Total War: WARHAMMER III

Total War: WARHAMMER III

Better Elites
129 Comments
Thelonious 2 Jul @ 8:26am 
Could you please add missile penetration or shockwave radius to their arrows to "ushabti (great bows)" unit. Currently it is one of the worst archer units in the game
Thelonious 17 Jun @ 10:16am 
Thanks a lot for the quick fix
BAGHolder  [author] 17 Jun @ 9:52am 
updated:

1. Blood knight sword version is modified. The sword and lance version both have 15 entities, and similar role / attributes as grail guardian and grail knights in Bretonnia in every aspect.

2. Slightly buffed boar boyz in greenskin --- no change in number of entities, because they should come in mass, so just slightly increased their hp / attack to be a little less underwhelming.
Thelonious 17 Jun @ 9:26am 
Can you make the new Blood Knight unit better, like the old variant please
Zelsaard 8 Mar @ 5:16pm 
Found a conflict between this mod and "Recruit Regiments of Renown from Buildings" (tested with minimal modlist of these two mods and the console mod).

When the player has RoRs from the High Elf culture group in their army, the game will crash during battle loading. As far as I can tell, this also ONLY happens with High Elf RoRs, all other culture groups are fine.

Doesn't impact the AI at all.

This problem is completely consistent and repeatable.
Haseeb.T 3 Feb @ 8:27am 
do you think you can have a look at boar boyz? both variants are so underwhelming in vanilla
Frostberg 2 Feb @ 8:38pm 
Unfortunately fucks some unit models in my modlist and causes Skrimish to crash.
BAGHolder  [author] 30 Dec, 2024 @ 3:17am 
@Vylanya

Not intentional just me being lazy --- they shared same entity in db table as the tier-3 versions --- so high elf and cathay tier-2 archers also have access to the 360 degree shoot.

They are not buffed in any other way.

360 degree means less micro-manage of archers. Maybe it should be made a standard for all archers...
Streptobeeb 22 Dec, 2024 @ 11:23pm 
Hi, I'd just like to clarify something, in the description you say that "tier-3 archers are re-sized, with increased missile strength + 360 degree shoot + increased impact and penetration" this all works on the units its supposed to from what I've seen however some tier 1/2 units are given 360 degree firing when I don't think they are supposed to. For example, both variants of High Elf tier 1 archers and tier 2 Lothern sea guards. I've also tested with Cathay and found that both tier 2 Jade crossbow variants have 360. Are these units bugged or is this intentional?
BAGHolder  [author] 18 Dec, 2024 @ 2:52pm 
@AwDiddums

Fat-fingered...should be fixed now :-)
AwDiddums 18 Dec, 2024 @ 10:18am 
Hrm, the tooltip still has 60 with 21480hp on the unitcard when this mod is active? I'm not sure if anyone else is having this issue.

The good thing about this too is with the smaller scale units late game I may be able to squeeze a few FPS out as well hah
BAGHolder  [author] 18 Dec, 2024 @ 8:23am 
@AwDiddums

Thank you for the appreciation!

The newly added black orc shield was updated to 30 (under huge unit size).

Any modded unit is not included though --- the sheer amount of mods out there makes it impossible to cover all, so right now it is only for vanilla units.
AwDiddums 18 Dec, 2024 @ 1:15am 
I'm currently looking for a mod that reduces elite units sizes proportionally based on their appropiate lore although didn't expect to find one so, this was great to see! Thanks for doing this it looks awesome so far.

I've noticed some inconsistencies with newly modded units which can be expected. Will you be gradually making compatibility to adjust unit sizes for these cases i.e:

The Witchguard/Ossian Guard (Har Ganeth Executioners Renown (III)) are a unit size of 75 however, their default variant is 45.
The Black Orc - Shields (III) and Da Immortals (Renown (IV)) is 60 however, their Great weapon counterpart is 23.

I'm guessing these are currently set by approximate units sizes based on unit tier?
BAGHolder  [author] 16 Dec, 2024 @ 4:08pm 
revamped many cav size --- many of them are slightly increased in size, with a small reduction in health / weapon strength, to maintain a good balance of epic battle vs elite unit.
BAGHolder  [author] 16 Jun, 2024 @ 9:37am 
fixed the empire bulding requirement, grudge settler cost, and plaguebear spawn issue.

