Total War: WARHAMMER III

Total War: WARHAMMER III

Heavy Gunners for Empire and Kislev
54 comentarios
Guts The Black Swordsman 27 MAR a las 7:38 
@Pwner1 heavy rifles for kislev not showing up for recruitment despite having the building.
Pwner1  [autor] 24 MAR a las 17:39 
Nah...
heavvy has my mf sandwich 24 MAR a las 14:37 
add this to Bretonnia
ThrobbingforMorbius 30 DIC 2024 a las 4:53 
So Norscans migrants seeking imperial citizenship?
ThrobbingforMorbius 30 DIC 2024 a las 4:50 
WITNESS!!!
Big Sneeze 16 OCT 2024 a las 5:54 
Kossar Cannoneers are nuts, they rout a unit of Emp swordsmen with a single barrage.
Pwner1  [autor] 5 MAY 2024 a las 19:29 
I'll do some fixing later.
Guts The Black Swordsman 5 MAY 2024 a las 2:18 
the units not showing up for faction playing as but for all other factions for empire and kislev the units are showing up. Also Most of the units now do not show up once upgrading to tier 5
krantzgang 4 MAY 2024 a las 9:21 
Thank you for the update! I got to say, you mod authors are awesome. seriously extended this game by hundreds of hours.
Guts The Black Swordsman 4 MAY 2024 a las 5:33 
the units not showing up for faction playing as but for all other factions for empire and kislev the units are showing up.
milky 4 MAY 2024 a las 5:07 
trying to recruit these as the empire but says i need the engraved walls upgrade which i cant find help please
Pwner1  [autor] 3 MAY 2024 a las 13:01 
None taken, problem is that where and what prompt. using Bing and putting warhammer or anything sch just gives you bunch of space marines.
Helion Halion 3 MAY 2024 a las 10:44 
Can you look into using AI generated unit cards (sorry if I offend you)
krantzgang 2 MAY 2024 a las 10:47 
Hey I didn't know if you are still supporting this mod, but many empire buildings were changed in the last update. Many of which made getting most of your units impossible. I have always loved the mod and would be thrilled if it gets an update. if not I just want to thank you for giving us all free extra content, its mods like this that keep the game fun and fresh!
Pwner1  [autor] 24 ABR 2024 a las 6:15 
Well they are giant men with giant guns.
Mr. Exter 24 ABR 2024 a las 1:44 
These guys are too fucking OP to be considered "free company" lmao
sigmars_disciple 8 MAR 2024 a las 12:48 
Maybe one of us should live dangerously and just try it HAHAHAHA
sigmars_disciple 8 MAR 2024 a las 12:48 
Reskins are always savegame compatible. Pretty much all visual mods are. Freiya's campaign mods all are and so are many "quality of life" mods or mods that just change a few numbers.

When they're gone, nothing's making those number changes anymore (e.g. the campaign camera goes back to using the old zoom levels, or the relationship changes between factions is calculated with the vanilla formula again, or boosted trade values are lower) - but the game can run normally.

So I believe the following should be correct for pretty much all your mods, Pwner1:
"Can I add this mod mid-campaign?" - "Yes, you can"
"Is this mod savegame compatible?" - "No, as it's typically the case with unit mods"

I guess ADDING stuff = bad for savegmae compatibility. CHANGING existing stuff = good

<3 Hope that helps
sigmars_disciple 8 MAR 2024 a las 12:46 
@Pwner1 Sorry, I never got back at you on this. It's easy (I think):
When somebody asks "Is is savegame compatible?" they ask if it's safe to add it mid campaign (99% of all mods can do that) AND if they can REMOVE it mid campaign.

