Total War: WARHAMMER III

Total War: WARHAMMER III

The Duke's Damned Nations
455 Comments
Lamb of God 9 Jul @ 4:58pm 
Chicken SACRIFICES HAVE SUCCEEDED
Lamb of God 5 Jul @ 4:53pm 
Begging has failed, Chicken sacrifices to begin shortly.
tylerskald 30 Jun @ 10:45am 
Any news about the update?
mavmissile 17 Jun @ 10:54pm 
Please update the mod after the annoying sega update. It makes this game what it should have been ! Thankyou for previous work !
tylerskald 11 Jun @ 10:32am 
Hello there! Thanks for the mod. I would like to clarify if you can create a separate mod (a lite version) that includes only changes to combat and unit parameters? Your overhaul is pretty awesome (my 100 hours for TDDN!) however there are plenty of wonderful campaign over vanilla mods out there and it will be stellar to play victory condition overhaul or alike with your tactical-wise and brutal battles.
FoughtMorfeo 2 Jun @ 3:56am 
Hi! I'm enjoying a lot your overhaul! I like the balancing and how battles are played, with a low pace but high strategic choice! Just one question to anyone who might answer me: may I use the True Unit Size Mod with this? Does it break something or not? I'm asking because that mod usually works by doubling (or generally increasing) all unit sizes and their health pool. So, I would just to understand if using this mod keeps the game balanced as done with the overhaul! Thanks!
快乐树骑士团 18 May @ 11:41am 
有人汉化它吗???????
sarumanthecursed 18 May @ 11:21am 
That’s the point you moron, for people who actually want the challenge, you just suck.

@MinusTaurus
MinusTaurus 18 May @ 10:12am 
this mod is garbage, my units take 17 turns to replenish after the first fight
Harbinger 6 Apr @ 1:48am 
@The Duke I just want to thank you for your work, Damned Nations is the best WH3 overhaul. I'm just having the most fun experience in this game so far, because of it. Keep going the hard work! :empirecross:
Zanza 5 Apr @ 3:48pm 
hi, has anyone else have the problem that you can't recruit wargor-heroes as Khazrak?
jlsolider 4 Apr @ 12:28pm 
Eltharion the grim has wasteland climate as unpleasant is this a bug or something
The Duke  [author] 1 Apr @ 7:48am 
Vampires are very much comfortably beatable by the empire, you just have to use reserves to make sure some of your troops don't get too tired.
Tydar 1 Apr @ 6:55am 
Great mod if you like playing OP vampires, not so great if you like Empire
sarumanthecursed 31 Mar @ 11:42am 
Updated faster than I expected honestly, thanks duke!
The Duke  [author] 31 Mar @ 10:50am 
It is now updated for the latest update
Tydar 31 Mar @ 7:34am 
Crashes right now due to the CA kislev updates. Hope a fix is in the works!
sarumanthecursed 10 Mar @ 7:24pm 
@Sworcus I kinda agree, battles are definetly waaay easier vs ai as the player can use ddn way better.
Sworcus 2 Mar @ 1:36pm 
This mod makes the game incredibly easy
Dreamwell 1 Mar @ 5:34pm 
High elf foot dragonknights hold their swords wrong, by the blade and not the handle.
foxconnor272 28 Feb @ 12:14pm 
Legions of Nagash?
THE DEEP 26 Feb @ 2:09pm 
@Ty of Troy need a sub mod
LOn3 22 Feb @ 6:39am 
The mod is nice but is there any chance it can be more compatible with other mods? feels like every time i want to play this mod i have to turn off almost all my other mods
Ty of Troy 21 Feb @ 12:52pm 
I really love what this mod does, but how does it work with units added from other mods or factions added by other mods?
The Duke  [author] 13 Feb @ 6:46am 
chaos spawn vary greatly depending which faction's spawn they are
THE DEEP 13 Feb @ 6:22am 
Did you reduce the mass of most monstrous Units ? in earlier version Chaos Spawn looking bigger and more mass, which kinda make sence ?
Bambi 12 Feb @ 9:09am 
If I can ask, is there any mods that are compatible?
alex 9 Feb @ 9:09am 
@Leroy overhaul mod + overhaul mod = not gonna work
Leroy Sinclair 9 Feb @ 5:30am 
work with radious ?
The Duke  [author] 4 Feb @ 9:49am 
Its not the first time someone new to the mod feels that way about arti, but over time there's a consistent move towards the view that artillery is actually very strong just not what people are used to from total war artillery, it's a consistent shift with experience in the mod that is present in most feedback
Bensepoo 3 Feb @ 2:14am 
Very good mod, except that artillery is unfortunately completely useless and its a waste of money to have in your army. The Cygor from Beastmen seems like the only artillery likish unit, as far as i testet, which makes a decent job (played as Southern Realms, Raikland, Bretonnia and Beastmen).
conninator2000 17 Jan @ 12:43pm 
Hey it seems orcs (grimgor) campaign, their raidin' camp isn't buildable. In a tier 3 settlement it says to build the previous tier of the building first and has a tiny squished red arrow under its building icon, but there is no tier 2 building for it.
King Bradley 9 Jan @ 6:32pm 
Am I wrong or are chaos chariots basically useless in this? The larger unit count seems to just lead to them awkwardly not properly charging things half the time.
Jimmy 7 Jan @ 5:59am 
is it intended that vampire counts cant use ambush stance? I think that was a bug in 6.0 right? So somehow this mod kept that bug in after it got fixed by CA , or it's intended in this mod. I'd look in the changelog for the mod but you know.. it doesnt exist...

