Total War: WARHAMMER III

Total War: WARHAMMER III

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Tigermen of Cathay: SFO unit stats
   
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Tags: mod
File Size
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337.599 KB
24 Feb @ 5:28am
2 Mar @ 2:19am
4 Change Notes ( view )

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Tigermen of Cathay: SFO unit stats

Description
Put this submod above main mod in priority loading order
Simple submod to match SFO units stats
Increased hp pool +50%
Increased MD
Can be used without SFO to just buff stats
26 Comments
r1kko  [author] 16 Jul @ 10:08am 
I wish someone else made the sfo submod for this, cause i dont play sfo at all and cant feel what numbers are right
EnumaEllis 16 Jul @ 9:45am 
Hey can we get an update based on the main mod? I think those number adjustment helps.
EnumaEllis 24 Jun @ 7:15pm 
That's because I think OP forgot to include SFO as a requirement?

These troops are good, but I'm hoping they get some physical resistance as well. Some of their race counterparts have them, and for their model count, they don't do so good.
sigmars_disciple 4 Mar @ 9:44pm 
I cannot find this mod in WH3MM; well I do find this submod actually but not the main mod: how weird. When I activate the submod in WH3MM it also doesn't warn me in case SFO isn't activated or the main mod (if it did the latter that would help locating the main mod as it displays the main mod's pack file name)

Maybe you could make these 2 mandatory as required items in a future update? <3
r1kko  [author] 2 Mar @ 1:00am 
cfwally ye DarkRite mentioned that, penalty will be lowered
cfwally 2 Mar @ 12:12am 
Just some feedback regarding SFO
Having Harmony in a province gives a 20% income boost and having 75+ control gives an additional 15% income boost (unlike vanilla). On the flip side having control below -75 reduces income by -30% and gives a global -1 control faction-wide. These differences make the control values on the buildings very impactful to such a degree that Ithe tigerman outpost would be a high priority building. The flat income from the blood money building is very tempting however the control penalties are currently too severe that even with the tigerman building, I can't see any time that it would be built :(
Rebelrevolver 1 Mar @ 11:46pm 
Ahh ok, I was just a bit confused. Thanks for clearing that up.
r1kko  [author] 1 Mar @ 10:09pm 
Rebelrevolver i dont play sfo and i dont guarantee perfect stats, so if new skilled guy who plays sfo gonna make submod im gonna relink to his work, but im not gonna delete this mod so saves wont break
Rebelrevolver 1 Mar @ 8:49pm 
Wait so isn't there already a sub mod for SFO with the Tigerman mod? Cause I'm using it and it works fine. Also using the unit stats and 3x submods.
DarkRite 27 Feb @ 4:32pm 
Ah, about that, I don't actually make submods for Radious anymore, there was quite a bit of drama that happened between him, and several submodders, including me. So those submods are there mostly in case anyone else asks to take them over.

I don't really intend to make it a point of doing a bunch of submods for SFO, even though I have no personal problems with Venris, the community for SFO is pretty good. I just don't want to get as heavily invested as I was in Radious.

But for this one specifically, if you send me a friend request on steam and discord I'll help out and do a quick pass on the units and such when I have a moment to do so. I'm fine with collabing, I just don't want to go ham on submods again.