Total War: WARHAMMER III

Total War: WARHAMMER III

Colonial Marines
75 Comments
Lee Perry 10 Nov, 2024 @ 12:24pm 
UPDATE SOME DAY?
Dramaking05 4 Nov, 2024 @ 5:29pm 
I miss this mod :(
TheDevilsBandit 17 Oct, 2024 @ 2:37am 
Not working
bari 18 Sep, 2024 @ 7:21pm 
pls update
WARLORD 22 Aug, 2024 @ 2:02pm 
Colonial State police? Or Scouts?
Lanning 4 Jul, 2024 @ 8:39am 
How do you get to be able to recruit these dudes, I cant seem to figure out what building it is i need.
Barmaley 19 Jun, 2024 @ 11:43pm 
The mod works.
Dramaking05 16 Apr, 2024 @ 4:51am 
This mod still works for me.
Kane Beckett 13 Apr, 2024 @ 2:08pm 
I really hope you will be back soon, cause your mod is really needed!
LEGION-V 31 Mar, 2024 @ 5:04am 
Hi, why not add infantry cavalry to the pegasus for the Empire? I think the demand would be good...
Lord Felix  [author] 12 Jan, 2024 @ 7:20pm 
I have lost interest in playing the game, I'll give my permission to whoever wants to revive it.
BoneBone 12 Jan, 2024 @ 12:14am 
Pls update it🥹
Lord Felix  [author] 11 Jan, 2024 @ 8:10pm 
The mod is outdated.
BoneBone 2 Jan, 2024 @ 5:25am 
it get bug on the model
Attarismoonraider 9 Dec, 2023 @ 10:22am 
Game crashes with this mod.. am me dumb?
Dramaking05 2 Dec, 2023 @ 2:48am 
Dunno how modding works but is it possible to replace the Musket's look with the more Skinny muskets models like in Warhammer 2?
MuffinTop 3 Sep, 2023 @ 8:58am 
Any plans to update? i love this mod and sub mods
Doktober 20 Jul, 2023 @ 4:03pm 
Just what I wanted, thanks!
parryer327 15 Jul, 2023 @ 7:32pm 
Mod Configuration Tool, here's the link. I think that Mort is asking if you will add the ability to toggle units on off with it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2927955021&searchtext=
Lord Felix  [author] 15 Jul, 2023 @ 6:12pm 
What's MCT
Ciaphas Cain 15 Jul, 2023 @ 4:26pm 
Does this support MCT??
Orendiz 11 Jul, 2023 @ 3:16pm 
Right sry
Lord Felix  [author] 11 Jul, 2023 @ 2:25pm 
@Orendiz
I do not own the morion models, go to cataph.
Orendiz 10 Jul, 2023 @ 9:57pm 
Can i use the morion models for my mod with credit?
Lord Felix  [author] 24 Apr, 2023 @ 3:39pm 
Of course, i'll look into it when i get the time.
parryer327 24 Apr, 2023 @ 3:21pm 
@Lord Felix will you add compatibility to Xoudad's Fleet Admirals and Sigmar's Heirs (when it includes them) like you did in WHII? The mod added fleet ship mechanics to the new Generic Admiral Lord and these guys were perfect with it as higher tier units.
Lord Felix  [author] 24 Apr, 2023 @ 2:38pm 
Cheers
MuffinTop 24 Apr, 2023 @ 2:09pm 
Ok that seems to work so far, hopefully graetor knightly orders doesn't break anything lol thank you for your time!
Lord Felix  [author] 24 Apr, 2023 @ 1:00pm 
According to my mod order it's in this way

Colonial Marine Submods
Colonial Marines
Reloading animation
Bayonet animation

Try this, i don't really use any mod manager. Just CA's
MuffinTop 24 Apr, 2023 @ 12:44pm 
is there a proffered load order for this with the submods and loading/bayonet animations. Have been getting a crash loading into battles. Thank you
Lord Felix  [author] 24 Apr, 2023 @ 11:59am 
Thanks for the feedback and having it tested, much appreciated!
RagnaroK 24 Apr, 2023 @ 11:49am 
Good video. So the thunderers with inferior stats managed to take out 40% of the blunderbuss unit, which is quite good, when you consider this - Suppression, the ability blunderbuss chorfs has to knock down enemy units, its extremely powerfull. Without suppression, the chorf blunderbuss unit would have been decimated by the "inferior" thunderers.

Compare the colonial marines old stats from screenshot 3 and you can see, that they had even better stats than the chorfs.

Tested the colonial marines with the new adjusted stats and they are much more balanced, but still a tremendous force to deal with and with the right lord, tech, ranks etc. they can be OP as you like them to be.

Part 1.
RagnaroK 24 Apr, 2023 @ 11:47am 
FYI I tested them out against a moderated crossbow unit with WAY higher stats than the current col marines and despite the AI using the superier focus strat by using 3 units to focus down 1 of mine, whereas I wen't for the weaker 1 to 1, my colonial marines managed to demolish the 3 enemy regiments + a ranged hero.

I had 1 colonial marine at 25% str left, 1 at 40% str and 1 at 80% str. So overall really good and the BIG determining factor here being the suppression ability of the col marines, which prevented the AI crossbows from firring probably due to knockback.

I believe the col marines are in a solid spot after the "nerf" right now. As mentioned above, you can still make them OP to your liking.

