Total War: WARHAMMER III

Total War: WARHAMMER III

Dying Races - SFO
76 Comments
Cerb  [author] 1 Aug @ 12:13am 
Thanks for the heads up, fixed now :)
gamertimeboya 31 Jul @ 8:37pm 
I think one of the units has been bugged or overtuned. Drake thunderers seem to have 400 damage with their guns when using this mod.
Cerb  [author] 15 Jul @ 5:20am 
Perfect :)
Bedge 15 Jul @ 4:28am 
300 vibes
Cerb  [author] 22 Apr @ 8:20pm 
Definitely, glad you're enjoying it!
Colorado_Jones 22 Apr @ 4:57pm 
Lovin the feel this mod gives to the Asur... with the greenskin hordes nearly overwhelming my front lines. Battles feel more... desperate
Cerb  [author] 12 Apr @ 3:06pm 
the mod SFO, this is a submod for it.
exqsme 12 Apr @ 10:20am 
what SFO means??
Mann 21 Mar @ 5:36am 
I checked in and you haven't updated the unit tires yet. Also you will probably have to update the ror units in your others mods and chaos dwarf as well, since you must have changed the tires there too
Cerb  [author] 20 Mar @ 5:09pm 
Yep they are very powerful :) which is intended for the most part, they should lose to something like swordmasters or being flanked by AP units, but in a direct fight theyre bloody tough
Mann 20 Mar @ 4:30pm 
I tested and realised. They're unbreakable. I put the chosen ones, elves, humans against them, they defeated them all without even suffering more than 10 unit loss, they are unkillable except for artillery and magic such as comet(especially).
Cerb  [author] 20 Mar @ 4:15pm 
Norgrimlings ironbreakers use the same armor as all ironbreakers - gromril - and theyre better in my mod when compared to regular ironbreakers (higher md/ma/ld) whereas in sfo they only get improved morale and otherwise are the same as regular ironbreakers? I guess in sfo they get 20 more men? Or do you mean all ironbreakers arent as good in this mod? With 20% physical resist, 10% ward save they should be pretty close to double health compared to SFO version?

Im uploading a fix for the tier listings now, thanks for the reminder :)
Mann 20 Mar @ 3:54pm 
How it's going?
By the way, I would like to say that Norgmril Ironbreaker as a ror unit is poorly adapted, it should at least give more health and armour at least 10, after all, this is the elite infantry in the elite armour normgrill and in sfo they were so, but you debuffed them, yes, as a race have become stronger, but this particular unit debuffed.
Cerb  [author] 4 Mar @ 7:10pm 
Its on my list, ill try to get to it soon :)
Mann 4 Mar @ 8:17am 
I know, it's just nicer to look at and rate units based on this metric rather than looking at all the stats, same for your mod for chaos dwarves
Cerb  [author] 3 Mar @ 2:16pm 
Ill look into it, but the unit tier is just a visual indicator, it doesnt actually mean anything - but ill try to update it, it'll just be old values before the change to tiers (used to be only 3 tiers of troop then they went to 5)
Mann 3 Mar @ 1:01pm 
Hello again. I have questions and suggestions.
Why does the unit tire break on all the factions you change? In terms of miners were 1 tire, they are available everywhere even barracks are not needed, and now 2, and dwarven wars with 2 is now the first. Why are ironclads with 5(or 4 tire) now 3, even though they are elite infantry davi, and longbeards 1 and 2 tire respectively? It's confusing and spoils the feeling of using a unit that is worth something with its golden 4 tire
Cerb  [author] 1 Oct, 2024 @ 6:10pm 
Thanks mate, ill add it to my list, hopefully i get some energy to do a big modding push soon haha
Iron 1 Oct, 2024 @ 6:27am 
I love this mod, it makes so much sense.
Is it possible to get a patch for SFO addition units?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2925985818
it is the only unit mod I play with, a part of my core must-have list, for the most part, there are legendary units, so reducing numbers and similar buffs to others, and they will be a bit op but that's ok as ALL the dying will be OP at rank 6+ (DE&WE especially) compare to green troops of other rares, even chaos!
the swam armys are always the best challenge and have to stop using your 'no ambush attacks/ lighting strikes mod' to give Rats and the like a chance to do some damage mid/late game.
awpanda1 7 Sep, 2024 @ 4:04pm 
Youre a G
Cerb  [author] 7 Sep, 2024 @ 2:27pm 
ye np
awpanda1 7 Sep, 2024 @ 9:58am 
and also a version for dawi thunder?
awpanda1 7 Sep, 2024 @ 9:57am 
would it be alright with you if i made a 2x submod?
IIFriggII 1 Jul, 2024 @ 7:39pm 
sounds really interesting, love the high difference to the usual, always felt the entity amounts needed revisiting in general :P
Cerb  [author] 1 Jul, 2024 @ 3:10pm 
Will check them out, thanks for the feedback :)
SemmY 30 Jun, 2024 @ 6:29pm 
love this mod. the high elven spears feel a bit too weak in my opinion rest of balance seems fine.
wolfFRdu64/Lounna 14 Jun, 2024 @ 8:57pm 
nice, will try it later this month
Cerb  [author] 14 Jun, 2024 @ 5:59pm 
finished welf rebalance
Cerb  [author] 14 Jun, 2024 @ 4:09pm 
Finished balance for helves, dwarves and delves, working on welves and chorfs now
Cerb  [author] 14 Jun, 2024 @ 2:57pm 
Still working on the rebalance, nearly done.
wolfFRdu64/Lounna 14 Jun, 2024 @ 1:55pm 
interesting
Cerb  [author] 10 May, 2024 @ 7:24pm 
Will do a full rebalance of this mod with the coming sfo patch.
wolfFRdu64/Lounna 21 Apr, 2024 @ 4:10am 
i see, thank for you responce
Cerb  [author] 20 Apr, 2024 @ 10:47pm 
Ohhh, i think i misunderstood your question, yes they do get reduced to 60 also, but with less increased stats.
Cerb  [author] 6 Oct, 2023 @ 1:40am 
ill check it, i may have missed it, thanks :)
wolfFRdu64/Lounna 4 Oct, 2023 @ 7:49am 
thank, i have no longer question, exempted one, the eternal gard of the wood elf are 100 in the unit, unlike their equivalent in dark and high elfs (they are 120 in one unit), so do their number also got reduced ?
Cerb  [author] 3 Oct, 2023 @ 2:35pm 
Yes wood elves all have higher ward save, which is to represent their incredible agility in battle, i.e. dodging.
wolfFRdu64/Lounna 2 Oct, 2023 @ 6:10am 
ha also, in the lore the number of dark elf grow, though not as fast as it could be (murdering one another and constent casulty because of the casulty while raiding needed for mintainning their slaves reserve, some time sacrificing some dark elf rival to a god and their constent war against the high elf), also they where nearly extinct when they got in nagarond for the first time (kurgan nearly wipe them out, and for some raison they just left, some have theorised it was a lord of the endtime calling that make the kurgan stop attacking the dark elf) so they would have a low number for many years after that, so by head they would be as numerous or a little less than the high elf in present time, so less dying than constently fighting, but by that would allow them to have the bonus you give them
wolfFRdu64/Lounna 2 Oct, 2023 @ 5:58am 
i have a question, wood elf are generally verry low armored, so do they have all 15% ward ? i meant, the generally the wood elf armor don't go over 40 of armor, also raise a new question in campagne, they are thechnology that add 10 armor (and with a land mark, eternal gard can have 15 amore added, the land mark give 5, tough i think before it gived more) so, do the ward save is changed ?
Cerb  [author] 29 Sep, 2023 @ 2:54pm 
Exactly, plus it just gives them a bit more of an overwhelmed feeling :)
wolfFRdu64/Lounna 29 Sep, 2023 @ 8:32am 
fair argumentation (tough im unsure the cannon number of the dark elf, but wood elf are clearly less numerous since they are from a former high elf colony and they had many time a loss of population because of unrully forest spirit, beast men, ork and many more, so even when they don't control their population their population would be lower in comparison, also counting that their land are smaller than dark and high elf so less place to grow their population)
Cerb  [author] 28 Sep, 2023 @ 3:31pm 
There are far less wood elves than highelves though, same with dark elves, theyre still rare and realistically theyre still getting rarer in the lore due to the reasons you mentioned (dark elves jsut cant stop murdering one another!), theyre also generally much better fighters in the lore too than the game makes them :)
wolfFRdu64/Lounna 28 Sep, 2023 @ 12:01am 
the dark elf and wood elf aren't dying unlike their hight elf conterpart, to be more precise, the wood elf just limit their own groth to avoid to reatching a points where their population would damage the intégrity of the forest, the dark elf have no problem, their population is growing (well, could grow even more if they didn't killed one another)
Iron 19 Aug, 2023 @ 6:01pm 
Cheers for your reply-
wonder if you could make a patch for my 2 fav mods -
1st - ammo types 3 -
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2822409265
the battle ammo icons turn into pink placeholder icons and then mod does not work as intended.
(have tested with just SFO main, this mod and Ammo types so i know it clashing with yours).
2rd - SFO additional units
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2925985818
had a go, but could not understand the maths in converting the unit sizes for dwarf and eleven units, however there's only a few.
love your work, keep going :)
Cerb  [author] 11 Aug, 2023 @ 6:00pm 
@iron the attrition mod already reduces elf/dwarf replenishment compared to humans, as rarer units will have lower rates of replenishment, which includes all elves. It's only a few % however, i.e. -4% for swordmasters

