Total War: WARHAMMER III

Total War: WARHAMMER III

Expendable Underlings
40 Comments
Grim Haydie K. Gangster Gunshot  [author] 1 Jun @ 4:38pm 
hey @Sleepy Joe (Real),

thanks for spreading the good word! So this change to the Vampire Coast factions is intentional but requires further tweaking when I have the time.

1) In terms of mechanics, basically if I scale up the number of soldiers in a gunnary mob the lethality of their firearm stays the same and they become OP. The goal of the mod is to make the expendable units less effective and larger in number. So I made their accuracy terrible, but actually increased their lethality.

2) Lorefully zombies with black-powder weapons are not accurate and their water-logged pistols are prone to misfire. The play-style should reflect this -- try toggling "fire at will mode" off and then letting your gunnary mobs fire ONLY when the enemy is very close. Like I said this still needs balancing, but if you time it right they'll be slightly more effective but still complete ass (as intended)
Sleepy Joe (Real) 20 Apr @ 1:57pm 
Hey, i got my friend into this mod. We both fell in love. The only problem is the whole vampire coast faction has become unplayable as they miss 80-90% of their shots. Making the whole backbone of the faction unusable. Maybe revert the ranged units to vanilla or make them more accurate if possible please. Because in their current state they miss FAR too often to be able to use them.
Clanrat 27 Mar @ 7:25pm 
good old mod this one
retech9691 28 Dec, 2024 @ 11:38am 
This mod is great, would it be possible to add the new shielded goblins to the list?
NukerBob 25 Dec, 2024 @ 8:12pm 
make the skaven more expendable
Grim Haydie K. Gangster Gunshot  [author] 3 Dec, 2024 @ 11:05am 
@nikklenikkle I believe so, I will check this week when I have some free time!
nikklenikkle 31 Oct, 2024 @ 6:45pm 
Still compatible ?
Killerkitty641 10 Feb, 2024 @ 2:17pm 
Would love to see an update, and SFO compatibility maybe?
FrenzyBee 24 Jan, 2024 @ 11:20am 
Does this mod need to be updated? Also, can I ask for the Chaos Marauders to be larger in number like 175 or 200 with slight stat nerfs? I really want to face off against hordes of Chaos as the Empire :)
Altey 10 Nov, 2023 @ 3:00pm 
shouldnt slaves have larger unit size than zombies?
Xalderin 1 Aug, 2023 @ 3:42pm 
Good to know, Thanks!
Grim Haydie K. Gangster Gunshot  [author] 1 Aug, 2023 @ 2:32pm 
@Xalderin I found 275 better for balancing, the description is in need of an update! (I have also made some pretty severe changes to Vampire Coast gunnery units that are not reflected in the current description).

Just been a bit busy, rest assured the mod is working as intended for ya!
Xalderin 26 Jul, 2023 @ 9:06am 
Question... It looks like the skeleton infantry are at 275 men, when the description says 300. Was this changed, perhaps? Wanting to make sure it isn't due to some other mod I have (which I don't remember having one that increases units), or if it's something that's not stated in the change logs.
Grim Haydie K. Gangster Gunshot  [author] 31 May, 2023 @ 8:55am 
@Killerkitty641 Thank you I'm so glad to hear it! Yes my 2070 is working overtime too...setting shadows to "off" will be your friend.
Grim Haydie K. Gangster Gunshot  [author] 31 May, 2023 @ 8:54am 
@Urux I'll do a quick campaign with Vampire Coast and see if I get any inspiration for a loreful tweak. I don't know how big their pirate ships are in Warhammer lore which is why I did not give them the same edits as normal zombies (like it would seem silly to waste limited deck/ cargo space on 500+ expendable zombies).

I'll do some reading, gaming, etc. and see if I get any ideas!
Killerkitty641 31 May, 2023 @ 8:22am 
I can confirm, the mod works very well now. I made the mistake of launching a Bretonnian vs Vamp Counts battle with my previous settings. Which was 90% zombies.
Oof. My computer did not like that. But I had a hell of a lot of fun chewing through 15,000 undead menaces. Thank you very much!
Urux 30 May, 2023 @ 5:08pm 
@Grim Haydie K. Gangster Gunshot They are called Zombie pirates, they work as zombies from vampires too.
Thanks again
Grim Haydie K. Gangster Gunshot  [author] 30 May, 2023 @ 4:43pm 
@Urux Yay! That is a big relief to hear, I hope you enjoy it.

