Weird question, but what version of Asset Editor is used to access the models? I'm mainly asking because I wish to make a private and personal mod and I'd like to adjust the models for it,but I always get an error trying to open the rigid models. I've tried rolling my game back to 6.0 (since that's the game version that works with the asset editor, I think) but no success with this mod in particular.
Dragon32 Oct 13 @ 11:24am 
@arnar_apaj
You need Mixu's Unlocker, see Required Items

@CaptMoist
That's usually indicative of a script break. https://tw-modding.com/index.php/Troubleshooting
CaptMoist Oct 13 @ 10:42am 
For some reason i started a multiplayer campaign but neither of the Hung lords spawned and we both have 1 unit and a generic norscan lord
Minthara! Oct 13 @ 9:57am 
@Pidoras nice nickname btw lmao
Minthara! Oct 13 @ 9:53am 
It's such a great mod! Thanks author. Can we have an order themed faction? Just one please? I want to play "reconquer the steppes from Chaos Gods" campaign just like that one I played with Norsca mod order faction
arnar_apaj Oct 13 @ 7:18am 
this mod crashes my game.. Is it supposed to be activated whitouth any otehr mods?