Total War: WARHAMMER III

Total War: WARHAMMER III

Sigmar's Legions
66 Comments
@@@Pussyhunter@@@ 1 Feb @ 3:00am 
I see Bold People!!!!:steamhappy:
Bantichai 2 Jan @ 2:55am 
All good, yeah I figured that was the case since you normally keep your stuff updated, just double checking
zerg93  [author] 2 Jan @ 1:59am 
Nope, but it doesn't "need" an update because there is nothing broken to fix nor anything outdated to update.
The "outdated" label on the mod it's currently just the version number and that's it.
So this mod is perfectly fine to use because literally nothing changed for it between 5.3 and 6.0 : it's the same mod.
I'd rather wait and push an update when it's really needed.
Bantichai 1 Jan @ 10:21pm 
Hey man, does this mod need to be updated?
tongmaster 25 Aug, 2024 @ 11:50am 
deleted all content folder , alls good now , thanks
zerg93  [author] 25 Aug, 2024 @ 11:21am 
No offense taken! :cozyspaceengineersc:
It's not your fault, it's just a combination of Steam being wonky with mod updates and CA's launcher ... being CA's launcher :lunar2019laughingpig: .
The thing is that you can learn and know when CA's launcher is doing weird stuff and how to deal with that, but Steam not downloading mod updates properly?
Completely random, can affect any type of mod regardless of its size and content and can happen with any update.
And worst of all, sometimes people reported that they even had to unsub and resub multiple times before fixing the issue!
I kinda think that Steam should really look into this because it's starting to become a widespread problem.
zerg93  [author] 25 Aug, 2024 @ 11:00am 
Be sure to be completely unsubbed first.
The mod launcher can get wonky at times and still try to launch "phantom" versions of your subbed mods, so make sure to disable anything and try to launch vanilla first.
After that, restart and check in the mod launcher if the mod is still there or not.
Then resub and try again, should work after that.
There is a few reasons if many people prefer to use third party launchers like Prop Joe's Launcher and Frodo's Runcher over CA's launcher, and forcing mod updates is surely a good reason.
tongmaster 25 Aug, 2024 @ 10:46am 
im no longer subscribed to the no cap and still getting the crash notice for it so i assume i have a corrupted pack file somewhere , this is very hard for me fix
tongmaster 25 Aug, 2024 @ 10:44am 
yes im still trouble shooting , thank you , and im sorry , meant no disrespect , love your mods
zerg93  [author] 25 Aug, 2024 @ 10:42am 
Yup, just double checked both versions and no startup crash here.
Either you have an outdated version or corrupted files or you have something else that is making you crash and you have just erroneously assumed that this mod was the cause.
Again, unsubbing and resubbing should fix anything.
Steam doesn't seem to download mod updates properly as of late.
zerg93  [author] 25 Aug, 2024 @ 10:26am 
I'll double check right now but I do suspect that you have an outdated version of the mod, have you already tried to unsub and resub?
tongmaster 25 Aug, 2024 @ 10:23am 
this and the no cap version has ctd on startup
tarpandagreat 10 May, 2024 @ 7:35pm 
Sorry for using the term wrong for for the building that was me being confused and presumptive. It was just a corrupted version of the mod. A re-sub and all good now thanks for the cool mod. :steamfacepalm:
zerg93  [author] 10 May, 2024 @ 4:07pm 
So either you have a corrupted or an old version of this mod (unsubbing and resubbing may fix that), or another mod is causing that issue.
No idea what's going on there with you but this mod is working as intended and it's not the cause of your issue.
zerg93  [author] 10 May, 2024 @ 4:00pm 
Uhhh...Ok, so after testing for 30 minutes or so in IE with Franz and with only this mod enabled I can confirm a few things:
-The smithy building chain seems to be gone.
-The forge building chain still exists and it's currently alive and well.
We are in fact talking about one of the main Empire military building chains, the one that has buildings like Gunsmith - Foundry - Engineer's Workshop.
-These custom units are normally recruitable after building the required buildings.
zerg93  [author] 10 May, 2024 @ 2:42pm 
What?
I thought that they removed the smith building chain not the forges!
Ugh.
Let me check that building broswer again...(Why CA still didn't completely remove unused building chains is still a mistery to me...*sigh*).
tarpandagreat 10 May, 2024 @ 2:20pm 
Ok so forges no longer exist for empire in TWW3. When trying to recruit for empire say need "Great Cabin" building. this building also does not exist for empire unless it is a landmark somewhere.
zerg93  [author] 5 May, 2024 @ 8:43am 
Do also note that Sigmarite Host (Arch Lectors) now require a tier 3 forge as additional building.
Don't mind the fact that said building is showing a "IV", internal files' building chain tiers and in-game building chain tiers are usually different.
zerg93  [author] 5 May, 2024 @ 8:43am 
Nevermind, I've found the issue.
Apparently, while the Empire Worship building chain goes from wh_main_emp_worship_1 to wh_main_emp_worship_3, only wh_main_emp_worship_1 and wh_main_emp_worship_2 are currently used and active.
Yet another very specific thing that I will completely forget about in a week or two.
Yay.
:HEALTHFUL:
zerg93  [author] 5 May, 2024 @ 5:56am 
I'll check but you might want to be a lil more specific:
-Where they do not show? Custom battles or Campaign?
-Which faction are you playing?
-Are you playing on Immortal Empires vanilla or another modded campaign?
-Are you using other Empire mods that could potentially conflict with this mod? Like for example that Sigmar's Heirs submod that disable some vanilla buildings?
Guts The Black Swordsman 4 May, 2024 @ 10:58pm 
Arch lectors do not show for this or the nocap version , all the other units are available though
zerg93  [author] 30 Apr, 2024 @ 4:59pm 
Noted.
Bantichai 30 Apr, 2024 @ 4:54pm 
Really enjoying this mod, just wanted to give some feedback for the next update.