The latter is why most mods are NOT savegame compatible: Even simple unit mods will leave "remainers" of used mods (e.g. armies have units from a unit mod in them or recruiting builings list units from the mod as recruitable); now as soon as the mod is removed and then the save loaded, the game engine will reference things "in nirvana" -> instant crash. An exception are some unit mods that WILL be savegame compatible IF NONE of the units have been recruited yet. Most will crash regardless and I very much assume so will all of your unit mods.
Helion Halion 4 MAR 2024 a las 8:55 
Still I am very thankful for your mods
Somehow we play the same factions :x
Helion Halion 4 MAR 2024 a las 8:54 
Hmmmmmmmmmm did you upgrade the unit cards thumbnail already :x
Kane Beckett 3 MAR 2024 a las 0:20 
I please you to update them.
Ciaphas Cain 16 ENE 2024 a las 9:20 
These would look immense as some sort of mercenary unit or RoR unit (with a merc background) but intended as a low tier and as meatshield or something. look good for what I'm thinking of anyway lol!
Pwner1  [autor] 5 NOV 2023 a las 13:05 
I don't know exactly what defines that compatibility, I know you can load it mid campaign in and just based assumption on that I've disabled my mods mid campaign with no crash if I remember correctly.
sigmars_disciple 5 NOV 2023 a las 12:19 
How can a unit mod be savegame compatible, Pwner? I don't get it.

You mean if nobody has recruited these units (usually the player I guess) then this can be tried out spontaneously - and even safely removed mid-campaign - but surely, none of these units can be on the map or in recruitment, right? Or do they just disappear and the game is easy with that?
I thought that was the classic case for a CTD....

Is there some special trick you use when making the mod to make that possible? You should teach others!

Thx & love from Berlin <3
Pwner1  [autor] 5 JUL 2023 a las 20:10 
Yes.
archibaldmeatpants 5 JUL 2023 a las 19:18 
save game compatible?
Pwner1  [autor] 9 MAY 2023 a las 3:42 
Fix'd
Guts The Black Swordsman 9 MAY 2023 a las 2:51 
handcannoneers are not able to be recruited once the building is built at tier 5
Pwner1  [autor] 8 MAY 2023 a las 1:06 
no duplicate IDs, no "darkshards" word found anywhere in the pack.
Kaiborg92 7 MAY 2023 a las 23:50 
Strange, maybe another mod. Sorry, I was sure it was your mod
Pwner1  [autor] 6 MAY 2023 a las 5:02 
Checked the building browser and saw nothing.
Kaiborg92 6 MAY 2023 a las 3:46 
Hi, it seems I can recruit Darkshards with Empires T3 with this mod. Maybe there is a messed up unit key somewhere
Pwner1  [autor] 17 ABR 2023 a las 11:46 
Works for me.
Pwner1  [autor] 17 ABR 2023 a las 11:32 
I'll check it out
1509ARL 17 ABR 2023 a las 11:20 
The mod seems to mostly work still, except for the fact that units wont actually fire after pointing their guns at the enemy
Pwner1  [autor] 3 FEB 2023 a las 5:52 
Some people have made submods for my stuff. Not for this one it seems. Maybe ask them?
*[TR2]*Tacticvs 3 FEB 2023 a las 4:56 
Any sfo submod?
Pwner1  [autor] 29 ENE 2023 a las 15:24 
Friend me and we will talk in detail.
RC-1138 Brother Boss 29 ENE 2023 a las 13:38 
Good evening, I really like your mod and I would like your permission to use one of your units in mine.

Kind regards Boss
Pwner1  [autor] 26 DIC 2022 a las 13:11 
They are assigned in unit sets.
Xenidis 26 DIC 2022 a las 13:06 
do they get any tech specific buffs from each factions lords? or included in any of the current ones
General Peasant 11 DIC 2022 a las 11:22 
Solid mod. Is it possible to give us a Radious Submod?
*[TR2]*Tacticvs 30 NOV 2022 a las 14:11 
for some reason i can't recruit the heavy handgunners, playing as franz, all mod units show up in the building chain but them.
Pwner1  [autor] 27 NOV 2022 a las 10:28 
My mistake. Fixed.
DracoLunaris 27 NOV 2022 a las 7:14 
it's because they have been set to only be allowed by wh_main_group_empire_reikland in the unit_to_groupings_military_permissions_table, so only franz gets to recruit them atm. Need to set them to be usable by wh_main_group_empire as well
Pwner1  [autor] 26 NOV 2022 a las 13:53 
Look at the building browser as empire and kislev and see. Each faction has their own units. Empire has more than Kislev.
Socky 26 NOV 2022 a las 13:46 
i can't figure out how to recruit these units, the IA can but i have no clue which buiilding or how
RexJayden 24 NOV 2022 a las 16:23 
Keep up the great work (Super Star)! :steamthumbsup:
*[TR2]*Tacticvs 24 NOV 2022 a las 7:49 
chad:steamthumbsup: