Total War: WARHAMMER III

Total War: WARHAMMER III

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TW Millennium Submod: Morr Brigades Revived
   
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File Size
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19.392 MB
21 Apr @ 2:21pm
21 Jun @ 1:10am
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TW Millennium Submod: Morr Brigades Revived

Description
IMPORTANT: Requires TW Millennium: Modern Warfare and it's strongly recommended that you also use the Total War Millennium Unit Equipment Upgrades submod.
What Even Is This Mod?
This is a revival of Elman36's original Morr Brigades Unit Expansion which updates the files to work with the current release of TW Millennium and slightly modifies some of the unit abilities and statlines to better reflect where I feel the units should be.
Full credit goes to Elman36 for all the work they put into getting the mod this far.

What Are The Morr Brigades?
When the armies of the Empire began efforts to modernize their equipment, many regiments and knightly orders refused to accept the new weapons and armor. After all, why would they accept mostly untested equipment over what already works? For the knights of Morr, the order was split between the more open minded "Modernists" and the traditionalist "Old Guard" factions. Modernists argue that the new reforms must be adopted in order for humanity to not only survive, but to dominate all opposition.


What This Mod Does
Currently adds in multiple new units for TW Millennium:
  • Morr Rifle Company: Elite Rifle Infantry
  • Morr Grenadier Company: Elite Explosives Specialists with the option to swap between High Explosive and Armor Piercing ammunition
  • Morr Assault Grenadier Company: Elite Hybrid Assault Infantry
  • Morr Assault Grenadier Company (Burst-Rifle and Bundle Grenades): Elite Assault Infantry armed with a deadly burst-fire variant of the Morr Rifle
  • Morr Trench Raider Company: Elite Melee Infantry
  • Morr Anti-Tank Detachment: Elite Specialist Riflemen equipped with a deadly anti-tank gun that can punch monstrous hides and enchanted armor with equal ease

Recruitment and Mechanics
  • The units are spread out across the 4 tiers of TW Millennium religion buildings which allows you to recruit some of the units relatively early in your campaign, but with a unit cap to at least pretend this mod is balanced. The unit cap can be raised by building more of the religion building, so expanding your empire brings even more benefits!
  • All Morr units have access to unit scrap upgrades to become even more ludicrously overpowered! (Check out the Total War Millennium Unit Equipment Upgrades submod for this one)
  • All Morr units are fully compatible with all TW Millennium lord skills!
  • Now compatible with Elspeth's Imperial Gunnery School!

Compatibility
This submod should be compatible with just about anything that's also compatible with TW Millennium.
Check out my other mod which adds Elspeth and Imperial Gunnery School support to TW Millennium!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495202537

Check out Total War Millennium Unit Equipment Upgrades
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3452562008

Future Updates and Ideas
I'll try to keep the mod updated when new versions of TW Millennium or Total Warhammer 3 release and fix bugs I may have missed or added by accident, but I don't have any concrete plans to implement more new units or systems at the moment.


Credit and Thanks to
Elman36 for all the work they put into the original version of this mod!
The TW Millennium: Modern Warfare team both for the original assets and unit upgrade submod tools I used for this and for the incredibly supportive Discord community y'all run.
Da Modding Den for helping me out with the unit cap mechanic.
34 Comments
HAL 9000  [author] 20 Jun @ 12:34am 
@Dazh
You want building_effects_junctions_tables for the cap increase per building or main_units_tables if you want to change the initial unit cap or remove it entirely (set it to -1 for no cap).
I think it would be relatively easy to lock unit recruitment behind tech nodes, but it wasn't something I wanted to commit to on this build.
Daz 19 Jun @ 3:46pm 
also how easy would it be to lock the units behind the "religious military orders" tech node in the civilian tree?
Daz 19 Jun @ 3:24pm 
Works with the patch, very nice, what table am I looking for in the pak manager to increase the unit cap to +2 per building instead of +1?
HAL 9000  [author] 18 Jun @ 11:19pm 
Crashing Issue Update
With the help of Gato I've narrowed the issue down to this mod now being reliant on my Elspeth Patch. For now using that in addition to this mod is the recommended fix, but I am also working on a fix which will hopefully allow y'all to play this mod without needing the Patch or any Elspeth content.
Gato 18 Jun @ 10:10pm 
Come to the Millennium Discord and ask for help might help you on that.
HAL 9000  [author] 18 Jun @ 1:28pm 
@Gato
No idea. I can't replicate it and nobody has provided information that hunted down a cause. I tried disabling anything related to Thrones of Decay, but folks still reported crashing.
rambythezombie 18 Jun @ 6:25am 
That said, they work in battle mode perfectly fine, but recruiting them in campaign is impossible. Which is a pity, from battle mode I can tell they are absolutely baller
rambythezombie 18 Jun @ 6:19am 
I was actually just gonna provide more info, the update did not fix the crash issue. So whatever is happening it is independent of that.
Gato 18 Jun @ 4:40am 
why its crash?
rambythezombie 15 Jun @ 9:07pm 
Also, since it is very similar, it might be something to do with both of your mods, so that should limit the search space quite a lot.