Sigmarite Host (Hammers & Shields) - currently labelled as axe infantry, probably should be hammer infantry.

Sigmarite Host (Dual Hammers) - currently labelled as mace infantry, probably should be hammer infantry.

Sigmarite Host (Dual Hammers) - is it possible to adjust their unit icon? The unit icon looks a little too squished inwards, as in the icon ratio is kinda off compared to the other units.

Sigmarite Host (Arch Lectors) - currently labelled as mace infantry, probably should be hammer infantry.

It's pretty minor overall I know, just thought I'd mention it to you.
zerg93  [author] 15 Apr, 2024 @ 2:16am 
Again, everything is good here.
I can get in the main menu with this mod enabled and MCT enabled or disabled and can also run with other mods with no problem.
Either you are trying to run this with a specific incompatible mod (Do NOT run this along my Volume I collection since this mod is already part of that collection) or something else is going on with you files, possibly corrupted stuff.
sigmars_disciple 14 Apr, 2024 @ 10:38pm 
I think this is preventing me from getting to the main menu with 4.2.3 right now, if that it is even possible? Have a compatible modlist here which loads fine.... When I add this mod on top, it CTDs. <3
_-_ 5 Apr, 2024 @ 5:04pm 
Ty
zerg93  [author] 5 Apr, 2024 @ 12:07pm 
All good here now.
Apparently there was some kind of typo in the MCT script of this mod that triggered the campaign start up crash when this mod was used along MCT.
I guess that I'll have to be extra careful with that compatibility script from now on, lesson learned.
To be honest though, I have no idea if the MCT compatibility script was save compatible in the first place, so you might have to start a new campaign anyway.
zerg93  [author] 5 Apr, 2024 @ 10:42am 
Confirmed crash.
Will fix.
_-_ 5 Apr, 2024 @ 5:41am 
Caused crash to desktop during campaign loading phase, not sure why, I have other mods, not going to attempt to find compatibility issue with over 200 mods. Just thought I would comment on this one so others don't have to spend 2 days trying to mix and match to find what is crashing them. If you have similar setup you will prob suffer a crash with this enabled. To the author I enjoyed playing it while it was possible with my setup, Ty for your hard work.
Loliiten 24 May, 2023 @ 9:51am 
Just wanted to say thanks! My favorite aesthetic in this game is the warrior priests theme. It's criminal CA hasn't made any units with that kind of armor theme, so mods like this just make empire runs so much more enjoyable for me. Much love!
zerg93  [author] 12 Apr, 2023 @ 10:37am 
It is with a heavy heart that I must inform you that I will not be updating any of my mods in time for the Chorfs update because my potato PC has finally left me after years of honoured service.
I have already found a replacement, but since I still need to know the shipment data and because of other shenanigans going on, I can't give you an exact ETA on when I'll be back.
You have my full permission to take and update any of my mods, but keep in my mind that I'll be back eventually and I'm going to update the OG ones.
Now I know that some of you might want to leave a comment to cheer me up or ask me some questions but please DO NOT do that and keep the comment section clean so that people can read this comment and understand why I'm not updating my stuff.
Thanks for all the support and see you again when my new rig arrives.
Captain Titus 27 Dec, 2022 @ 5:57am 
thanking you
zerg93  [author] 27 Dec, 2022 @ 5:23am 
I'm not exactly sure what are you asking there with "helmet uncapped version", but there is a link for the uncapped version of this mod in the description's QA section.
At the "No cap version please?" question.
Captain Titus 27 Dec, 2022 @ 5:08am 
got a helmet uncapped version please?
zerg93  [author] 12 Dec, 2022 @ 1:08pm 
