Total War: WARHAMMER III

Total War: WARHAMMER III

Deployable Obstacles by ChaosRobie
113 Comments
The Dark Ranger 24 Feb @ 9:49am 
So thats a bug with every unit but these two?
Dead Baron  [author] 24 Feb @ 7:53am 
It acts as a unit. If the enemy army dies and you can't find the item then you can't win the battle.
The Dark Ranger 24 Feb @ 7:34am 
What do you mean? It's a deployed item and should be there for the entire battle.
Dead Baron  [author] 23 Feb @ 3:28pm 
No clue, the units didn't de-summon after a time.
The Dark Ranger 23 Feb @ 11:43am 
Dang, that sucks. Any idea why? I don't understand why it wouldn't work, I'm not a modder but I can't imagine it's as complicated as some of the other things could be that you've done.

I'd have expected it to be simple for you and I'd assumed you'd forgotten about this and never gotten around to it because it is so underwhelming that it's not what I'd consider your average level of conpletion/skill.
Dead Baron  [author] 23 Feb @ 7:57am 
When I tried I broke the mod
The Dark Ranger 22 Feb @ 10:30pm 
You need to add this to other units. Many living archer/crossbow/gun units would reasonably use these, obviously orcs and skeletons wouldn't for example and the norsican and lizardmen skirmishers wouldn't want to for varying reasons and the skaven definitely wouldn't bother. They don't care about their 'soldiers' and they don't have the discipline and organization to consistently do something like that before battle.

