Total War: WARHAMMER III

Total War: WARHAMMER III

Singe's Units for Khorne
28 Comments
Kingpanther7 18 Jul @ 9:02am 
i cant get the exalted flesh hound is possible to move to the same building as cultist? its not showing up in recruitment
Singemeister  [author] 8 Dec, 2023 @ 6:40am 
@Bree
Huh, interesting. I'll have a look into it
Bree 6 Dec, 2023 @ 4:50pm 
I'm having issues with the Khorne Hunters. They do the animation to throw their axes but never actually do.
lwhのsama 15 Nov, 2022 @ 7:38am 
邪教徒三连套 加个基础冲锋怪兽:steamthumbsup:
Raptor33 14 Sep, 2022 @ 3:47pm 
hey could you make something similar to the ogre kingdoms wild cavalry you made? like the rynox herd and the mournfang pack where it's just the mounts. for this one I guess could you make wild juggernauts?
Kitahl 5 Sep, 2022 @ 2:29am 
Can Valkia use these units?
Singemeister  [author] 4 Sep, 2022 @ 6:54am 
@Ajax Ep
@Overlord

Currently working on a fix. Weird change happened in the CoC dlc.
Ajax Epic 2 Sep, 2022 @ 2:53pm 
Same problem as Overlord. Reavers aren't on their horses.
BFG40k 1 Sep, 2022 @ 8:54pm 
Any plans of replacing the Knights of Khorne now that they are in game?
Nez 28 Aug, 2022 @ 1:28pm 
@Singemeister
At least now you're know, not sure if it's just an issue for us, or if others have the same issue, cos I don't know either ;)
Singemeister  [author] 28 Aug, 2022 @ 1:25pm 
@Nez
Not sure what’s going on there
Nez 28 Aug, 2022 @ 11:41am 
Tried this with the Vampire Coast pack and it comes back with "Incompatible Version" in coop multiplayer Immortal Empires campaign, tried with and without any other mods, with just those 2 packs, it fails to run.
Overlord 26 Aug, 2022 @ 1:28am 
Reavers are not sitting on their horses.
HughJanus69 3 Jul, 2022 @ 4:50am 
needs sfo submod
Blood for the Blood God 21 May, 2022 @ 1:03pm 
Does it work with SFO?
Deviant 22 Apr, 2022 @ 6:31am 
I also suggest placing Cultist Blades in t-1 of the main building. That is, to make them an analogue of Slaanesh Marauders (Well, or Norsca marauders).
Deviant 18 Apr, 2022 @ 1:08am 
Cultist Blades are way too good for the price. Try comparing them to Slaanesh Marauders, which cost more...
darkman11123 12 Apr, 2022 @ 11:55pm 
Cultist Reavers have Vanguard Deployment listed in their tooltips but do NOT actually have that as a unit attribute...Outstanding mod otherwise, gives some variety to Khorne!
HeadyShitHead 8 Apr, 2022 @ 6:45pm 
Thank you! :steamthumbsup:
Baligdur 8 Apr, 2022 @ 11:04am 
Many thanks, I just didn't notice your last comment.
Singemeister  [author] 8 Apr, 2022 @ 10:29am 
@jacek.stasiak

Update should have fixed that.
Baligdur 8 Apr, 2022 @ 10:26am 
Could you make them recruitable from Khorne building directly, not from cult ones ? Because right now you have to own a settlement in province with your cult building to recruit them.
Singemeister  [author] 8 Apr, 2022 @ 4:00am 
Cultists now recruitable from an actual building - teach me to guess what chain’s which.
paulwhitlock2 7 Apr, 2022 @ 7:51pm 
I can't recruit the Marauder units :/
HeadyShitHead 7 Apr, 2022 @ 4:29pm 
Great roster expansion mod although the Cultists aren't available in campaign.
Valrack 7 Apr, 2022 @ 4:12pm 
Without the Marauder in campaign ?
Assassin (Bully Hunter) 6 Apr, 2022 @ 6:09am 
There is no building that builds the cultist units.