Yes, ogre cav is not as exciting as it was, due to how other elite units catching up. After next DLC come up, which is about ogre, I will take another look at their units.
sephiroxical19981202 10 Jun, 2024 @ 12:56am 
Now Grudge settler hammerers and slayers has no recruitment costs when the rest of the GS units do.
gaotsu 27 May, 2024 @ 3:05pm 
Thank you for the awesome mod although Ogre cav feels a little bit underpowered now i think, also Epidemius Plaguebearer spawn ability is bugged, the unit spawn with 100 entity instead of 30 and they have the mod stats so they are op.
Fenix Thorn 19 May, 2024 @ 7:42pm 
Thanks so much for making and maintaining this mod! I love both it and Warband Upgrade!
Jack_Ryan 16 May, 2024 @ 3:16am 
I make some testing deactivating my mods one by one except Better Elites, the problem was still present.
Only with Better Elites there is the problem.
Activating all my mods except Better Elites, no problem of recruitment.
So it seems the problem come from Better Elites
Jack_Ryan 15 May, 2024 @ 9:06am 
Hi, I noticed that when I'm using Beter Elites that there is a requirement for Greatsword, Blazing sun and Demigrypth Knight. They need Great Cabin and Engraved Wall, but impossible to find these buildings.
I checked activating/deactivating mods, when I deactivate Better Elite, no more requirements.
sephiroxical19981202 14 May, 2024 @ 12:07pm 
There are some unit costs change in the new update,
leek 7 May, 2024 @ 4:27am 
爱你!
BAGHolder  [author] 7 May, 2024 @ 3:57am 
should be fixed now
Bone muncher 6 May, 2024 @ 8:05pm 
For some reason when using this mod I am unable to switch the ammunition on the Sisters of Twilight
BAGHolder  [author] 6 May, 2024 @ 5:01am 
@Faelar Heal-Leaf

Most elite units are a little expensive. In this case, I don't know why I made the chosen more expensive than others...anyway I capped them at 500 now.
Faelar Heal-Leaf 5 May, 2024 @ 11:46am 
I'm not sure your mod is the one changing this, but is it correct that the mono god chaos chosen have 600 and 700 upkeep? Seems extremely steep seeing how star dragons have 600 upkeep
BAGHolder  [author] 5 May, 2024 @ 4:51am 
@sephiroxical19981202

fixed grudge hammerers.

The goblin hewer will stay as it is for now, as the mod does not include any artillery unit yet.
sephiroxical19981202 4 May, 2024 @ 8:08pm 
Also grudge settler hammerers have 25 less armor than regular hammerers and are missing their frostbite attack in this mod.
sephiroxical19981202 4 May, 2024 @ 7:53pm 
Probably the one last kink to work out with the Dawi roster, stats of the slayer crew of the goblin hewers are not in line with actual slayers. Thank you so much for your work.
Elv 4 May, 2024 @ 11:40am 
大佬 末日追寻者跟格林姆尼尔兄弟会能对标下神选的定位吗
BAGHolder  [author] 4 May, 2024 @ 10:38am 
@Torpedosniper

I see 36 entities for reiksguard. Either another mod, or try resub?
Torpedosniper 4 May, 2024 @ 9:15am 
Cav ( Reichsgarde) has one figure, an dies fast......
BAGHolder  [author] 4 May, 2024 @ 8:14am 
@Cimbri

Not this one, it does not change any building recruiting.
I just started as Reikland in IE, and greatsword was there in tier 3 barrack.

