Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Elf Manticore Rider Units
35 Comments
sEcOnDbOuToFiNsAnItY  [author] 9 May @ 6:56am 
No idea!
mister.monroeville 8 May @ 5:53pm 
Is this save game compatible?
sEcOnDbOuToFiNsAnItY  [author] 27 Mar @ 11:39am 
Works now, CA broke something and has hotfixed
agent.theory 25 Mar @ 4:32pm 
Crashes the game in version 6.10. Worked great before that.
sEcOnDbOuToFiNsAnItY  [author] 15 Dec, 2024 @ 3:55am 
Sure
GlacialSpectre 14 Dec, 2024 @ 7:17pm 
I have a patch ready, but I just need your permission to borrow some of your screenshots for the upload. Cheerios and I appreciate your units, because they fulfil a much needed gap in the DE roster, a high tier flying attack unit.
sEcOnDbOuToFiNsAnItY  [author] 31 Oct, 2024 @ 10:56am 
Make a patch if you want it.
farsani 30 Oct, 2024 @ 9:55am 
SFO?
AwDiddums 20 Oct, 2024 @ 4:02pm 
Thanks for your reply! I figured I'd ask just to make sure. I can always get used to it haha
sEcOnDbOuToFiNsAnItY  [author] 20 Oct, 2024 @ 3:56pm 
It's likely going to require a compatibility patch. I don't use that mod and I don't really want to maintain a patch, but anyone has my permission to create one. My mod exclusively uses vanilla unit visuals though, so it might be something is afoot in how that mod works for corsairs which only becomes apparent when mounted on a monster.
AwDiddums 20 Oct, 2024 @ 3:29pm 
Hi, brilliant addition to the Dark Elf roster. I've been using this for a while now but I have a graphical issue with a Corsair rider variant. I think it's due to "Tabletop touches for Elves Reskin" mod. It's odd that it's only affecting one rider for one unit - it's causing a blob of pixels to float above. I'm not technical with modding, is there anyway to fix this? I like both mods and want to keep them :(
sEcOnDbOuToFiNsAnItY  [author] 8 Oct, 2024 @ 4:30pm 
No plans and isn't one to my knowledge, but anyone is free to make one if they want.
GlacialSpectre 8 Oct, 2024 @ 10:48am 
Is there any mod/submod or plans that makes this SFO compatible
sEcOnDbOuToFiNsAnItY  [author] 21 Aug, 2024 @ 10:37am 
Or you could just wait a day like a normal person.
Smoking Gnu 21 Aug, 2024 @ 6:36am 
I stumbled on an easy fix for it, published for the meantime here
Smoking Gnu 20 Aug, 2024 @ 2:01pm 
Hello, 5.2. broke this unfortunately, crash on startup.
realnamehidden 17 May, 2024 @ 1:53am 
I concur with themobgobbler. The mod is wonderful and the units can be used to great effect, but for their cost they need a lot of babysitting.

I think the DKnights should have 300 weapon strength and the corsair lords should have more models but as a result, they are individually less strong.

Just my two cents though. Still love the mod!
sEcOnDbOuToFiNsAnItY  [author] 24 Jan, 2024 @ 9:42am 
It works. Like it's still not balanced because I haven't found the time to, but it functions just like it did. CA's hotfix spam has made everything look out of date even if it isn't, odd problem to have lol.
