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These units are using existing WH3 human animations and they seem to be working fine. One mod that I was developing messed up bad with the animations since they were using modified animations (mostly with file names and the changing of some bones/skeletons stuff, from what I recognized). This caused the units to not initiate an attack animation, T-posing, and doing a vaulting animation when there should be an attack animation.
However if there are any problems, feel free to let me know!
Sorry for the long wait, I thought I have replied at some point!
I have worked with the author for the AoR Recruitment mod before so I have communicated with him before. He was helping me with a collaboration mod but that's been put on definite hold for now (maybe, almost 7 months?). I am not aware if he's still active on modding WH3 either.
I haven't touched Warhammer 3 since I've built my new PC, though didn't change drives. If you know how to work the AoR mod, you could ask him to see if you'd be able to take the mantle on that sub-mod! Thanks for the heads up regarding the mod if it's still working!
@Cat on a Laptop I have a question; have you ever looked into the AoR Recruitment mod? I don't see any signs of that author updating, but he literally had a submod for yours, doing what you mentioned initially wanting to do.
I figured I'd make the point. I'd love the true old time experience, if you ever wanted to tackle updating that.
Works fine on my end, without any other mods. I would like to advice not using the "custom matched combat animations" mod for now, as it hasn't been updated since February and currently is causing animation problems due to the latest Chaos Dwarves update (ranged units not firing, weird synced animations, etc).
I can double check, but by any chance are you using any LOD mods?
Did anyone ever get around to a Cataph TEB submod? It was suggested before, but it makes too much sense for the Southern Realms to not have it, lol.
handunners as decent melee combatants (beyonets)
would also be amazing if you ever do manage to get and instant recruit system in place
great mod BTW
@DragonRanger: Thank you! I did the same as well
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2928056558
Tabletop cap mod? I'm not sure what you mean, but there is no unit cap with the exception of the Company Captain.
That's quite amazing! I'll be eager to try them out whenever you finisht the next update!
I've wanted to make something unique besides just a handgunner. I got an idea but it will probably be implemented next update in addition to a cheaper, more normal handgunner unit.
But I have a question.. Could you add mercenary handgunners?
@steelwarrior77: Not tested as I don't have SFO, so I'm unsure.
Happy Holidays!
Okay, thanks, it works! The crossbowmen are a total killer now. 221 range and 57 missile strength.
Yeah I've found the bug. The mod should be updated within the next 30 minutes or so. It was the one table I literally forgot which relates to all ranged units (all units affected by "Guided by the Lady")
Yes, that would be good
I have not seen the AI recruit them yet, but if they have the tavern building sure. I don't think they actually can since I did not put anything on the "unit qualities" table (which, in older Total War titles, dictate the priority of the unit if they should be recruited by AI or not if I remember right).
@Reitschuster
Thank you for the sub-mod! If you want I can leave a link to your mod in the description
I hope everyone enjoys it!
Dismounted Cuirassiers and Cuirassiers-Carabiniers also get affected by "The Peasant's Duty" and get a +12 increase in armor upon receiving rank 7.
Thanks for the award! That's kinda interesting, I'll have to look into the crossbowmen and the other ranged units to see if they're affected by this too.