I just started using this mod and I like what ive seen so far a lot but no changelog makes it really tough. I read the google doc but even that barely mentions anything.
Darkwolf 29 Dec, 2024 @ 10:40am 
Hey man; Just noticed that the Doomslayers start a battle with no special anti-anything, but half way through, they somehow gain the Anti-large trait. Is that by design or some sort of glitch?
Darkwolf 27 Dec, 2024 @ 1:34pm 
Great mod, and intereststing take on balance.
The ONLY real issue i have with this mod, is that everyone and their mother is "Anti-large".
kurtzknight 24 Dec, 2024 @ 8:37pm 
Can't build up Ogre camps after the update. Since base game now only uses meat to build camps there is no population growth for them so it is now impossible to gain surplus population points,
Raven Gaming 22 Dec, 2024 @ 7:05pm 
ive noticed lords dont start at level twelve and the thrones of decay lords dont have new starting armies am i missing something cuz all other lords have updated starting armies
Fruccus 13 Dec, 2024 @ 8:53am 
It seems with the latest update that this mod has removed the stance button for armies on the campaign map. I've ran it with just DDN, Mod Config, and Mixu's Unlocker, so I'm quite sure it's this one.

On another note, I've been absolutely loving this mod!! It's like playing a whole different game, superb work!
alexasner 9 Dec, 2024 @ 6:20am 
Hey Mate, Quite a few updates there buddy. Any chance you could drop a few lines on what they are. If I'm being dense I apologise but I don't see them listed. Anyway. good work.
Agraza 23 Nov, 2024 @ 11:47pm 
the dwarf starter tech that gives dwarf relations now does nothing.

why are elf bow ranged still long range but dwarf now just a few guns are?

belegar didnt start at 12. he has no miners, a grudge thrower rather than a bolt thrower, and a very expensive custom RoR that isn't really worth that $$$.
Aldebaran 22 Nov, 2024 @ 1:58am 
Greetings. Despite this latest update I still observe the same 2 "bugs" with Boris (Kislev)

No advanced technologies have bonuses indicated in their descriptions.

The penalties of the chaos climate are still present despite the province order which is supposed to cancel them (devotion is used but without the benefits).
KatHotel 2 Nov, 2024 @ 5:51am 
yes found out if any mod that doubles or triples the units , causes them to not fly
Darkwolf 1 Nov, 2024 @ 7:09pm 
Has anyone else been having issues with flying units..... not flying with this mod activated? Units like gyrocopters and fell bats?
NightGarv 31 Oct, 2024 @ 10:23am 
I remember you saying something about updating the thrones of decay to have either conquest campaign or survival and what not yet its been awhile and these haven't been updated oh and the DLC units are missing the description stuff like attack being the best for of offence or defence etc
KatHotel 22 Oct, 2024 @ 11:37am 
where do you find Runcher mod launcher
Darkwolf 21 Oct, 2024 @ 9:06pm 
Also, Ungrim doesn't start at level 12 (like the mod documents stated LLs would)
Darkwolf 21 Oct, 2024 @ 6:31pm 
Actually, it looks like none of the Slayer-type units do
Darkwolf 21 Oct, 2024 @ 6:29pm 
Is it normal for Ungrimto be missing the "Unbreakable" trait in his unit card info? I was checking units in skirmish; and i noticed that, and the doomseekers are missing the traits that appear under unit names.
OHM 21 Oct, 2024 @ 6:24pm 
Once I've finished my SFO campaign this OH is the next port of call.