Total War: WARHAMMER III

Total War: WARHAMMER III

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Mortals, Mercs & Management - Community Factions Submod
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10 Mar, 2024 @ 4:03pm
4 Apr @ 5:20pm
12 Change Notes ( view )

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Mortals, Mercs & Management - Community Factions Submod

Description
WORKING!! Updated APR.1.25 - For 6.1!!

Mortals, Mercs, and Management submod is officially alive.

Adds support for the following new faction mods, and faction overhauls.
- OvN's Araby
- OvN's Albion
- Cataph's TEB
- Cataph's High Sea Patrol
- Cataph's Kraka Drak
- Mariunburg Overhaul
- Mixu's Mousillon
- Rhox's Legions of Nagash
- Yin-Yin the Sea Dragon
- Rotblood Tribe by SCM
- Tribes of The North by SCM

YOU MUST SUBSCRIBE TO ALL THE MODS OR THIS WILL CRASH.



NOTE ABOUT EDITING THE MOD FOR YOUR OWN PREFERENCES:
- If you don't want one of the mods, you can open the submod in RPFM and then delete the paths referring to the mod you don't have, and it'll not crash.
- You'll have to redo it whenever this mod's updated.

NOTE ABOUT OTHER MODS:
Some other faction mods may work with the game, that I didn't include here. It's still up for debate. And no, sorry, I won't be splitting this up into a dozen little sub mods. I don't have enough time to update them all and keep everything working.

Known Bugs:
- Please let me know if you find any bugs.

mods.

_______________________________________________________________
│⠀⌱⠀⠀My Other Mods
│⠀⌱⠀⠀If you wish to support my modding, please consider adding me and pick up something from my wishlist.
│⠀⌱⠀⠀Follow me on BlueSky[bsky.app] to keep up with my latest work.
_______________________________________________________________

⁠—Please help me with mod visibility, I appreciate it!
115 Comments
luke.sluszniak 4 Jun @ 10:24am 
Thanks for the info.
_Zevon  [author] 4 Jun @ 8:13am 
If you build +workers they will over time turn into +warriors. It's not totally broken, it will just happen a bit slower. When I get back in July I'll work on fixing this.
luke.sluszniak 4 Jun @ 7:23am 
So if I understand correctly, there is no possibility of replenishing units that are based on the lowest population class - because there is no +warriors building?
_Zevon  [author] 4 Jun @ 5:49am 
@Luke. Yeah, after thinking about it, there's a missing issue there. It's probably the same for all the factions in this sub mod. It won't crash, but it's unbalanced because they and others will lack the bonus other factions have.
luke.sluszniak 4 Jun @ 4:00am 
I wanted to ask if there is a bug with Southern Realms - because I see buildings giving +nobles and buildings giving +priests and buildings giving +workers - but I don't see a building giving +warriors (the lowest class of the three available for units)?
OHM 31 May @ 6:43am 
oh my bad, I should have read the notes properly. Sorry I have dyslexia so I avoid reading at most times.
OHM 31 May @ 6:40am 
Hi bud. Any chance you make this modular so that you don't have to have certain mods activated?

When updates come some of those mods (like SCM Marienburg and OVN Araby) get broken, so we have to deactivate them till they get fixed.
_Zevon  [author] 8 Apr @ 6:04pm 
@be'lakor. I doubt I will be able to make Crustacean Nation work because it changes the startpos. And this mod is set up for Mixer's start pos. You're welcome to take this mod and make it combatiblw for Crustacean Nation.
sigmars_disciple 8 Apr @ 5:31pm 
@be'lakor Unlike all of these mods here, The Crustacean Nation isn't compatible with MIXER yet (at all) which actually means that none of the mods listed here even run with that sealife mod

<3
Pfleger Von Yggdrasill 3 Apr @ 1:19pm 
@be'lakor A sealife type might be better, since many mods had sea creature units