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
4.062 GB
Aug 23, 2022 @ 7:11pm
Sep 2 @ 9:11am
42 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, The Broken Vox for providing descriptions for most of the new buildings and Admonitor for providing most of the skill descriptions.

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 (Outdated)

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 (32)
285
Sep 9 @ 1:27pm
PINNED: Bug Reports
Nightsaber
187
Jul 31 @ 3:21am
PINNED: Suggestions
Nightsaber
19
3
Jul 14 @ 10:51pm
what about a warhammer II version?
*[TR2]*Tacticvs
2,428 Comments
Star1337_online 1 hour ago 
yeah
Ryan 5 hours ago 
7,7 field gun is stronger than the 10,5 nothing else. Makes no sense
Shepherd_KORP 14 hours ago 
Is there a way i could fund or get a mod made from yall
Boom_Sverige Sep 19 @ 7:30am 
@Dog of War I usually keep my heroes and lords behind instead of putting them in combat, unless the enemy is weakened or the lord has either an armored car or zeppelin.
Dog of War Sep 19 @ 6:57am 
been loving this mod! it's a blast! Only gripe is that my heroes and lords get killed very easily and seem to always be the first ones to get sniped out of the bodyguards.
Boom_Sverige Sep 19 @ 5:48am 
@Jensehc I see, thank you, i'll change it and see if it works!
videogameenjoyer Sep 18 @ 4:37pm 
@Jensehc thats what it should be, but i have max acclaim and all the tech required, but when i go to build a tank factory/anything more than the scout airship the buildings have a red X over them, telling me i need more acclaim and to research the tech.
Jensehc  [author] Sep 18 @ 2:51pm 
@Boom_Sverige
Have you checked your unit size setting? If its on ultra you should always have 4 guns per unit.

@videogameenjoyer
Strange, when I tried Wulfhart's campaign, everything worked normally. You just need a certain amount of acclaim and the tech.
Boom_Sverige Sep 18 @ 2:44pm 
I remember my Field Guns, Howitzers, and HMG's had 3 pieces per unit during my first run, but in my 2nd run I only have 2 pieces per unit. I also feel like I remember the Infantry having 100 instead of 80. Is this an issue, am I missing a technology, or wasn't it even supposed to have that much per unit in the first place? Sorry if I sound like an idiot, because I am one.
videogameenjoyer Sep 18 @ 12:36pm 
for some reason i am not able to build tank factories, even though i have all the required technology and acclaim
is there something im missing?