Total War: WARHAMMER III

Total War: WARHAMMER III

Imperial Elite || Empire Late Game Unit Mod
Spitoni99  [developer] Aug 26, 2022 @ 2:27pm
Balancing suggestions
Only empire players allowed!!!
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Showing 1-15 of 17 comments
ryguytx Aug 28, 2022 @ 5:05pm 
The Lansquenets seem to get all buffs that apply to greatswords and handgunners, and Imperial Guardsmen seem to get buffs from the greatsword and halberds. I haven't gotten to the inquisition yet but I can assume that they are similarly unbalanced. I'd recommend limiting these units from getting the buffs for multiple units. Great mod though!
Spitoni99  [developer] Aug 28, 2022 @ 11:56pm 
Thanks for your comment! I‘m looking into that. I have already some ideas what to do, but I need to test it first.
Exothermic_Dude Sep 12, 2022 @ 8:46pm 
This is a very cool mod and I love the idea of elite infantry for the Empire in general, but in my opinion these units are simply overpowered for their upkeep costs (especially Lansquenets, which seem to me to be both too well-rounded AND too overpowered for the price). I would like to experiment with the upkeep costs of these units; do you know if it is possible for me to manually change this through the mod file?
Spitoni99  [developer] Sep 14, 2022 @ 9:00am 
@Exothermic_Dude Thanks for the comment, I really understand your concerns. I also think, that the Lansquenets are too strong right now. However the problem I have is that I don‘t want to ruin a unit by nerfing it to much. Better a little too strong than too weak. But I think I will bring a new update maybe the next days, after doing some testing. If you want to change settings in the mod file, I would recomment to use RPFM (Rustes Pack File Manager) from Frodo, it‘s available on GitHub. Then search in the db folder of the pack file of my mod for the land_units and the main_units tables. You could also read one of existing unit modding guilds.
Exothermic_Dude Sep 15, 2022 @ 12:11am 
@Spitoni99 No problem, and thanks for showing me how to do this! I downloaded RPFM and edited these two tables. I agree and these units are incredibly fun to play with as-is. I personally would rather nerf a unit by increasing its cost/upkeep instead of changing its stats. I'm currently playing a campaign with Lansquenets with modded cost (1000g --> 1400g) and upkeep (250g/turn --> 325g/turn) and to me it seems more balanced, although 325 might be too high (this really isn't my area of expertise, but I'm comparing the unit to the Streltsi, which seems to fulfill a very similar role but has similar but somewhat lower stats and also has 250g/turn base upkeep). I love this unit btw. In my mind it's kind of what a much stronger, professionally-trained version of the Streltsi might look like.
Last edited by Exothermic_Dude; Sep 15, 2022 @ 12:11am
Spitoni99  [developer] Sep 15, 2022 @ 2:24am 
@Exothermic_Dude Pleased to hear that you learnd to use RPFM that quickly and also thanks for your suggestions. Sometimes, you just need a second opinion an things to make them better :)
Spitoni99  [developer] Sep 24, 2022 @ 10:34am 
As mentioned in the comments, any suggestions to make the unit cards look better?
Last edited by Spitoni99; Sep 24, 2022 @ 10:35am
FrittenFritz Sep 24, 2022 @ 10:39am 
Its hard to say. the vanilla unit cards are more Saturated and have more Colour "Punch". i dont know what program you use for the editing, but try setting the "clearness" higher. i think it gives the Cards a more sharper look.
FrittenFritz Sep 24, 2022 @ 10:42am 
do you still have the unit cards? would you send them to me? maybe i can try to tweak them a bit.
Spitoni99  [developer] Sep 25, 2022 @ 5:23am 
Yes, I have found them, do you know a good way how I can upload the files?
FrittenFritz Sep 25, 2022 @ 8:10am 
hmm discord would be a good way
TheShermanator Oct 3, 2022 @ 10:14am 
Originally posted by Exothermic_Dude:
@Spitoni99 No problem, and thanks for showing me how to do this! I downloaded RPFM and edited these two tables. I agree and these units are incredibly fun to play with as-is. I personally would rather nerf a unit by increasing its cost/upkeep instead of changing its stats. I'm currently playing a campaign with Lansquenets with modded cost (1000g --> 1400g) and upkeep (250g/turn --> 325g/turn) and to me it seems more balanced, although 325 might be too high (this really isn't my area of expertise, but I'm comparing the unit to the Streltsi, which seems to fulfill a very similar role but has similar but somewhat lower stats and also has 250g/turn base upkeep). I love this unit btw. In my mind it's kind of what a much stronger, professionally-trained version of the Streltsi might look like.