2729787308 23 Jan, 2024 @ 4:28pm 
Please Update
themobgobbler 15 Apr, 2023 @ 10:22pm 
No worries! Your doing God's work lol and sorry about the word vomit. I was just trying my hand at giving some positive feedback and trying to not come off as a jerk.
sEcOnDbOuToFiNsAnItY  [author] 15 Apr, 2023 @ 2:08pm 
Noted, I'll make some tweaks and see what works - never really balanced units before in a mod.
themobgobbler 15 Apr, 2023 @ 11:58am 
Respectfully, I think the solution would be to swap the stat lines making the Dread Knights mirror Tor Gaval and give the Corsair Lords more models. If you didn't want to take away the dread knights armor, make them more expensive than Tor Gaval for sure.
themobgobbler 15 Apr, 2023 @ 11:49am 
The Dread Knights with the Hippogryph weapon stat isn't worth the cost. They could probably use more melee defense to make up for the lower damage. They lose to Hippogryph Knights 8 out of 10 times. They lose to Tor Gaval 10 out of 10 times **decisively** at the same cost. When compared, the corsair version does better against both winning half the time against Hippogryphs, and winning 3 out 10 matchups against Tor Gaval.
sEcOnDbOuToFiNsAnItY  [author] 15 Apr, 2023 @ 5:47am 
Updated, I'm experimenting with giving the Dread Knight version the Hippogryph Knight weapon stats, and the Corsair Lord version the Griffon Knights of Tor Gaval weapon. The Corsair Lords in particular should hit like a truck, though as mentioned are squishier, though the Dread Knight ones are pretty beefy on the damage as it is now. Let me know how it goes.
themobgobbler 14 Apr, 2023 @ 3:36pm 
Sweet! Can't wait! Thanks for the quick reply
sEcOnDbOuToFiNsAnItY  [author] 14 Apr, 2023 @ 3:26pm 
I'll be doing an update pass of all my mods with the chorfs release, it might be an over the weekend thing, depends when I get around to this one.
themobgobbler 14 Apr, 2023 @ 3:21pm 
Any update on this mod? It works fine, but that damage is very low
Ki Adi Hoontang 5 Feb, 2023 @ 12:26am 
You can make your own weapons
Redbeard 2 Feb, 2023 @ 10:09pm 
So I tested it the units in 2v2's versus hippos and KnightsOTG, dread knights got em down bit less than half, corsairs got em down bit over a quarter. Though when I first hovered over them in custom battle screen for some reason they said -263, then we I hovered again that was gone. If we add that to 263 to the 42 though we get 305, right in the ballpark of KnightsOTG. Think the full WS is just partially registering for whatever reason? Though they did perform really quite well if only 42 is registering? Not trying to bother you, do what you feel.
sEcOnDbOuToFiNsAnItY  [author] 2 Feb, 2023 @ 4:10pm 
Knights of Tor Gaval at 4-man at ultra, 3-man at high, same as this manticore riders - it's the same entity per unit stat. Weapon is the cold one rider lance (how the game works is you assign weapons which have their own data). They did kinda wipe the floor with a test boris toddbringer so I was hesitant to change it, will see if I can be bothered to experiment.
Redbeard 2 Feb, 2023 @ 11:03am 
Although I didn't fully read description and that it is a 3 man unit on large unit scale which means they would need to be at least in the same ballpark of knights of TG around 300 weapon strength.
Redbeard 2 Feb, 2023 @ 10:57am 
Well if you are looking at the knights of Tor Gaval, a 3 man unit, their weapon strength is 300. So I wouldn't expect it to be that high with a 4 man unit but even my "at least 3x42" is definitely not enough. They would need at least 200 weapon strength to be worth fielding, hope that helps.
sEcOnDbOuToFiNsAnItY  [author] 2 Feb, 2023 @ 10:20am 
Yeah I've never made a unit mod so yaknow. I based a lot of the stats off the Griffon Knights Eltharion has so don't know if that translates well. Might tweak it if I can ever summon the will, depends how much feedback I get.
Redbeard 1 Feb, 2023 @ 9:19pm 
First off, dope mod. 42 weapon strength on a 4 man unit though is extremely low. I would think it would need to be at least triple that compared to other units in the game. I haven't tested it but I imagine they hit like wet noodles. Otherwise dope mod is dope, thanks.
Wand_Face_ 1 Feb, 2023 @ 2:22pm 
Awesome units thanks for making this.