Total War: WARHAMMER III

Total War: WARHAMMER III

Dwarf Unit Pack 2.0
88 Comments
lwhのsama 10 May @ 11:28pm 
给矮人加了一个对标老鼠狙击手、铁龙250射程70远程威力重甲远程兵、全网最好用3500血160护甲40攻防200威力破甲反大的平衡性符文神像:steamthumbsup::steamthumbsup:
bix 18 Jan @ 3:14pm 
did it get updated?
SteelBlood  [author] 5 Jan @ 10:04am 
What is the issue?
Lee Perry 5 Jan @ 8:34am 
6.0 need update, great mod, thank you!
SteelBlood  [author] 16 Oct, 2024 @ 1:14pm 
Thanks, I do actually so I appreciate that. I have plans for them, but a lot more work than the usual unit modding I do so on the bottom of the list.
Big Sneeze 16 Oct, 2024 @ 7:13am 
Hey just want to say, if you ever feel weird about your unit pack having a Rune Golem when there's already other mods that add it, I find it really entertaining to have them all in my campaign and I like how every modder has used different assets to create them.
SteelBlood  [author] 22 Aug, 2024 @ 8:10pm 
I feel you buddy. Been there and that place is no fun.
Zimmerman 22 Aug, 2024 @ 10:26am 
Ok, I'll take it into account for the future, I'm so tired of sorting through mods, I want to play, and after the update I have to go through all 300 mods xd
SteelBlood  [author] 22 Aug, 2024 @ 6:41am 
Updated. Thanks The Last Satyr and The Rez for the information. Zimmerman... there is a whole section about that phrase.
The Rez 20 Aug, 2024 @ 8:18pm 
@The Last Satyr As with most updates, this broke mod refs to multiple parts of the game's files. Please be patient with the dev!
The Last Satyr 20 Aug, 2024 @ 12:48pm 
Hey! I've updated it and I've been getting this crash on startup:

"The following mods cause a crash to the Database: sb_dwf_units.pack

The first invalid database record is
wh3_default_land_monsters_heavydwf_runegiant in table
cdir_military_generator_unit_qualities_tables
and pack file sb_dwf_units.pack"

I've had this crash report when running exclusively this mod, do you have any idea on what could be causing it?
SteelBlood  [author] 7 Jul, 2024 @ 10:39am 
Ok recruitment should work correctly now, I don't have a playthrough to test with myself, so please let me know if still isn't.
SteelBlood  [author] 5 Jul, 2024 @ 7:32am 
Thank you for the report! I will be away for the weekend but will look into that as soon as I am back.
☭Commie☭ 4 Jul, 2024 @ 5:29pm 
Strange issue with recruiting. If one upgrades either recruitment buildings or recruitment requisite buildings pas the exact level that the units are unlocked at then the units will not be available for recruiting anymore. For example, Rune Golems are unlocked at T4 of the Runeforge tree and are recruitable, but if the tree is upgraded to T5 then they will disappear from the recruitment menu. This also applies to units that require 2 buildings ie Ranger Sharpshooters that require T3 Ranger Fort and T3 Gunsmith Forge but upgrading the Gunsmith Forge will grey out the Sharpshooters.
Big Sneeze 3 May, 2024 @ 8:26pm 
As of PREVIOUS patch 4.x, this mod still worked, despite the disclaimer that the mod does not work. Presumably a small fix for update 5 is in order but I'm not sure, since I am staying on previous version.

*** One small issue is that the flame effects on the Flame Gyrocopters are glitchy. The projectiles aim in random directions and the first salvo they spew never disappears from the air.
SteelBlood  [author] 14 Dec, 2023 @ 4:31pm 
Thanks for looking into it, I'll edit the page to mention incompatibility.
Aparajita 14 Dec, 2023 @ 3:50am 
After running 56 mods clean with yours with no issue, I discovered that the culprit was "Gryo Copter Buff" by awpanda1.

After more research, I discovered that "Gryo Copter Buff" apparently has conflicts with most unit mods like Lost and Found.
Aparajita 14 Dec, 2023 @ 3:42am 
@SteelBlood, after testing the mod alone, it appears that the Gryocopters are flying, and there is a mod conflict with ... some mod that is unrelated to the units, or any units in general. I'll check and see what that conflict mod could be and we can try to figure out why that might be.
SteelBlood  [author] 14 Dec, 2023 @ 12:30am 
Thanks, be sure to test with only this mod enabled please. If steam doesn't let you put screnshots here, you can send me a friend request and I will try to help how I can.
Aparajita 13 Dec, 2023 @ 11:10pm 
@SteelBlood, give me a moment and I'll check and post results (with Screenshots) if I can.
SteelBlood  [author] 12 Dec, 2023 @ 3:46am 
Aparajita, are you sure you have the latest version? I just tested in my game, and they fly. That was a bug I fixed many updates ago. Try resubscribing to force steam to update and see if that helps.

There now does seem to be a visual bug for the flamethrowers though, ugh.
Aparajita 11 Dec, 2023 @ 1:12am 
The gyrocopters do not fly, they do not have the "Flying" Attribute. Please fix.
Aparajita 10 Dec, 2023 @ 11:24pm 
As far as I know, it works perfectly.
There is a bug involving custom/modded units using ranged ammunition.
Is there one, here?
sigmars_disciple 27 Nov, 2023 @ 5:56pm 
What's not up to date here, Red_Sucks?
999ʞuop 7 Sep, 2023 @ 2:09am 
Update please!
aidanpaidan 19 Jul, 2023 @ 5:39am 
Ah yeah no worries. Figured I might as well get the bug-testing out of the way for you XD
SteelBlood  [author] 18 Jul, 2023 @ 7:14am 
Sure thing, knowing exactly what to look for helps a lot lol.
aidanpaidan 17 Jul, 2023 @ 11:21pm 
Awesome to hear :D Yeah, had a feeling it might have broken recently.

