Total War: WARHAMMER III

Total War: WARHAMMER III

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TW Millennium: Modern Warfare
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units
Tags: mod
File Size
Posted
Updated
4.066 GB
Aug 23, 2022 @ 7:11pm
Mar 26 @ 11:07am
40 Change Notes ( view )

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TW Millennium: Modern Warfare

Description
We now have an official Discord Server[discord.com]!
Huge thanks to Nathan the Dwarven Shark for creating it !

With this Mod a new age of warfare has dawned in the world of Warhammer:

The Empire has entered a new age of technology and received new units, buildings technologies and much more.

This Mod is the first part of a project to rework all factions. We decided to release it here in the workshop to let people have fun with it and get more feedback from the players.

IMPORTANT!!!
To use the Imperial Skydestroyer, you must set the buildings quality setting to Ultra or High otherwise the game will crash in the loading screen!

Don't use more than one unit of Imperial Base Engineers in the same army! Using more than one will lead to inevitable crashes and bugs. Additionally depending on the type of battle and other currently unknown factors the buildings will sometimes not be able to spawn units as intended.

If you use the unit size Large one of the three Imperial Light Tanks will not be usable after starting a battle in the campaign. This happens because the game tries to load something between 2 & 3 tanks and as a result one of the turrets doesn't spawn. To avoid this, it is recommended to use either the unit size Medium or Ultra .


THE UNITS
63 units are added to the Empire:
  • 25 Infantry units
  • 2 Cavalry units
  • 13 Artillery units
  • 14 Vehicles
  • 9 Aerial units
  • 8 RoR units
The descriptions of the units have been moved to a discussion thread, to reduce the textwall on the main site.

BALANCE
The stats of the units are orientated on the vanilla values, but due to their modern nature they may be considered slightly overpowered. (Especially the Tanks and Zeppelins!)

COMPATIBILITY
Since Update 1.6 overhauls the Empire as a whole faction, every other mod that adds content to it will most likely not be compatible and will require a compatibility patch. For other mods it is simply hard to predict, if it will be compatible or not. In most cases it is advisable to try the mod in question with this mod and nothing else activated.

KNOWN BUGS
  • Electorial Machinations have the wrong name and tooltip (Colleges of Magic)
  • Willhelm is missing his 2D porthole picture
  • Some 3D portholes are not displayed correctly
  • Due to the startpos all generals and lords that exist at the start of the campaign will have no bodyguard until they get their first mount.
  • Light Machine Gun Teams are not able to fire while they are in their packed variant.

CREDITS
Huge thanks go to MPD for creating some amazing unit cards and loading screens in the same style as the vanilla units.

This Mod wouldn’t be possible without Frodo45127's RPFM and the AssetEditor

I also want to thank Apache49 for providing descriptions for all new technologies and The Broken Vox for providing descriptions for most of the new buildings.

The inspiration for the modern units stems partly from a fanfiction we recently read "An ISOT in Grimdark[www.fanfiction.net]".

Some of the Assets in this Mod contain edited textures from ^1Shep^8ardov's EMPIRE HD Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2569708408

Thanks go to Necrorise for letting us use some of his animations.
https://steamcommunity.com/sharedfiles/filedetails/?id=2699728017


FAQ
Will you make a SFO / Radious / etc. version ?
The stats of the unit are based on vanilla TWWh3, but feel free to upload your own version.

Can I use your asset/mod in my own project ?
Feel free to use whatever you want (model, textures, etc...) for your own projects/mods.

What are your further plans ?
  • In the short term we will finish adding additional content for the Empire.
  • In the long term we will rework Bretonia Kislev and Cathay in the same manner. Maybe more factions will follow in the future.

This isn't conform with the lore !!!
  1. We are aware.
  2. We don't care.
  3. You don't need to use this mod.


SUBMODS

TW Millennium: Modern Warfare Faster Research Submod

Submod for more tanks

Unit Equipment Upgrades

Imperial Railways

Unofficial Elspeth Patch (Nuln Gunnery School)

Submod pour la Traduction Française

Submod for Chinese Translation/中文翻译

STANDALONE MODS

TW Millennium Imperial Skydestroyer Standalone

Compatibility Patches

The Old World Campaign

Empire Tanks by _D3rpyN3wb_

Warband Upgrade Ultimate

RECOMMENDED MODS

Mixus’s Unlocker

Shorter Weapon Trails

UI Slider

Large Battlefields Project (Outdated)

More Submods and Translations created by other users can be found in the Discussions!


If you want to support us, this is our official Patreon
[www.patreon.com]
Popular Discussions View All (31)
278
Jun 6 @ 5:30pm
PINNED: Bug Reports
Nightsaber
186
Jun 10 @ 1:37pm
PINNED: Suggestions
Nightsaber
3
Jan 9 @ 2:16pm
t6he research tree
RacerGC
2,293 Comments
Jensehc  [author] 5 hours ago 
@Colonel Spuds
I'm completely serious. I would be really happy. if you can edit a better version for our mod and will gladly include it. Just take the Asset Editor and give it a try. You have as much qualification to do this as I have. When we started modding the game I have done this without any sort of experience in editing 3D models from before. Even today I have no idea how to use programs like Blender and only work with the Asset Editor. The “Stahlhelm” is one of my first models that was created by simply moving the vertexes of one of the Empire State Troops helmets until it looked like it looks now.
Motivated_Guy 7 hours ago 
What stahlhelm? This is the Empire son. We fight for Franz.
Colonel Spuds 7 hours ago 
That's not condescending at all!
Follow your heart 16 hours ago 
how to shoot rockets with that T5 armed helicopter? I can only use its machine gun
Jensehc  [author] Jun 12 @ 6:26pm 
@Colonel Spuds
I'm looking forward to your try on creating a "proper" one from the existing helmets in the game. Since all our models are built by using and editing existing in-game models with the Asset Editor, you are welcome to create a better version.
Colonel Spuds Jun 12 @ 5:40pm 
I really wish they had proper M16 Stahlhelms instead of... whatever bucket they have on their heads.
Caincrusher Jun 11 @ 2:23pm 
is there a way not to get the franz reskin
VioletGrey\\TTV Jun 10 @ 3:12pm 
@Jensehc thanks! a submod would also work, since i can definitely see the AI running wild with these units. i mostly want more units for when i play multiplayer campaigns with friends :)
Jensehc  [author] Jun 10 @ 1:11pm 
@Sleezy Cabbage
The takes incredibly long to unlock the later units, since they don't have a specific order in which they research the technologies. This combined with the large tech tree leads to them taking ages to unlock the higher tier buildings and units. I have seen them recruiting the better units eventually though.

@VioletGrey\\TTV
I will take a look at that for the next hotfix. At first, we wanted to avoid the other AI factions receiving to strong units through this, but I will try to add some more units.

@Coffee Commander
It activates or deactivates the gunship attribute from the thunderbarge. The unit should behave different when they get an attack order with or without it.

@Crane Operator 37
You will have to own one of the Empire lords to access the units. It doesn't matter which one.
Crane Operator 37 Jun 10 @ 12:32pm 
do I need any DLC to play with this mod?