I tried to keep ranks in my veterancy mod to be separate from training, so getting veteran troops is represented by those who are able to get some recruit rank increases, but training is shown in their base stats and technology trees. I would recommend to both of you my high elf tech mod too, which ties into the theme :).

@thornkill Thanks for the feedback mate, the physical resist vs ward resist is a difficult one, as if you add ward resist you may as well be adding health in most situations, and I wanted to represent elves fragility against magic from the lore :)
Thornkill 9 Aug, 2023 @ 10:33am 
This mod is amazing, thank you for making it! It captures my desire for how these races should feel and play. I played an Imrik campaign with your suite of mods, and paired with SFO was immensely more enjoyable than vanilla.

One piece of feedback if you are looking for any... The stacked armor + melee def + physical resist stats make it so there is a day and night difference taking on certain factions. Fighting greenskins meant my spear line was the embodiment of Thermopylae, while fighting slaanesh was to see them cut down fast.

Not sure what a solution would be, other than perhaps a slight rebalance on resist, taking out some physical and splash in a lower amount of Magic/Ward.

All said, it's only a minor issue, and again you are one of the most inspired mod creators I have found. Thank you for what you've made ☺️
Iron 31 Jul, 2023 @ 8:02pm 
Cheers for the how to guild and the ultra sizes settings, good to for next play through.
what your Fear tide of destruction about ?
Future ideas.
addition mod for this and to tie in elements of your Attrition & Veteran mods -
reduces the Elf's and Dwarfs replenishment a small amount so there slower than others as default (dying races should slower then humans etc) to balance that out, increase there starting ranks 1 or 2 by default to show there Dying race years of practice and experience (decades of hiding in trees /Elf island/mountains or raiding & defending against raiders) - giving them a head start in high ranks later as they will prob take longer to grow/expand then others - if that make sense.
Simple changes that shouldn't hopefully collide or clash with other mods that do big picture stuff our slot in depending or what world/challenge the player wants to create.
Cerb  [author] 30 Jul, 2023 @ 6:12pm 
Good catch thanks, I removed the fear the tide of destruction mod to re-create it in a new format, thanks. You're looking for num_men in i believe main_units or land_units, make sure you match the number of mounts to how many men or it will crash. The problem is the unit sizes in rpfm are based on ultra unit sizes, and scaled down via % decrements for other scales, so you would have to do the math.
Iron 30 Jul, 2023 @ 11:15am 
P.S your link to Fear the tide of destruction does not work, am i the only one ?
Iron 30 Jul, 2023 @ 11:11am 
hi same as ZackZgo,
love the ninja feel of Wood Elf now, and wanted them to be more elite but with out buff there states so there was unbalanced, this the best way loreful/immersive way of doing it :D
playing with 'replenishment matters' and 'rare powerful veterans mod' as advertised above = great combo :)

question,
looking at the mod in RPFM i'm trying to the value that changes the amount of men/lady per unit to round them to 40 rather them 38 ?
(play on large unit sizes) not look to change anything else, a very personal thing, hope there a way to do it.