Legend for being so quick on it <3
SteelBlood  [author] 17 Jul, 2023 @ 10:44am 
Fixed! Snipers should now have same attributes as rangers, and Bombers should have same attributes as Bugmans.
SteelBlood  [author] 17 Jul, 2023 @ 10:27am 
Ah, that was probably broke with the attribute changes in the last update, thanks! Broke some of my flying units in other mods too, I'll look into it.

Also, thanks for the bug report and being so polite! :)
aidanpaidan 17 Jul, 2023 @ 7:48am 
Hi, hope you're well.

Was wanting to let you know that the Bugman's Blasters and Ranger Sharpshooters have "Stalk" listed as an attribute in the little "At a glance" section of the unit pane, but in-game (and on the bottom bit with all the attributes) they're missing it.

Compared them with the regular Bugman's Unit, and it was functional for them, but not for your two Units.

Take care please!
Ciaphas Cain 15 Jul, 2023 @ 4:30pm 
If you make this work with MCT, there wouldn't be a need to remove this unit or that! You can learn how to implement on MCT's mod page in the discussions

Just thought I'd let you know dude!
lwhのsama 24 May, 2023 @ 1:04am 
:steamhappy::steamhappy::steamthumbsup:
SteelBlood  [author] 24 May, 2023 @ 12:40am 
Yes.
lwhのsama 24 May, 2023 @ 12:32am 
great units:steamthumbsup: but available for ai ?
SteelBlood  [author] 14 May, 2023 @ 10:25am 
I don't know of one, sorry.
moster8604 14 May, 2023 @ 9:13am 
Hi, do you know if there is an SFO submod ?
SteelBlood  [author] 15 Apr, 2023 @ 6:04pm 
Fixed! Thanks to BasedMemes on the modding discord for quickly helping me locate the problem.
SteelBlood  [author] 15 Apr, 2023 @ 4:51pm 
Thanks for letting me know, I'll look into it
awpanda1 14 Apr, 2023 @ 6:02pm 
after the chaos dwarf update the gyro copters lost the ability to fly for some reason (theyre missing the ability)
Tommy Gray x Land Raider 4 Feb, 2023 @ 5:08pm 
I was thinking of Cavalry Units for Dwarves, as to grant them mobility and make it easier to pursue fleeing foes:

Longbeard Longfangs: Longbeards riding wolves with Anti-Infantry bonus, while still retaining encourage and immune to psychology.

Ironbreaker Thunderhooves: Ironbreakers riding powerful boars, slower but heavier than the longfangs. They still have the blasting charges, though fewer due to smaller unit size; nevertheless they can disrupt a troop concentration and fire on the move with slightly higher range, potentially creating an opening for a vicious charge.

One more unit I thought of:

Deepguard: Halberd Infantry, same tier as hammerers and similar stats in many areas, Deepguard are powerful and tough counters to large adversaries such as cavalry and monsters. They also do a respectable amount of armor piercing damage.
SteelBlood  [author] 28 Dec, 2022 @ 1:47pm 
Finally, got ranger unit's to be recruitable for Belegar. Thanks Phoenixwarrior for letting me know and big thanks to MarineCARMINE on the modding discord for helping me fix it (Belegar's buildings are weird apparently).
Phoenixwarrior 23 Dec, 2022 @ 5:20am 
The Bugman's Blasters and Ranger Sharpshooters appear to be unavailable to Belegar Ironhammer's faction since he uses a different Ranger building chain than all the other dwarf factions.
Ciaphas Cain 18 Dec, 2022 @ 12:35pm 
Ah allied_recruitment_unit_permissions_tables !!!
I was trying to remove something from another mod and could not figure out how to stop allies from getting the unit. I thought it it was removed from the buildings table then it would stop outposts from getting it too!

I'll give it a blast soon and see if it stops it being recruited! Cheers Steel!
SteelBlood  [author] 17 Dec, 2022 @ 7:54pm 
No one has asked yet, so I haven't, but it's super easy. First download Rusted Pack File Manager (RPFM) and then open my mod in it. Under buildings_units_allowed_tables just delete the row with the unit you wish to remove, and it will no longer be recruitable from buildings in campaign. Then delete the same unit/row from allied_recruitment_unit_permissions_tables and it will no longer be available from allied outposts. Save as a new mod (please don't publish to workshop) in your data folder and you are all done! If that isn't what you are going for or for some reason doesn't work, just let me know and I'll try to help.
Ciaphas Cain 16 Dec, 2022 @ 1:22pm 
Did you write that guide to removing units btw?
SteelBlood  [author] 20 Nov, 2022 @ 8:15am 
Please read the FAQ.
Notoriousnater 19 Nov, 2022 @ 8:18pm 
is this compatible with radious, and if not is there a mod to make it compatible?
Donald j. Trump 16 Nov, 2022 @ 9:39am 
Would you post screenshots of the stats for each unit?
SteelBlood  [author] 13 Nov, 2022 @ 3:59am 
Appreciate it :)