Thx for the quick balance update aswell as bayonets. :steamthumbsup:

Part 2.
MuffinTop 23 Apr, 2023 @ 3:59pm 
Sad at the Nerf but the mod is still essential for my games especially with the submod, thank you for all your work on the mod!
NotAnarchy 23 Apr, 2023 @ 1:53pm 
Thanks man, appreciated.
Lord Felix  [author] 23 Apr, 2023 @ 1:48pm 
It's fine if they wanna make a submod, i understand that you want a slightly powerful unit. I did felt they're a bit powerful when playing them and i don't feel the urgency of using tactics anymore. I'm sorry if i have to nerf them down.

But by all means, you can modify their stats to your own desire. you have my permission
NotAnarchy 23 Apr, 2023 @ 1:22pm 
https://www.youtube.com/watch?v=6PPJ5cFAbKA&ab_channel=Ferzen

Here's the video btw.
Thunderers barely dealt any damage.
NotAnarchy 23 Apr, 2023 @ 1:21pm 
Felix, check on youtube "Blunderbuss Vs Thunderers".
Blunderbuss absolutely rekt thunderers, they're NOT AT ALL the best gunpowder unit atm.

Btw, do you allow people to make a submod to buff them as they were before? In this state tbh they get outclassed by too many other gunpowder mods.
Lord Felix  [author] 23 Apr, 2023 @ 1:15pm 
RagnaroK 23 Apr, 2023 @ 12:53pm 
Sweet quick update, looking forward to this, thx.

Just FYI, I did find a mod granting me blunderbuss chorfs. Tested 3 handgunners vs AI 1 unit of blunderbuss and only lost 7 entitys of 1 handgunner unit. The other way around my 1 blunderbuss unit only managed to kill of half a unit of handgunners before being decimated, so.

Couple of colonial marines with a lord, few steam tanks, volley guns for crossfire and artilley to boot should spell a nice dakka dakka army. :steamthumbsup:
Lord Felix  [author] 23 Apr, 2023 @ 12:46pm 
Update:
Decreased range from 180 to 150
Adjusted Musket damage from 70 to 35 slightyly better than the Dwarf thunderers (I heard this is the best gun unit in the game)
Decreased melee stats of the colonial marines but can still survive toe to toe with chaos units

Will work on giving colonial marines bayonets as i heard they have already fixed it
RagnaroK 23 Apr, 2023 @ 12:38pm 
Did a quick google search on the blunderbuss chorfs. First 5 sites all state the ridiculous OP stats of them being a broken unit atm.

This proves my point. But each to their own. I will keep an eye on this mod, as I really like it and hope to see it a smidge more balanced. :steammocking:
Lord Felix  [author] 23 Apr, 2023 @ 12:12pm 
I appreciate the feedback really, i need it to make my mods better.
But i will have to think about it since some people want it a bit buffed, some do say want it nerfed.
I will see to rebalancing it a bit to the point it won't be too buffed nor too nerfed just perfectly balance elite troops that can stand toe to toe with chaos, since it was the idea when i made the mod from WH2 for them to be able to survive against chaos and not completely melt them.

@MuffinTop
Yes indeed, unfortunately with the recent update. Which broke most of the Animation mods out there in the workshop, we cannot work with the bayonet for the meantime. until they find a workaround. Will certainly add bayonets again.
NotAnarchy 23 Apr, 2023 @ 11:47am 
Just to let you know, Blunderbusses alone can easily kill three units of handgunners.
RagnaroK 23 Apr, 2023 @ 10:59am 
What are the stats on blunderbusses? I guess those are new chorfs, so I can't see, as I won't pay that much currently for a DLC.

I assume they would be slightly OP as now, as it always is with new additions to a game.
RagnaroK 23 Apr, 2023 @ 10:52am 
Did not say the same, I said compare to get the stats sorted.

As of now, the colonial marines are the best in the imperial arsenal in regards of range, range dps, melee atk and def as well as armor. A couple of these melt entire armies in seconds, as a fella bellow mentions having 6 of those to steamroll the continent.

I don't wan't them to be bad, just balanced, thus a smidge better than handgunners and the like.

But it was only suggestions, as I will respect the modder and his choices.

Handgunners are pretty damn great if you play them correctly, as any ranged unit tbh. Especially when you get them to rank 9 with buffs from techs, lords and heroes.
MuffinTop 23 Apr, 2023 @ 7:15am 
Wasn't there a bayonet rifleman unit at some point or am I mixing up this mod with something else?
NotAnarchy 23 Apr, 2023 @ 6:51am 
Just out of curiosity: why you want them to be like handgunners, when handgunners are absolute trash and CA should have reworked them since long ago? Blunderbusses is the only gunpowder unit from main game that is actually good, that should be the baseline to compare custom units, not the shitty handgunners.
RagnaroK 23 Apr, 2023 @ 5:54am 
Loved to see this mod back and the designs are so good.

Just to comparison, col marines have 3x the dmg of normal handgunners and melee atk and def a good 10 points over greatswords. Pretty much the same with col halberdiers.

They got armor and looks like they are the vets, so it makes sense if they are slightly stronger. But not by a mile.

If possible and not to much of a hassle, try to compare them to their counterparts and just give them like 5 more or something. Have to consider tech buffs, hero and lord buffs as well as ranks would make these guys obliterate anything in seconds.

180 range might be slightly high as well.

Sorry for the nitpicking, I really just love your units and want them to be more balanced.
Lord Felix  [author] 23 Apr, 2023 @ 3:23am 
@Tutur
I should probably consider reducing their range damage