The dwarven runesmiths and irondrakes and maybe trollhammer torpedos should be able to use the wall for blocking enemies as well.
Really cooool
Arawwn 7 Nov, 2024 @ 5:47pm 
Oh sweet! I never play 3K before, but this kind of features would be cool! What kind of sceneries are they deployables?
I understand, on older TW's I seen the difficulties to add all kind of deployables! Sir Palotti have this kind of talent I think!
Dead Baron  [author] 7 Nov, 2024 @ 5:00pm 
i wish there was a way we could get the system from three kingdoms, its just not possible currently without CA implementing the required tables which aren't in the database for wh3
Arawwn 7 Nov, 2024 @ 3:57pm 
Thanks for this quick kill of my hope 🙏
Dead Baron  [author] 7 Nov, 2024 @ 3:11pm 
no thats not possible
Arawwn 7 Nov, 2024 @ 1:02pm 
@Hemir95 my friend, we have the same dream 🤝
Hemir95 28 Jun, 2024 @ 8:01am 
would it be possible to make a mod like this but with more elements? like for example a little guard tower where you could place archers, or small hills or walls and buildings. the idea is to customize the map before a match like in the tabletop game
Dead Baron  [author] 2 May, 2024 @ 10:09am 
They should auto decay when no one is around. I'll have to look at the skills.
Wei 2 May, 2024 @ 6:46am 
One annoying thing about this mod is that deployables are counted as unbreakable units, so in sieges and battles when army losses kick in, the battle doesnt end until they are destroyed. This is frustrating since they are hidden and ive wasted many minutes over sieges searching and locating them. Idk if it's possible to make a script that kills them when army losses kick in to circumvent this.
Faleg 16 Mar, 2024 @ 10:24am 
Nice! Does the AI use it as well?
arghy 10 Oct, 2023 @ 3:50pm 
Alright so literally the problem was dawi stand tall collection, i had one of the stand alone mods + the combo, fun fact: it wasn't a problem when i removed mixus haha. I think its because i have so many dawi mods that there's some overruns. This mod works if you just use the stand tall collection and mixu's but not if you use the stand alone with the collection.
arghy 10 Oct, 2023 @ 3:38pm 
Yeah the crank gunners aren't firing too and i've disabled so many mods except for purely visual ones and i'm just confused haha. I expect its some random tiny conflict but i'm just gonna live with it as i don't feel like recreating my entire mod list for some tertiary conflict. I'll see if maybe i'm missing some sub mod or something.
Dead Baron  [author] 10 Oct, 2023 @ 3:35pm 
i use mixu's too and have no problems, thats bizarre
arghy 10 Oct, 2023 @ 3:34pm 
Um welp tried going down the list apparently its mixus that's causing a conflict, able to erect a kings wall with the ghost engy in skirmish with it disabled haha. No idea why it popped up this patch.
arghy 3 Oct, 2023 @ 3:56pm 
Damn means i have to go down the list to find the conflicting mods, ugh. I'll report back if i find it haha.
Dead Baron  [author] 3 Oct, 2023 @ 3:38pm 
just double checked and works fine for me
arghy 3 Oct, 2023 @ 3:27pm 
So far playing as thorgrim, no heroes or lords have the skill. All ranged units tested also don't have the stakes anymore. Apparently there's some subtle shenanigans with other mods, the reloading mod doesn't work for me either but apparently if a mod touches animations it'll affect that. It could be a weird passive conflict thats new with the patch haha same mod list as before the patch without any problems.
Dead Baron  [author] 3 Oct, 2023 @ 3:24pm 
For the ghost dwarfs? they should have it.
arghy 3 Oct, 2023 @ 3:22pm 
Just encase anyones wondering mods currently not working, playing as dawi and don't have any obstacles.
Asgeir Pyrazire 17 Jul, 2023 @ 6:48pm 
Fair enough man. Just know I loved your work while you were doin it
Dead Baron  [author] 6 Jul, 2023 @ 4:09pm 
I no longer have those files. Not to mention I mainly decided to leave it as a simple port as this is exactly how ChaosRobie left it. I felt like I was stepping over my bounds.
Asgeir Pyrazire 6 Jul, 2023 @ 2:29pm 
Even if that means publishing a second experimental version I think it would be worth it to alot of users to further mess with it. The work you were doing was honestly quite good @Dead Baron. I understand the reversion since shit broke but frankly everything you had going was quite good. I think publishing a second experimental version and rollin out stuff into this version once its all good an tested would be great
Asgeir Pyrazire 6 Jul, 2023 @ 2:26pm 
Is there any way to bring this back to how it was? dwarves used to be able to drop alot more obsticals, empire used to be able to drop stuff, kislev, ect. Without those features the mod is not really worth keeping in the Lod. Really loved the way it used to be.
Lemonz 25 May, 2023 @ 6:17pm 
That's unfortunate
Could you have a submod that adds them back in even if it messes stuff up?
Dead Baron  [author] 25 May, 2023 @ 5:10pm 
it did, but it broke a buncha things because i have no idea what im doing, so i reverted back to the original mod
Lemonz 25 May, 2023 @ 5:04pm 
Didn't this mod used to have summonable ice walls for Ice Witches?
And I think also stake walls for Cathay archers?
Or am I misremembering?
Lampros 21 May, 2023 @ 9:32am 
These are incredible. Would you consider extending the building ability to non-ghost Dwarf characters, as they lack the ability stop large units from plowing into their lines? (ChaosRobie's WH2 mod that gave them oathstones and shieldbearers helped mightily in this regard, but it wasn't ported to WH3.) I tried to do it myself, but apparently simply giving ability to regular Dwarf characters on the land_units_to_abilities_junctions was insufficient :(
Lampros 21 May, 2023 @ 8:42am 
Ah, okay. Thanks for the clarification!
Dead Baron  [author] 21 May, 2023 @ 7:58am 
only the ghost boys have em
Lampros 21 May, 2023 @ 7:55am 
How do I get the Dwarf obstacles? I don't see them. I was able to activate Bret stakes immediately, however.
Dead Baron  [author] 13 May, 2023 @ 5:44pm 
yea, slightly, not as bad as they did. sadly there is not much that can be done about that as far as im aware
xyzcrysis 13 May, 2023 @ 4:36pm 
do the stakes still move around when units walk up against them? they did when i originally downloaded this mod.
Dead Baron  [author] 10 May, 2023 @ 9:23am 
i am leaving this as robie left it, not adding more because I just break things.
Price 10 May, 2023 @ 9:19am 
Can the chorfs get some? like some sandbags or something for their fireglaives
Price 1 May, 2023 @ 2:34pm 
I'd really like some sort of bulletproof earthworks
Macamilus 1 May, 2023 @ 9:03am 
Hello. I added mod that replaces Your icons for King's Wall and Kislev obstacles.
Solaire 17 Apr, 2023 @ 5:50pm 
Oh that's unfortunate.
Dead Baron  [author] 17 Apr, 2023 @ 1:06pm 
im looking to downsize the mod at this point because adding the other obstacles is what broke things
Solaire 17 Apr, 2023 @ 12:05pm 
Thanks for the headsup Baron. I do have a suggestion. I think the chorfs are disciplined and organized enough to warrant their own obstacles. Maybe lords and heroes can have their own parody version of king's wall. It being Hashut's wall or something. A bull headed wall of iron, obsidian or brass.
Dead Baron  [author] 17 Apr, 2023 @ 11:58am 
it needs a lot of work
Solaire 17 Apr, 2023 @ 11:44am 
Does this need an update for 3.0?
Dead Baron  [author] 7 Apr, 2023 @ 9:07am 
it is balanced around vanilla, most likely not compatible