Total War: WARHAMMER III

Total War: WARHAMMER III

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Nanu's Dynamic Regiments of Renown (Beta)
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File Size
Posted
Updated
30.831 MB
Jun 29, 2024 @ 10:52am
Sep 4 @ 1:21pm
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Nanu's Dynamic Regiments of Renown (Beta)

Description
❗️❗️❗️⚒️ NEW UPDATE WOOO! USE Dynamic RoR Graveyard to fix any broken submods ⚒️



Note from the author, skip ahead for the mod description.

I've been absent from the modding community for over a year now, and that's for a lot of reasons. At first it was burn out. The system I used to make Active Oceans no longer works in Total War Warhammer III, and after months of trying I gave up. Then Creative Assembly made several awful decisions, and I feared that all of the effort I'd put into making mods would be for nothing, that they'd axe this game like they did Three Kingdoms[www.eurogamer.net], and I'd once again have spent countless hours making mods for a game that CA abandoned. I won't say the future of this game looks bright, nor do I think that the developers who were punished for the decisions made by out of touch executives deserved to lose their jobs due to other people's apathy and incompetence, but the game is still alive, the community is recovering, and the modding scene still has life in it. So I'm returning with my most ambitious mod yet. I've spent over a year on this, (My first pack file for this is dated 6/7/23), and its been as much a joy to play around with it as it has been build it. So without further rambling I present to you:


Nanu's Dynamic Regiments of Renown!

Your brave Dawi Warriors held back hordes of skaven, valiantly enduring warplightning and poison wind until finally the vermintide broke and the rats fled back to their holes. And what was their reward for their heroism? +47 xp.

This mod changes that. Now when your troops perform in battle, standing against all odds or cutting down swathes of foes, they will be properly recognized for their efforts.

Millions of unique Regiments of Renown

Yes, millions. This mod includes over 1500 unique effect bundles, assignable to every unit in 12 factions so far, amounting to over 50,000 total effects, each which can combine to create limitless possibilities. I've done the math on what's done so far and its sitting at about 2.5 million permutations, without factoring in the unique name generation system.

And this is only the start. There are dozens of nouns and adjectives in the mods internal dictionary, and more will be added with each update to ensure you never get the same generated name twice.

Unique Projectiles!



This mod assigns unique projectiles to missile units. Your archers killed 200 crypt ghouls defending against Vlad Von Carstein's invasion? Now they have magical fire arrows. Your handgunners killed countless Bretonnian Knights as you captured Marienburg from that scheming Grail King Louen? Their bullets are now anti large. Your mortars blasted through hordes of goblins? Now they shoot flaming cluster bombs.



There are over 1000 custom projectiles included in the mod, and I haven't even started on some factions yet.


New Abilities!

Your regiments of renown can access over 120 new custom abilities, made by yours truly.

You might defeat a Khornate force and get the Aura of Blood ability, granting your units and those around it Melee Attack and Physical Resistance that scales with the kills the unit makes.

You might save all of Kislev from falling by helping the garrison of Praag defend against the forces of chaos, granting your archers the Ice Shard Volley ability, a powerful armour-piercing volley of magical arrows.

Or you might get my personal favorite ability, Blood Frenzy, which sends all units in the area into a rampage, boosting your allies damage output and hindering your enemies defenses!



Factions included so far:
  • Bretonnia
  • Empire
  • Kislev
  • Dwarfs
  • High Elves
  • Lizardmen
  • Skaven
  • Chaos Undivided
  • Khorne
  • Nurgle
  • Tzeentch
  • Slaanesh
  • Ogres my lord!
  • DA WAAAAGGGHHH


This mod is the culmination of over a year of tinkering and toying with the game and the system I've built to create this mod, and while I'd love to have a finished product for you, the sheer size of this mod cannot be understated. I'd rather get it out to you now with what I have than spend another 6 months doing the rest of the factions. This is not to say I won't get to all of them, more factions will come with future updates, but each unit takes me 1-3 hours to add, and there are hundreds of units still to go.

I hope you enjoy the mod as much as I've enjoyed making it!

Submods
Dynamic RoRs for Elector Count Units by cvelde

FAQ

How does it work?
After a battle, the mod will check through all of your units and determine which ones are eligible for becoming Regiments of Renown. It takes into account their total kills, with their recruitment cost factored in to ensure lower tier troops have a chance, as well as their total health at the end, so units that survive against all odds are in the running as well. The mod then checks who you fought, where you fought, your lord, the enemy lords, and other factors to create a list of possible effect bundles to assign to the unit. Finally it takes the battle contexts, effects, and the faction you're playing as to generate a unique name for your new Regiment of Renown.

Does it work for the AI?
Yes

Is this save game compatible?
Yes. Whether you start a new game or add this to an existing one, you will get one free Dynamic RoR on your next battle, and then the system will do its internal calculations for all future battles.

Does it work in multiplayer?
No. Sorry, I don't know how to resolve the desyncs and don't care to test it. This mod is time consuming enough already.

What is this compatible with?
This mod will only affect vanilla units and units that include the effect bundles this mod provides as purchasable effects. Overhaul mods like SFO and Radious, but this mod includes custom projectiles that are not balanced for these mods.

What about modded units?
This mod is a template for how to add modded units to Dynamic RoRs. Any modded units will need to be added by their respective mod authors or other modders, I will not be creating individual patches.

What's next for this mod?
Mayhaps the Chawi



My other mods:
Nanu's Sartosa Overhaul
Nanu's Bretonnia Overhaul
Nanu's Lizard Tweaks
Nanu's Empire Tweaks
Nanu's High Elf Tweaks
Nanu's Armored Giants

Want to support my mods? Here's my Paypal:
[www.paypal.me]

Like the mod? Make sure to

It helps improve the mods visibility!
Popular Discussions View All (2)
182
Sep 15 @ 1:19am
PINNED: Report any bugs here
Nanu
0
Jul 2, 2024 @ 4:02am
nc game
Kenjiieee
1,228 Comments
Ben Sep 13 @ 11:49am 
@FLCL submods exist for the other factions.
Kitsune_Bot Sep 13 @ 11:22am 
Is it supposed to be possible for units with no kills to get the regiment of renown, even if the unit that got all the kills lived at the end?
FLCL Sep 13 @ 2:01am 
Nanu,when is the next up?I mean the kind of add factions
Ironhammer Sep 11 @ 8:43pm 
Wow, my bad. totally glanced right over that question.
MusicManiac Sep 9 @ 4:46pm 
Read the description my man, literally says right there.
Ironhammer Sep 9 @ 4:24pm 
Can enemy AI get these? if not, is there a way to enable that?
Tacos 'n Creme Sep 8 @ 9:19pm 
Nanu, I gotta say, I don't know if I could play another campaign without this mod. This should be in the All Times for Total War mods. Simply outstanding. Any update on additional races? (No worries if not, just really lose a lot of fun factor playing without it. :PEAKsalute: )
MusicManiac Sep 8 @ 8:05am 
Will definitely try this after I finish or die trying my Dark Elves campaign :D
MusicManiac Sep 8 @ 8:04am 
I tried to figure from screenshots but I don't have enough playtime yet to recognize everything. Thanks for the answer
Nanu  [author] Sep 8 @ 8:01am 
@MusicManiac Factions supported means the units from those factions. All factions you fight can give you context based effects. If you looked at the provided screenshots you'd see multiple effects that were obtained from currently unsupported factions.