Total War: WARHAMMER III

Total War: WARHAMMER III

Mortals, Mercs and Management
1,819 Comments
FailSafe 14 hours ago 
Forts like helmgart need suppression adding to their core building as you cannot customise them like normal settlements to deal with unrest

Also a common feature of this version of the mod seems to be masses of rebelling armies due to the unrest, which do nothing but stand around?

the unrest also doesnt seem very well tied to public order, which you'd think it would be, its fairly counter intuitive
luke.sluszniak 17 Jul @ 1:57am 
When playing as Vampire Counts the population of undead completly dissapears after in second turn Rebels appear. Can you fix this?
Omnplayer 16 Jul @ 10:54pm 
It seems that a bunch of regiments of renown are missing when I have this mod enabled
_Zevon  [author] 14 Jul @ 12:03pm 
@notquitekj. Thank you! I had a great laugh at the "polish than Praag after being burnt down" line.:steamhappy:

Yes, you make some valid points there! The simple answer is I don't have the skills to make it clearer. In the future I'll work to keep that simplicity in mind.
notquitekj 14 Jul @ 2:49am 
I love this in theory, but the lack of information on effects or options for managing various aspects of the mod makes it feel... ancillary? Why can I not just spend gold to boost my supplies in friendly territory? Why are there no stats on the tooltips? (I'm a TW:WH player, I cant read unless it has red/green number) Why do rebellions involve 6 or more different races each with their own one-lord army appearing in the same turn? the idea is so cool, but it needs more Polish than Praag after being burnt down again.
_Zevon  [author] 11 Jul @ 5:44am 
Notice: Due to the delay by CA on the new DLC, I'm also going to be delaying updating this mod. It should still run even with the recent hofixes. Work's been busy, and I need to focus on that. I will return to update this with the new DLC this fall.
Mirza 9 Jul @ 3:30pm 
update please when you can this mod is amazing :)
zane0 7 Jul @ 1:08pm 
Is this mod even usable when playing horde factions? Because playing as Nakai I barely get any supplies replenished per turn. Like, 4 - 10 points of supplies from my vassal region.

And none of my horde buildings have anything to help compensate.
Zabii 6 Jul @ 11:39pm 
I love the idea of having varying rebel armies according to the population races, on paper.

However in practice, I've only seen the majority of them be armies with only lords, or being joined by one to three weak units, which sort of make rebels more of an irrelevant nuisance than something that could potentially threaten you.
Louie04k 21 Jun @ 11:21am 
hey zevon a mod that claims to fix MP incompatibilites came out today called "MP Sync" Should take a look
Omnplayer 13 Jun @ 11:22am 
The Better Control and Better Corruption mods by Volcano
_Zevon  [author] 13 Jun @ 6:31am 
Ehhh, it depends. Which mod are we talking about? If it's a tweak off the vanilla system, probably. If it's a replacement of the vanilla system, there could be issues.
Omnplayer 13 Jun @ 12:06am 
Does this work with mods that change control or corruption?
_Zevon  [author] 10 Jun @ 5:49pm 
@GypsyBastard. I'll look into that when I get back in July. Do you have a high vampire corruption? Vampire Corruption should add Undead populations to the region.
👻GypsyBastard 10 Jun @ 3:35am 
Somehow when playing as Vampire Counts the population of undead completly dissapears after in second turn Rebels appear out of nowhere!
And absolutly refuses to make new ones! From 2000 to 0 and never regenerates
Tombet 6 Jun @ 1:25pm 
yeah this mod usable in MP would be deluxe
King Bradley 30 May @ 8:42pm 
Love the ideas here but this mod seems to crash my game pretty consistently. Probably incompatible with another mod but it takes a few turns to happen.

I'm also confused on how rebellions are supposed to matter. At least as Archaon, the rebels seem to just do nothing and hang out without building up strength.
Noin Trongaz 25 May @ 9:20am 
No problem Zevon! Take your time, I just wanted to write in case the issue is not known yet! Good job on the mod :)
_Zevon  [author] 25 May @ 6:57am 
@Noin Trongaz. I'll look into that when I'm back in July. Sorry about the delay.
Noin Trongaz 25 May @ 6:57am 
Other than that, the mod is absolutely crazy! This is probably the most game-changing mod on the Workshop. It makes TWW3 a 4X game :)
Noin Trongaz 25 May @ 6:52am 
Sadly, playing as Chaos Dwarfs is impossible with this mod rn. You need goblin and ork slaves to replenish your Laborers OR Hobgoblins (should not Hobgoblins be drafted from Warrior Goblins?) and can't freely build any other type of troops, so you end up in the situation where you can't build any troops and can't replenish anything other than several Chaos Dwarf and war machines. Is it possible to add an option in addition to exterminate and expell to enslave instead?
Tanya 21 May @ 12:24pm 
ah, i see, thanks for your answer!
_Zevon  [author] 21 May @ 11:23am 
It's a feature. I'll take a look at rebalancing it when I'm back from my trip over the summer. Should be back in July.
Tanya 21 May @ 9:49am 
is it normal that i had like 6 different rebels armies that range from elf, human to skaven?
It's a feature right, i really dont want to continue if its a major bug that im not aware of
_Zevon  [author] 21 May @ 9:41am 
@Tanya. You'll need higher suppression. This comes from armies, defense buildings, and priest class pops. If suppression goes badly negative the populations will rebel. So, skaven form skaven armies, the beasts for beastmen armies, and the locals rebel too.
Tanya 21 May @ 9:30am 
is it just me or the rebels spawn multiple armies out of nowhere?
KKB 17 May @ 3:32am 
Ammo replenishment is horrible when you have a full stack of range units
_Zevon  [author] 16 May @ 7:52am 
As a heads up, I've uninstalled TW:WH3 and will likely not be returning for a while due to some life stuff. I may come back if there is a major update, like a new faction or something. Life's just busy rn.

