Total War: WARHAMMER III

Total War: WARHAMMER III

TW Millennium: Modern Warfare
 This topic has been pinned, so it's probably important
Nightsaber  [developer] Aug 27, 2022 @ 3:28pm
Suggestions
If you have any kind of ideas for new units or mechanics for this mod you can post them here.
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Showing 61-75 of 183 comments
Dramaking05 Nov 1, 2022 @ 3:56pm 
Maybe some SPGs? Could be simple as having the Artillery be drag by the armored trucks but at the same time be able to shoot a target while moving. Oh would it also be possible to give the infantry the ability to fire while moving? It boggles me when the entire unit atleast for me dont shoot because one guy got stuck
HECK Yes Gaming Nov 5, 2022 @ 10:13am 
Planes and bombers would really be the cherry on top of this mod. Since planes can't really hover in place though I'm not sure how one would make that work.
VonJoe Nov 11, 2022 @ 8:51pm 
I really like the imperial-assault troopers, definitely love the whole approach of closing the gap and mowing things down.

I think it'd be cool to be able to specially unlock certain "upgrades" to specific infantry units, whether thru the tech tree or via general skills (applying to units gold chevron and above).

For example, unlocking "fire while moving" for the imperial-assault troopers, allowing them to close the gap while shooting at the same time. Or "stalk" to allow them to close the gap easier. Would be overpowered, hence having it locked behind a techtree or skilltree.

Otherwise having a separate unit would be fine too.
[MaD$] Fri$b Nov 26, 2022 @ 12:30am 
Can you do tyranids in the future?
pgbpaculdo Nov 26, 2022 @ 4:02am 
Make a these units be part of a separate faction from the empire.
Mr. Sandman Dec 19, 2022 @ 5:13am 
Zeppelins
colonel Joel Dec 19, 2022 @ 5:23am 
an anti-air battery/artillery
FFHAuthor Dec 25, 2022 @ 5:01pm 
Tech Tree research to enhance these units and perhaps reflect the Late Victorian/Early Modern age of industry and technological developments. But that would make the German second Reich a total replacement for the Reik.
Overlord Jan 29, 2023 @ 7:28pm 
- Please consider integrating the unit upgrade mod,or adding a submod for it, to allow the player to upgrade vanilla gunpowder units, and maybe some melee ones where logical, to your units in providences where T5 buildings are present.

- MCT integration to allow players to enable or disable individual units in the mod, maybe could also allow for you guys to pack in some of the existing optional submods (like the larger tank units one for example) without needing to maintain separate pages/files.

- Consider collaborating with the guns of the empire mod folks to create a "bridge" submod that allows their units to be upgraded into yours after the relevant building tiers are present.

- Add a melee anti-large unit to complement your current existing melee infantry. Its a current capability gap for pure modern armies in the defense IMO. Maybe pikemen with modern armor, and an anti large demolition charge ability?

- Mini tech tree to gate certain unit types, like the armored cars and tanks (and air units if added in the future).

- Allow lord buffs to affect other gunpowder units besides modern units. Should help the AI not nerf their armies when they start building them since it seems they can't differentiate between modern units and vanilla gunpowder units when raising armies in my experience.

- Also the flipside of the above, allow modern units to be affected by techs and lord buffs where reasonable. For example conscripts being able to be affected by Volkmar's army and faction buffs.

Thank you for all the work, loving it so far. Looking forward to future additions.
Last edited by Overlord; Jan 29, 2023 @ 7:52pm
WhatsSmoking Feb 11, 2023 @ 2:40am 
i got to ask do you think of going for the ww2 as a higher tier or is that more no we like this mod in ww1 style and dont want to break the game?
Nightsaber  [developer] Feb 11, 2023 @ 2:49am 
It is more like, ww1 is already giving the two of us enough work for the next years already^^ Maybe when we are at a point that we have enough factions done for the overhaul to be implemented, we will make a spin-off with more modern tech. But that will, as mentioned, be likely years in the future.
Surge Brass Mar 2, 2023 @ 2:24pm 
Originally posted by Overlord:
- Please consider integrating the unit upgrade mod,or adding a submod for it, to allow the player to upgrade vanilla gunpowder units, and maybe some melee ones where logical, to your units in providences where T5 buildings are present.

- MCT integration to allow players to enable or disable individual units in the mod, maybe could also allow for you guys to pack in some of the existing optional submods (like the larger tank units one for example) without needing to maintain separate pages/files.

- Consider collaborating with the guns of the empire mod folks to create a "bridge" submod that allows their units to be upgraded into yours after the relevant building tiers are present.

- Add a melee anti-large unit to complement your current existing melee infantry. Its a current capability gap for pure modern armies in the defense IMO. Maybe pikemen with modern armor, and an anti large demolition charge ability?

- Mini tech tree to gate certain unit types, like the armored cars and tanks (and air units if added in the future).

- Allow lord buffs to affect other gunpowder units besides modern units. Should help the AI not nerf their armies when they start building them since it seems they can't differentiate between modern units and vanilla gunpowder units when raising armies in my experience.

- Also the flipside of the above, allow modern units to be affected by techs and lord buffs where reasonable. For example conscripts being able to be affected by Volkmar's army and faction buffs.

Thank you for all the work, loving it so far. Looking forward to future additions.

Piggy-backing off of these fantastic suggestions, a hero that buffs the modern units would be great. Makes me feel a lil' sad when I have Karl Franz decked out with a modern army but I can't buff the units in any way.
Last edited by Surge Brass; Mar 2, 2023 @ 2:26pm
Dramaking05 Mar 28, 2023 @ 11:13pm 
The Sturmtiger? Doesn't need to look like it maybe use the heavy artillery and place the cannon onto one of the tanks?
IronWatchmen Apr 13, 2023 @ 5:13pm 
What if you could add a hero or a quest battle if thats possible and maybe another melee infantry so that way we dont have just the one cus they die really fast which sucks cus they have the attribute expandable and same with all the other units
HECK Yes Gaming Apr 13, 2023 @ 10:33pm 
A hero would be really cool. A Colonel with a Mauser with the classic broomstick stock and officer sword (similar to Witch Hunter) artillery expert or like a combat medic.
Or even a motorcycle unit, motorcycles with armored turrets built into the sidecar are historically accurate even.
Any of these would be incredibly fun legendary hero's
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