I came here basically to say this: The stat card, combined with the fact that that the unit enjoys buffs from multiple unit lines, means the Lansquenets seem a little too good. And I agree that the way to fix this should be to make them more expensive. I would make them even more expensive than Exothermic_Dude suggests.
sins8 Oct 17, 2022 @ 12:20am 
Originally posted by TheShermanator:
Originally posted by Exothermic_Dude:
@Spitoni99 No problem, and thanks for showing me how to do this! I downloaded RPFM and edited these two tables. I agree and these units are incredibly fun to play with as-is. I personally would rather nerf a unit by increasing its cost/upkeep instead of changing its stats. I'm currently playing a campaign with Lansquenets with modded cost (1000g --> 1400g) and upkeep (250g/turn --> 325g/turn) and to me it seems more balanced, although 325 might be too high (this really isn't my area of expertise, but I'm comparing the unit to the Streltsi, which seems to fulfill a very similar role but has similar but somewhat lower stats and also has 250g/turn base upkeep). I love this unit btw. In my mind it's kind of what a much stronger, professionally-trained version of the Streltsi might look like.

I came here basically to say this: The stat card, combined with the fact that that the unit enjoys buffs from multiple unit lines, means the Lansquenets seem a little too good. And I agree that the way to fix this should be to make them more expensive. I would make them even more expensive than Exothermic_Dude suggests.

i don't agree, the unit is strong for what it is but its not over powered. its firepower while fast is actually lower then a hand gunner by a point, and it burns through ammo faster which is both good and bad. because they are using a great sword and not halberd/sword and shield they are actually rather fragile, they can hold their own for a few minutes till help can arrive but they will take losses. i have experiences quite a few times when they got caught out and devastated by a mid tier unit. i should note i have only had a max of 6 in an army at any given time. i would maybe offer a few possible suggestions:
1. great swords (especially the ones used by the empire) are actually designed to also be used as short pikes (that is what the second handle is for). so i would give them a pike formation that increases their defence but makes it so they cant move. this will make them more defensive in nature which should discourage any charges. you could also increase range by 10 in this formation again making them more of a fixed piece
2. i would reduce the charge bonus to like 4. if you think of them as a defensive unit that can hold the line when necessary then they dont need to charge. (also the weight of a gun and sword would be felt in a charge)
3. i would also add 3-5 hand grenades they can throw at the enemy charging them after they get close enough. this is a little strong but it would be in line with a defensive unit. the guns are to kill the enemy at range, while the grenades soften the enemies before they are FORCED into melee which they are OK at so in theory the grenades help even the odds.
4. i believe a good price would be 1250 up front and 302 per turn.
5. i would increase ammunition by 5
6. i would make them unbreakable. this is a nurf, great skill for units that can take a beating bad for a unit that you want to preserve for the next battle.

now for the imperial guardsmen: in general this unit just a needs a little more staying power
1. increase armour to 115. i suspect you are using great-swords armour as a comparison but if you look at the models they are in varying degrees of full and half plate. i would look at the cavalry for elite armour units as cavalry will usually have the best armour (usually the rich people who can afford armour are lazy and prefer to ride a horse)
2. i think the skill 'rowdy' would be a nice add to this unit as well

for the inquisitors:
1. increase armor to 110
2. add sunder armor
3. change or add fire damage (fire is the weapon of the inquisition)

all in all great mod, decently balanced as is. would love to see a gryphon rider unit. keep up the good work.
Spitoni99  [developer] May 1, 2023 @ 11:12am 
@TheShermanator I‘m sure I did this. You can check now what tech & skill boosts which unit. And to the unit cost: they are in the same range as sisters of averlon.
Last edited by Spitoni99; May 1, 2023 @ 11:54am
Spitoni99  [developer] May 1, 2023 @ 11:51am 
@sins8 Sorry, I have seen your last comment and it was really good, I just forgot to answer.
However let‘s come to your suggestions:
For the lansquenets:
1. Yes, but it wouldn‘t fit into the game, because all greatswords are against inf (please correct me, if I‘m wrong) and I think u don‘t need a square formation skill, that would be to strong. That typ of formation was also more of a thing later with lineinfantery.
2.well, yes and no. Yes they have a gun, but they are also less armored.
3.-6. Well I think that would turn them into a old system tier 5 unit, but I want them to stay at tier 4, to soften up the recruiting process and that you have less overpowered armies. There is also no real tier 5 range inf unit in the game and other factions would deserve it more.

For the imp guardsmen:
1.I‘m actually inspired by the armor of elven units (phoenix guard)
2. This one sounds good, I think I will implement it somehow.

For the inq troops:
1.Would be to much, I think. I will test it
2.Yes, sounds good
3.Yes but I like the idea more, that Volkmar gives them fire attacks, for his armie only.
The magic attack is also good against daemons.
Last edited by Spitoni99; May 1, 2023 @ 12:00pm
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