I uploaded my latest build, which is partially completed. It smoothes out some of the issues with rebellions, and makes suppression much high meaning you will have larger rebellions but they will be less frequent.

This wasn't crashing, but I only got 40 turns into my play through.
Ropa_Vieja 14 May @ 11:19pm 
update when? great mod
_Zevon  [author] 14 May @ 10:18am 
Also please look at the kiki_log.txt file and send that to me as well it will be in the same folder as the script log below.
_Zevon  [author] 14 May @ 10:17am 
_Zevon  [author] 14 May @ 10:16am 
I don't have enough familiarity with the crash reporter you used.
_Zevon  [author] 14 May @ 10:16am 
I'm looking for the script_log_xxxxxx_yyyy.txt files which are saved in your Steam/steamapps/common/Total War Warhammer III folder.
pandabot. 13 May @ 1:15pm 
https://we.tl/t-Cwa6D6SDkv uploaded the crash report.
pandabot. 13 May @ 1:13pm 
@_Zevon. Just did and still crashes after ending my turn.
Feng-Chu 13 May @ 7:27am 
@_Zevon Thanks, an idea I got was to perhaps let chorf greenskin units replenish from corresponding worker population of orcs and goblins
_Zevon  [author] 13 May @ 4:30am 
@Feng-Chu. I'm looking into a balancing fix that will help solve these concerns.
_Zevon  [author] 13 May @ 4:30am 
@Pandabot. Have you tried unsubscribing and resubscribing?
_Zevon  [author] 13 May @ 4:29am 
That would be a big help if you could get the logs from that crash, tbh. Otherwise I have no reliable way of figuring out where the crash is coming from.
_Zevon  [author] 13 May @ 4:28am 
@Gravewitch. You can activate the script debugger which is on the workshop. It prints fairly detailed logs into your Steamapps/Common/TotalWarWarhamner3 folder.
Gravenwitch 12 May @ 11:49am 
I am getting a 'nil' script break error in kiki_fatigue.lua when an army gets attacked while recruiting units, typically on enemy turn. It appears to happen even when the player is not involved but I cannot be certain. If it happens once I didn't notice any issues but once >10 happen there are worsening crashes until the save is bricked. I'll do some more testing and get the full error message if I run into it again, and see if I can help isolate what causes it.
Feng-Chu 10 May @ 1:40pm 
@_Zevon So, only way to make slave population for chaos dwarfs is by slowly waiting for them to convert from highter population tiers while keeping public order low? This seems off, since a large part of their population are supposed to be slaves. It also means you can't use all the labourer or hobgoblin units for a long time or reliably because they simply won't replenish
pandabot. 10 May @ 11:40am 
Game crashes for me on turn 1 even if it's the only mod installed.
_Zevon  [author] 10 May @ 6:53am 
@Rangel. Yeah, I can address that.
_Zevon  [author] 10 May @ 6:53am 
@Flecha. I'll look into that! Hopefully, I'll have some time this weekend.
_Zevon  [author] 10 May @ 6:52am 
@Feng-Chu. If you have a negative public order populations will regress. Priests become Nobles and Nobles become Workers, and Workers become Underclass.
sandumarian10 10 May @ 4:49am 
@jephadda I confirm, this mod is incompatible with SFO for me as well
Feng-Chu 9 May @ 6:24pm 
So, if I'm playing as the chorfs and have a bunch of orcs and goblins population in 'mechanics' status, how do I move them to the 'slaves' status? Because I can't replensh laborer units that require slave pops. Tried changing population treatment startus to restriction for orcs and goblins but it doesn't seem to do anything
jephadda 5 May @ 5:31pm 
I was trying to play this with SFO and it seems these two are incompatible for me right now. I think they just had a update and not sure if that is the cause. I really enjoy this mod and it adds new layers to the play style of this game. Thank you very much.
luich 5 May @ 12:31am 
I think rebel grow pretty strong from nowhere, may be it would be a little more coherent if they form gathering the available units in the province?
Love the mod