@SZLFH

Added!
Cimbri 3 May, 2024 @ 11:06pm 
With this mod on, alongside the warband upgrade mods and IEE, empire greatswords cannot be recruited, they need a vampire coast building.
SZLFH 3 May, 2024 @ 3:09pm 
Thank you for updating the mod, but it seems the Rot Knight does not include the size fix?
BAGHolder  [author] 3 May, 2024 @ 2:10pm 
fixed!
sephiroxical19981202 2 May, 2024 @ 1:20pm 
Grudge settler slayers lose their sundering attacks, I don't think that's intentional?
BAGHolder  [author] 2 May, 2024 @ 3:28am 
@sephiroxical19981202

Thanks! Fixed the inconsistency.
sephiroxical19981202 1 May, 2024 @ 4:24pm 
I found a minor issue, grudge settler slayers' charge bonus is lower than that of a regular slayer unit.
sephiroxical19981202 1 May, 2024 @ 2:01pm 
Thanks a great bunch! This is the best battle balance mod for TWW3 in my opinion.
BAGHolder  [author] 1 May, 2024 @ 7:46am 
@sephiroxical19981202

Thanks for the suggestion! Done for the slayers!
sephiroxical19981202 30 Apr, 2024 @ 10:00pm 
Are there any plans to resize grudge settler units and slayer pirates? Would feel more consistent that way.
Coffee Commander 13 Apr, 2024 @ 7:13am 
Does this mod give base elve archers 360° attack? I don't think I have any other mod that changes base game units.
BAGHolder  [author] 23 Feb, 2024 @ 11:17am 
@FrenzyBee

No plan for single entity yet --- I feel many of them are in a good position, barring a few really weak ones :-)

@BigBadBob7070
My immersive bretonnia mod does include many modded units in bretonnia, which is the only race I have enough passion to adjust to other mods.
Extending that to all modded units would be too much work --- I don't take paid job but some in modding den may be willing to xD

@Jere
No it is 10K on my side, 30*350. Probably another mod changing the size back to vanilla & has higher priority than this mod.
Jere 18 Feb, 2024 @ 6:24pm 
Black Orc RoR has like 28,000+ plus HP, intended affect?
BigBadBob7070 9 Feb, 2024 @ 7:40am 
Been really loving this mod, really helps the units actually feel Elite. Sadly, I've been using quite a few unit mods that don't subscribe to the same philosophy of smaller but more powerful units :(

Sadly, I don't really know how to mod so I can't do it myself, and I'm not presumptuous enough to ask you to alter at least a few dozen units across several mods. Well, at least for free, but I don't really have a paypal setup and nor do I think I could spare the money for what should be appropriate compensation for one to make the submods. But alas, a man can dream...
FrenzyBee 20 Jan, 2024 @ 3:43pm 
@BagHolder Awesome mod! I've always felt that this mod is what I'm looking for compared to SFO's changes. I'd be interested to see what you'd do for the single entity monster that can be considered elite like dragons and other similar elite monsters.
pigeonpoop 12 Sep, 2023 @ 9:51am 
@BAGHolder Yeah, i can kind of see your point about the unstoppable cavalry, however as someone who played a lot of medieval 2 as a kid/teenager that just seems the normal xD

Aniway, good luck man and thanks again.
BAGHolder  [author] 12 Sep, 2023 @ 9:10am 
@pigeonpoop

Thank you for the kind words!

Initially I only planned for cav. Then the game is a bit too boring --- because no infantry can counter them, not even phoenix guard or chaos halberd...so I end up tuning elite infantry too.

The mod is niche anyway, so there is no plan to do a smaller submod. But I will constantly tune the balance, so elite units is OP against low-tier one, but remain on par with each other.
pigeonpoop 11 Sep, 2023 @ 9:43am 
Also might i be enough of a bother to ask that you make an alternate version of this with just the cavalry? I can't speak for the missile units i don't know enough. But i feel like the transition of the melee infantry to smaller numbers didn't go as smooth. (Just to confirm a little before sounding like a total dumbass i saw vanilla aspiring champions as a small unit example had 28 AP)

Regardless i want to thank you for all the work and keeping this shit updated trough everything, as a long-time Bretonnia fanboi you basically made my dreams come true. Can't ever imagine wanting to play without warband upgrades and even more-so the responsive and impact-full cavalry.

Genuinely mean it man, Immortal Empires with a bit of modders help has been keeping us sane as new parents who get interrupted all the time, from otherwise not so turn-based gaming.