Yup, can't say you are wrong there!
PandaPop 12 Dec, 2022 @ 1:03pm 
i feel like the solution to the screenshot issues would simply be to ask people with a better pc to take some
Fowad 2 Dec, 2022 @ 3:46pm 
fun mod, thank you for your work!
TreasureBox 7 Nov, 2022 @ 1:52pm 
Oh, that's what I want to say.
Based on the Arch Lectors model, we want a more enhanced Sigmarite force.
I don't want hero corps.
It just ruins the balance.
Looking forward to a cool mod. :)
zerg93  [author] 7 Nov, 2022 @ 1:20pm 
Like making a full unit of Arch Lectors with hero stats?
Nah, that would probably be hard to balance even on low numbers.
I'd rather just make a new slightly stronger Sigmarite host unit with Arch Lector models.
TreasureBox 7 Nov, 2022 @ 1:03pm 
Your mod is really fun to play.
If you have time later, don't you think about making a separate Arch Lector unit?
I'd also like to see the Arch Lector units in capes.
Beytran70 4 Nov, 2022 @ 7:17am 
Well I can report back soon as I will hopefully be putting quite a few of them in Volkmar's anti-Skarbrand army, so can gauge their effectiveness there against other strong melee units.
zerg93  [author] 4 Nov, 2022 @ 7:12am 
Agreed, but I'm not really worried about the Flagellants buffs, per se, but about those buffs being on top of all the other buffs I have already gave them so far.
They were already pretty decent units at release and since then I have been buffing them nonstop based on users' feedback.
I have just this feeling that eventually someone will complain about it despite them being Empire Chosen (and thus meant to be very strong).
Hope to be wrong.
Beytran70 4 Nov, 2022 @ 6:52am 
Right on, I'm doing a Volkmar campaign now so will test it out later down the line. As far as balance goes, though, I can't imagine it would throw people off too much. They're basically Empire Chosen, so they're gonna be really strong regardless.
zerg93  [author] 2 Nov, 2022 @ 6:19am 
Double checked right now and no, they currently don't have access to the flagellants unit set.
They do have access to shared unit sets with multiple units that also includes flagellants, but those should just be generic infantry buffs, so I don't think that they currently do have access to exclusive flagellants buffs.
I'll issue an update later today to include that specific set, hope to not get balance complaints later though.
Beytran70 2 Nov, 2022 @ 5:28am 
Hey Zerg, great mod. I know it says above they get buffs from the basic infantry red line, but do they also get bonuses from Volkmar's Flagellant buffs or anything? Would be thematic to have them extra strong in his armies.
888 15 Oct, 2022 @ 11:41pm 
@zerg93:
Thxvm :-)
Very Well now I can create 2 balancend (+vanilla cav + ranged) Sigmar themed armies, one leaded by Volkmar + battle priest one by a Arch Lector + battle priest (playing witrh Mixu + mods that do the trick)
zerg93  [author] 15 Oct, 2022 @ 3:47pm 
Their armour is 120 because statwise they are meant to be similar to/on par with chaos Chosen.
Honestly don't see what difference would make to increase the cap from 3 to 4 but sure I guess, I'll increase the cap by one.
888 15 Oct, 2022 @ 3:09pm 
@zerg93:
like the units very much :-) (I would love to see them beeing capped at 4 units each instead of 3) I wouldnt like to use your uncapped version... that would be too much g

dont know if impotant for you:
they have litterally the same armor as Reiksguard... altough for Reiksguard the armor of the horses is involved in their armor rating...I think thats about 30 armor for those horses but I wouldnt bet on it..:-)
888 12 Oct, 2022 @ 10:51am 
@zerg93:
Thx for answer ... I´ll find out then g
zerg93  [author] 12 Oct, 2022 @ 10:09am 
*All of my custom units are always available for both player and AI, if the AI is going to build them or not it's another story.*
No, they are NOT player only.