Total War: WARHAMMER III

Total War: WARHAMMER III

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Industrial Bretonnia Units
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graphical
Tags: mod
File Size
Posted
Updated
127.180 MB
11 Jan @ 8:19pm
25 Mar @ 2:21pm
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Industrial Bretonnia Units

In 1 collection by Master Confounder
Master Confounder's Mods
20 items
Description
Better Unit Cards & Portraits Coming Soon!

Why?
I don’t think it's a secret that Bretonnia is way behind the times when compared to… well pretty much everyone, and it makes sense why many people despise Bretonnia for being a backward civilization. However, I always saw more in Bretonnia and while I have seen many great mods that improve Bretonnia I wanted my mod to give them a technological upgrade. Basically, this mod is made for people who don’t like Bretonnia’s current gameplay loop and “improves” the Bretonnia experience by making it somewhat similar to the Empire while complementing Bretonnia’s current weak infantry to strong cavalry gameplay experience. This mod is also designed to fit perfectly with my High Gothic Bretonnia reskin though it will work fine without it.

What’s Added?
This mod adds 13 new units, 5 Regiments of Renown and a new building chain to Bretonnia. All of the units have been designed to compliment Bretonnia’s cavalry play style by adding many new gunpowder and infantry units that are slightly worse than their Empire counterparts, forcing the player to still engage with already present Bretonnian units and including only a few direct upgrades to base units.

This mod also rebalances Bretonnia’s infantry gameplay by down tiering Foot Squires to tier 3 and Men-At-Arms (Polearms) to tier 2. Bretonnia’s tier 4 replacement are now the Duelist Knights, capped foot knights that are meant to be the equal to chaos chosen similar to my Servant Knights. However, the premiere Bretonnian infantry are the elite Cleric Knights, who are balanced similarly to my Imperial Mutants though the Cleric Knights have a 2 use healing ability that can heal any allied unit and even resurrect fallen warriors using “ze light of ze lady”.

All gunpowder units are built from the new forge building chain that makes the player choose what units they prioritize first, these units also do not replace Bretonnia’s gameplay experience and overshadow the cavalry gameplay.

All units have been tuned to technology and lord buffs.
All peasant units work with the peasant economy.

Regiments of Renown Unlock Level (Available to All Bretonnia Lords)
- Giseroux Grenadiers (Dragoons - Grenade Launchers) - 19
- Bordeleaux Mariners (Duelist Knights - Pistols) - 21
- Couronne Honor Guard (Duelist Knights - Shields) - 23
- Beast Shredder (Trebled Ribauldequin) - 25
- Knights of the Fountain (Cleric Knights - Halberds) - 45

Recommended Mods (and Used in Photos)
- High Gothic Bretonnia Reskin by Me - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405782070
- Warhammer 1 Texture Update Project by Dead Baron - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3237873696
- Ultimate Lighting by Mazisky - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2922534576
- Reloading Animations by Marthenil - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2858832821

Known Issues
- Unit Cards and 2d Portraits: Refer to the beginning of the description.
Please report anything else!

Submods
@Industrial Bretonnia Units 繁中submod by 丨荒野浪人丨 - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3478181782
[RUS] Industrial Bretonnia Units by CreamSandwich - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3406666298

Overhaul Compatibility
No idea if this is compatible with overhauls and I have no plans to make this mod compatible. If anyone would like to make submods you have my blessing, just please credit me and include a link to this mod, thank you.

What do you think?
Please rate and favorite the mod if you like it and also comment if you believe something is overpowered, underpowered, or if you have any other suggestions for the mod! I make these mods for me and my friends so I may not act on all requests.

Tags (Ignore)
Bretonnia, Renaissance, Gothic, Historical, Armored, Armoured, Gendarme, Fantasy, Industrial

Cheers!
42 Comments
Master Confounder  [author] 18 Jul @ 6:31am 
@Jademan Fiztro1: Yeah sure thing you can upload it, I'll even put it in the submods section on this page whenever you put it up.

Thanks for the love on the mod but I still think some things could he tweaked. Eventually whenever I get the motivation to mod again I will re-release this mod but with better balancing, some removed units, and some new ones.
Jademan Fitzro1 18 Jul @ 3:30am 
Hello, I made a simplified Chinese localisation to your mod. Would you please consider authorising me to upload it onto the Workshop? By the way, this mod is far more balanced than another gunpowder weaponry for Bretonnia mod. The latter one's unit design is far more overpowered than Imperial counterparts. Much obliged for bringing such a decent Bretonnian expansion mod focusing on gunnery.
Master Confounder  [author] 17 Jul @ 9:08pm 
@skull in a toilet: The ability names are edited through the language .loc files, the descriptions are changed in one of the ability tables in the db. I don't remember specifically which ones.

Use Asset Editor for modeling.

I recommend that you download some mods from the workshop and access them yourself in RPFM to see how they were put together.

This vid right here should help you to get started: https://youtu.be/460E6Ww0zto?si=gcljyT8KtmESKTVh
skull in a toilet 17 Jul @ 4:12pm 
im a modder myself, very new, and i wanted to know what files you have to access in rpfm to edit abilities names and effects. also if you could tell me where i need to look for making custom models. thanks, cool mod!
Master Confounder  [author] 20 Jun @ 12:41pm 
I probably should have made it more clear but yeah this mod is unbalanced af. I am not really working on this mod anymore besides giving it some support updates. My future mods shouldn't have a lot of the problems this one has though.
Space_Cowboy 20 Jun @ 10:40am 
Yeah the arquebus and blunderbuss units are trash. Sorry, but their base stats are SO BAD they're not worth using. They automatically lose in melee against everything, trash leadership, not very good DPS... meanwhile the cleric knights are hilariously overpowered.

I like this mod, but I think you need to rebalance it. Buff the missile infantry and nerf the cleric knight RoR because that unit seems practically unkillable when getting healed.
=♥Abby♥= 9 Jun @ 7:09am 
Would be kinda okay if the arquebusiers didnt have such horrendous unit size and range, I get their reload is 3.3 seconds faster than empire handgunners, but that doesnt justify them being 90 units instead of proper 120.
DocHolliday 2 Jun @ 1:35am 
This looks amazing! It sucks your stopping the Renaissance inspired stuff though, we really need more mods to compliment gems like the "Guns of the Empire" mod, it just doesn't make sense that all of the other human factions would be so far behind technologically at that point. Would love something like this for Kislev if anyone ever finds the motivation! Again amazing work regardless!
Master Confounder  [author] 8 May @ 7:11pm 
@丨荒野浪人丨: Thanks, man! Added it to the submods.