Total War: WARHAMMER III

Total War: WARHAMMER III

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Expanded Roster - Dwarfs - SFO
   
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File Size
Posted
Updated
51.452 KB
10 Jul, 2024 @ 12:43am
28 Jan @ 3:37pm
4 Change Notes ( view )

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Expanded Roster - Dwarfs - SFO

In 1 collection by CYLMT Riven
CYLMT's Submods and Other Magical Things
40 items
Description
All stats are SFO Compliant =D

Changed a couple of the units
- Prospectors got a little buff. (Not meant for combat. They are a niche wall destroying unit meant for siegeing walled settlements. They have the “can siege” attribute so you won’t need siege equipment to battle a walled settlement.)
- Old Guard got a little buff or big one depending on how you see it. (They should be useful when stacked with a normal frontline unit to help create a hole in the enemy frontline.)
(these two units are low in count and hard to balance so i gave them what i thought they would need to be useful in their own way as low unit count units.)
- Adjusted stats on dreadnaught to what i thought they should be roughly. I had nothing to base them off of SFO wise so if they are too good or not good enough just let me know.

Changed recruitment buildings
- Irondrake pistols were moved in with the other irondrakes
- Hammerers were moved in with the other hammerers

Caps
- Hammerers got the hammerers cap
- irondrakes got the irondrakes cap
- Prospectors got caps. 1 per tier 2 barracks, 2 per tier 3 barracks.
- Old Guard got caps. 1 per ancestors hall, 1 per tier 3 barracks.
- bugmans got caps. 1 per tier 2 tavern, 2 per tier 3 tavern.
- TTC

Compatability
- Singe's dwarf mod/singe comp = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286047565
(disables the units for expanded roster that singe has made aswell)
The version to disable singes units instead can be found here = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286047754

Thanks to Decomposed for making the Expanded Roster mods!

From Decomposed's Expanded Roster Dwarf Mod Description:
"The Grudgecrusher Dreadnaught is available only at Karak Zorn landmark and has a cap of 4."
56 Comments
CYLMT Riven  [author] 2 May @ 12:31am 
@< blank > I dont think my individual submods are compatible with the compilation. You would have to wait for me or one of the other ER submod guys to release a submod for specifically the compilation. I cant fix any bugs that this causes when used with the compilation and not the individual mod this is made for.
< blank > 1 May @ 10:39am 
i use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3314618468 faced with the problem of launching sfo submods, gnomes are working, empire is not, although they are updated on the same date.By running only the empire's submod, I also get a crash.
Bodya Pavuk 5 Apr @ 9:50am 
thx for your work!
CYLMT Riven  [author] 21 Mar @ 7:21pm 
@Clopperz Noted. Ill take a look when I have time. Ive been really busy at work and havent had time to touch any of my submods but im trying to plan some time soon to fix any problems the submods have from recent updates so rest assured i will eventually fix any issues people report. Thank you for using my submods!
Clopperz 20 Mar @ 3:28pm 
i noticed drakefire pistols has just 5k hp is thi inteded? great mod, love this :steamhappy:
Ryougi Shiki 18 Mar @ 9:35am 
Thanks a lot for submod!
CYLMT Riven  [author] 14 Feb @ 3:44pm 
@*****Matt In the description I explain why those units are low count. I adjusted their stats to perform for their role. Prospectors are for early sieges and destroying walls. Old Guard have much better stats than hammerers therefore there’s only 20 of them. Deco had them like this in the vanilla mod. My job as a submodder is not to change the original work but to interpret it into sfo. For me that means I take what deco has intended for his units roles in the game and do my best to make them work in sfo. I’ll look over their stats again when I update this mod but I don’t think I will be making them like miners or hammerers cause at that point there is no place for them to be used. It would be the same as having another miner unit or another hammerer unit and that seems redundant to me.
*****Matt 13 Feb @ 5:07pm 
question: are the units supposed to scale with settings? Prospectors have 32 men per unit, and my miners are 100 men per unit. 20 Old Guard per unit versus 80 hammerers. Thanks!
Buffalo 3 Oct, 2024 @ 3:20am 
Possible to have a SFO submod for expanded Beastmens please? :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874672190
Tevesh 20 Sep, 2024 @ 7:45am 
Tbh miners (and a few of their equivalents on some other factions) are a very polarizing unit, it feels as if grenadiers should be a higher tier elite unit and not a t1 chaff that is mostly good at clearing other t1 chaff. Maybe CA didn't want to bother cause the grenade mechanics are janky af.