Do you have any specific recommendations for Vampire Coast? I've never played them and am not familiar with their expendable units.
Urux 30 May, 2023 @ 4:38pm 
Hello Sir! It works like a charm now! And it also works with Radious Mod so thats good to know too!. can you add some for the Vampire coasts too? many thanks!!!
Grim Haydie K. Gangster Gunshot  [author] 30 May, 2023 @ 4:13pm 
@Urux Hello! My apologies, the recent update has caused a lot of mods to become problematic.

I just updated this mod with the new game files this morning, and it seems to be working as-intended for me. Are you still having the crashes at startup currently?

Let me know, and if so I'll do some more trouble-shooting.
Urux 30 May, 2023 @ 1:25pm 
Hello! I was excited to test this out but unfortunately crashes my game at startup. I have other mods installed but this is the one causing it.
Grim Haydie K. Gangster Gunshot  [author] 30 May, 2023 @ 10:58am 
@Merchantilist I've edited Peasant Mobs to be 400 men per unit, per your request. Stats tweaked accordingly. If any other units come to mind feel free to let me know.

Thinking of tweaking the Peasant Spearmen from Cathay. Big squishy blob of long-spears, good holding power, but vulnerable to missile/ spell/ etc.
Grim Haydie K. Gangster Gunshot  [author] 30 May, 2023 @ 10:54am 
@Killerkitty641 thank you for the notice! Was able to replicate the crashing issue you mentioned.I just updated the mod and it seems to be working fine for me now! Can you confirm if it is working on your end?

I also lowered the number of zombies from 1,000 to 500 per unit and tweaked their stats accordingly. I figured some folks rigs could use a little grace! Hopefully that's still plenty of mobs for you to cut down!
Merchantilist 29 May, 2023 @ 1:42pm 
Are you thinking of doing something similar for Brettonian Peasant Mobs?
Killerkitty641 29 May, 2023 @ 9:20am 
Hey, just to say it's causing startup crashes when I launch the game, even with no other mods enabled. Just as a heads up, I'm sure you're working on it
Killerkitty641 28 May, 2023 @ 3:40am 
Zombies being increased to 1,000 per unit is insane and exactly what I was looking for, thank you.
Xalderin 3 May, 2023 @ 11:34am 
Thanks!
If I end up finding anything incompatible mods, I'll post them.
Grim Haydie K. Gangster Gunshot  [author] 2 May, 2023 @ 5:52pm 
@Xalderin, this mod is undergoing some updates, my PACK Files got all messed up with the Chaos Dwarf update. Just figured out how to get things working again, so hopefully by tomorrow (May 3rd) I'll have it uploaded and ready to go with some new features included.
Xalderin 1 May, 2023 @ 5:17am 
Are there any incompatibilities that would make this not work, by chance? I have the Mod enabled, and it's not changing the unit sizes, oddly enough.
Grim Haydie K. Gangster Gunshot  [author] 20 Apr, 2023 @ 9:00am 
@Lokki Thank you for testing and giving feedback!
Lokki 20 Apr, 2023 @ 2:04am 
Update: nurglings can now be looked at without the game grinding to a halt. also they are much more viable in the late game now.
Lokki 18 Apr, 2023 @ 10:04am 
Ill test out the new unit sizes on my next nurgle playthrough. will be letting you know how the new size works.
Grim Haydie K. Gangster Gunshot  [author] 18 Apr, 2023 @ 9:55am 
@Lokki, I've updated the Nurgling sizes to be 350 men per unit. Let me know how that suits ya!
Grim Haydie K. Gangster Gunshot  [author] 10 Apr, 2023 @ 8:34am 
This is useful to know! Yeah maybe I'll drop them to a number like 375 even then.
Lokki 9 Apr, 2023 @ 5:45am 
I played a skaven campaign before and it still was 40-50 fps but a single nurgling model is composed of multiple nurglings making it seem like there are more than 60. now pump that 60 to 1000 and it causes massive performance issues with the insane amount of things on screen.
Grim Haydie K. Gangster Gunshot  [author] 8 Apr, 2023 @ 3:25pm 
Lokki, I'll probably drop the unit size to 500 to help you out. But naturally, this mod is very demanding in terms of straining your computers resources!
Lokki 2 Apr, 2023 @ 10:30am 
this makes nurglings impossible to look at battles as fps grind to a halt from the ridiculous amount of units.
Altey 25 Mar, 2023 @ 5:24am 
Does this work with overhauls?
Grim Haydie K. Gangster Gunshot  [author] 20 Mar, 2023 @ 8:13pm 
Leon'Ardog, I am not sure how to work with MCT, this is my first mod. I will look into it in the future, because I think your suggestion is a great one.
Leon'Ardog 20 Mar, 2023 @ 6:26am 
Can't wait to try this. Is the MCT support or do you plan it? Would be neat if we can set ourselves the number