Total War: WARHAMMER III

Total War: WARHAMMER III

Singe's Units For Kislev - SFO
23 Comments
CYLMT Riven  [author] 5 Jul, 2024 @ 9:56am 
@Sai it’s a unit singe has added in after I originally made this submod. I will need to balance that unit from scratch when I get the time to do so. Working on custom caps right now so I will have it done soon.
Sai 5 Jul, 2024 @ 4:07am 
Kislevite warriors with shields have vanilla health value - 7740. Do i need to adjust this mods load order or sth?
Elemental Israelite 17 Jul, 2023 @ 7:13pm 
Thank you sir. I know it isn't awesome comprehensive as the other packs, but it was a really cool unit.
CYLMT Riven  [author] 17 Jul, 2023 @ 6:51pm 
@Lightning Jesus Ill take a look at doing it. It wasnt a concern for me originally considering its a single unit.
Elemental Israelite 17 Jul, 2023 @ 6:15pm 
Hey buddy, I was wondering something. I notice that you have made SFO compatibility patches for every one of singe's mods EXCEPT for his unit mod for the daemon prince (the one with only one unit, the Godslayer's Own, in it). I was coming here to ask if you were planning to make a submod for them because I really like that unit in particular but I do not like to play without SFO.
Builder 16 Jul, 2023 @ 5:09am 
Thank you!
CYLMT Riven  [author] 16 Jul, 2023 @ 12:28am 
@Builder Its done. Ive accomplished the goal of finishing the compilation and i also added ", true" to every submod and the comp. Goodluck and enjoy!
CYLMT Riven  [author] 9 Jul, 2023 @ 1:49pm 
@Builder figured I’d let you know. I’ve got 4 sub mods left. Should be done with them in a day or two. I’ve already implemented the “, true” in some and will in the last 4. By the time I finish the comp expect them all to be updated for you. :steamthumbsup: Also. After I work on finishing the troll king submod and release my submod for lily’s overhaul. I want to go through and do custom caps for as many of the singe units as needed. If you have any suggestions I’m open to feedback from people using the units.
CYLMT Riven  [author] 6 Jul, 2023 @ 11:56pm 
@Builder My bad. Ill go through and fix it when i release the last of the singe submods. Im about to finish and ill be going through all of them anyway.
Builder 6 Jul, 2023 @ 11:24pm 
Commenting here again, since I'm guessing you forgot about the , true thing since it's missing in your new mods as well.
CYLMT Riven  [author] 8 Jun, 2023 @ 12:50am 
@Builder
:steamthumbsup: I will look into it tomorrow. Currently they should all work while you arent using that mod though. Thanks the help with catching these script errors.
Builder 8 Jun, 2023 @ 12:43am 
So your mods are still being overridden, But I discovered the cause, their needs to be a , true (with the space) in your script after for example ttc.add_unit_list(singe_units_wh_ksl_sfo

Should look like this ttc.add_unit_list(singe_units_wh_ksl_sfo, true)
CYLMT Riven  [author] 7 Jun, 2023 @ 5:41pm 
@Builder

i see what you were saying about the script being broken. I had been copy pasting the script and didnt notice that little } missing. I fixed this in all the ttc scripts for my submods, fixed the name and did a more thorough check of the ttc's matching them with their units ttc counter parts. Should be better! Hopefully aslong as my mod loads above the other there shouldnt be any problems now.
CYLMT Riven  [author] 7 Jun, 2023 @ 10:59am 
@Builder
Thanks for the info. Sorry about the mix up I was dealing with the tzar cap being broken and for a bit that’s what I thought you were talking about. Ill fix the ttc script when I get home later today and look into what you would need to do so that other mod doesn’t cancel out the script in the submod.
CYLMT Riven  [author] 7 Jun, 2023 @ 10:45am 
@Builder
:steamthumbsup:
Builder 7 Jun, 2023 @ 12:38am 
There's also various inconsistencies like temple guard maces being 2 special points instead of 1, I recommend using the unit browser to compare to fix these.
Builder 7 Jun, 2023 @ 12:38am 
I was talking about army caps (the one with the little icon on the unit card, that has to be manually enabled each campaign through the SFO setting) not unit caps (the one you get from buildings and is enabled by default). If you go into custom battles from the main menu then click spell browser and switch to unit browser you should be able to see what I'm talking about.

Strangely enough you do have the stuff setup for army caps in your mods script > ttc, Maybe you thought it was for unit cap? Well it's broken since it's missing a } to separate the locals as well as the !! breaks the script (The !! only needs to be removed in the script the mod name doesn't need to be changed, so load order won't be messed up). Look at the mod unit support mod I mentioned to see how the script should look like. Annoying though when I enable that mod it overrides your mods regardless of load order, I have no idea how to fix it.
CYLMT Riven  [author] 6 Jun, 2023 @ 1:06pm 
Caps for tzar guard halberds are fixed now. =D
CYLMT Riven  [author] 6 Jun, 2023 @ 12:36pm 
@Builder. I dont know about using another mod that adds ttc caps cause my submods do that. Those might conflict or overwrite. From using just SFO and Singe with my submod the TTC caps work just fine. There is though currently an issue with the Tzar halberds in campaign where they arent benefiting from the stables being built so i am currently trying to fix that issue.
CYLMT Riven  [author] 6 Jun, 2023 @ 10:30am 
@Builder
I’ll take a look today. I’ve been giving everyone caps of other units already in the game cause right now I don’t have the time to think about what building and how many caps each unit for all these mods should have so I’ll handle custom caps when I finish the compilation. If a cap stops working it’s most likely because there is a cap key word missing from “unit set to unit junction”
Builder 6 Jun, 2023 @ 6:13am 
Oh hmmm looking into RPFM it looks like you did try to set it to 1 for tzar guard, I looked into what added ttc support for singes unit mods and its Laevatain II's mod unit support patch and it's set to 2 there, and when I turn that mod off the cap for the mentioned units stop working entirely (blank)
Builder 6 Jun, 2023 @ 5:58am 
Tzar Guard halberd should be costing 1 special point not 2, and maybe ice riders as well.
kden 4 Jun, 2023 @ 6:41pm 
Not even uh bruh bruh, no way you also made a Kislev sub mod?? Pogg to the ers bruh. Anotha one :summer2019corgi: