Total War: WARHAMMER III

Total War: WARHAMMER III

Singe's Unit Compilation - SFO
104 Comments
Xoatl 2 Aug @ 10:42pm 
The light armoured kossars with shields need to be added to the kossar commander trait for boyars unit list (same with shield and saber variant from base SFO)
Chrillo 7 Jul @ 6:28am 
This is great, thank you Riven
CYLMT Riven  [author] 15 Apr @ 8:52pm 
@purpleV I believe the units you are talking about should only show in the Skirmish and Battles mode Since I am not privy to the ability to remove them from everything. I only know how to stop them from showing in the campaign. Which in my opinion should be enough. I noted this at the bottom of the exclusion list. If they are showing in campaign I can take a look at the section that makes it so they shouldnt but from what I can see the unless you want to use them in skirmish mode they shouldnt be an issue in campaigns.
"Theses units can still be found in the Battle/Skirmish vs AI roster. Its up to you if you want to play around with unbalanced units. They cant be found/used in the campaigns."
CYLMT Riven  [author] 12 Apr @ 10:13pm 
@purpleV Havent updated these in awhile entirely possible sfo has changed the stats and I just havent had time to update them in my submod. I will have time this week or next week to update.
purpleV 11 Apr @ 10:44pm 
Hi, can it be that the Vampire Counts infantry unit Blooddragons are not adapted to SFO stats, the have like half hp compared to the other Blooddragon infantry units. And there is a zombie dragon whos squishy compared to the sfo one, eventhough i thought the mod doesn't add one?!
Kind regards
CYLMT Riven  [author] 19 Feb @ 1:57pm 
@NordicSailor I’ll take a look 👍
NordicSailor 18 Feb @ 2:53pm 
I just started a game as game as grimgor and the cavelry building that gives the Black Orc Gore-Gruntas it only adds unit capacity on tier 2 so when I upgraded it to tier 3 I can't recruit them.
CYLMT Riven  [author] 17 Feb @ 4:35pm 
I’ll do some more tests and try to run some 50 turn campaigns. To see if I can narrow down where the issue is coming from.
TsarTheSecond 16 Feb @ 6:09am 
*active at the same time
TsarTheSecond 16 Feb @ 6:08am 
mostly dwarfs but was having that same problem with other factions (like wood elves or WOC) ((also if anyone else has problems the other chao dwarf er sfo mod that riven didnt work on is causing just straight crashing on load in for me)) but yeah if either one or both were active time, some order AI like empire or dwarfs (and one time the orcs) would cause an end turn crash
CYLMT Riven  [author] 16 Feb @ 1:18am 
@TsarTheSecond what factions were you playing as? I played a couple test campaigns to turn 15 as bretonnia and dwarfs. The singe compilation didnt seem to be giving me any issues but i was having problems running the orc and goblin er submods. I took a look and didnt see immediately anything wrong. After disabling them my campaigns ran fine. but ill take some time in the next couple days to go over them or even redo them to try to fix the issue. :steamthumbsup:
TsarTheSecond 15 Feb @ 7:05am 
sorry for adding this after the reply but it seem to be anything involving Expanded roster or singe for reasons beyond me, and only those two... ive added multiple other units and even other packs but singe or expanded roster, even separated out (Just running singe or the ER packs without each other) is a guaranteed end turn crash at either 3-4 turns in or a little later at the 10-20 mark
CYLMT Riven  [author] 14 Feb @ 3:58pm 
@TsarTheSecond I’ll look into it tonight 👍
TsarTheSecond 12 Feb @ 7:45am 
hey, could totally just be a me problem but this seem to be causing an end turn crash around id say around 10-20 for me (also expanded roster doing the same thing and around turn 3 separately)
CYLMT Riven  [author] 28 Jan @ 4:02pm 
@cmcm @Noodliest Fixed. There are a like 3-4 new units in total it seems that singe added for the chaos factions that I will have to sfo the stats for but other than that everything should be working. :steamthumbsup:
CYLMT Riven  [author] 28 Jan @ 10:49am 
@Noodliest thanks! Appreciate everyone that uses and enjoys my submods. Hoping I will find and fix the issue before the end of the week. 👍
Noodliest 28 Jan @ 5:36am 
Best of luck RIven, thank you for your work ! People who make submods for SFO are legends and I appreciate them just as much as the SFO team.

Very annoying when people make great mods (still glad that they do though, they are good people) but don't make them SFO compatible xD!
CYLMT Riven  [author] 27 Jan @ 8:06pm 
Im not sure why the compilation is not working. As far as I can tell there isnt anything wrong. Compatibility checker is not throwing any errors and when I run the singular mods in the compilation, they work fine. Except for the ones singe hasnt updated yet like Vampire Counts. He has updated the mods inside of his compilation though. I tried redoing the entire compilation by throwing the individual mods together again and that failed aswell. I will continue to try to get it to work. May take a couple days as this makes my brain feel like mush.
CYLMT Riven  [author] 27 Jan @ 5:23am 
it would appear I did something wrong. I will fix it later today.
CYLMT Riven  [author] 27 Jan @ 4:44am 
Let me know if anything isnt working :steamthumbsup:
Shakrazz 27 Jan @ 1:25am 
hey any update incomming by any chance (:?
CYLMT Riven  [author] 30 Nov, 2024 @ 2:52pm 
It also says right above the long list of links “ Below is a list of each standalone mod and its corresponding submod:”
CYLMT Riven  [author] 30 Nov, 2024 @ 2:49pm 
Those are there so if you want to use a specific. Faction and not the entire compilation. You can use the links to subscribe to the specific faction and it’s sfo submod that you want to use.
CYLMT Riven  [author] 30 Nov, 2024 @ 2:48pm 
@Talk Dirty if you are referring to the SFO links added after the individual mods that create this compilation. Each mod has its own SFO submod. Rather than writing the names twice it goes “Original mod: Link … SFO version: Link”
Talk Dirty 30 Nov, 2024 @ 1:12pm 
i am reading alot of SFO what does it mean ???!!!!
CYLMT Riven  [author] 28 Nov, 2024 @ 1:27pm 
Just so everyone knows as far as I can tell. This does not need to be updated.
CYLMT Riven  [author] 2 Nov, 2024 @ 9:30am 
@Starry Inori later today I will be working on my submods. Update coming soon.
Starry Inori 2 Nov, 2024 @ 4:28am 
Any plans for updates?
John Helldiver 8 Sep, 2024 @ 11:49pm 
Does this need a update?
CYLMT Riven  [author] 16 Jul, 2024 @ 1:15pm 
Updated and added caps to Lizardmen and Vampire Counts. Im taking a break for today. Will finish maybe tomorrow.
CYLMT Riven  [author] 16 Jul, 2024 @ 12:02pm 
updated kislev, cathay, and added caps for kislev, cathay, wood elves, and high elves.
CYLMT Riven  [author] 16 Jul, 2024 @ 11:14am 
@Rathim For the past 4 hours Ive been adding caps and adding missing units. Ive already finished that unit I just have not updated the mod on the workshop yet. Im currently finishing updating cathay and adding its missing unit. When I am done I will do a quick update before I continue.
Rathim 16 Jul, 2024 @ 11:11am 
Hey, just noticed that you're missing kislevite warriors (shields) from the kislev pack.
CYLMT Riven  [author] 16 Jul, 2024 @ 8:35am 
Darkelf caps have been added =D I also tuned up the witchelves cause I had left them with dmg pretty similar to other units while they have zero armor. I will play test today to see if they are too good. Ill be adding caps to highelves and woodelves today.
CYLMT Riven  [author] 15 Jul, 2024 @ 8:03pm 
@Foenix I Think I have magically fixed the issue. xd I tested it a couple times and whatever I did (I have no clue) fixed the issue =D also i removed caps from the empire knights Greatsword because no matter what, their caps was showing 0/0. Whatever no cap for them then. I did 3 changes, datacored 2 tables, and changed a number in 1. 1of those3 changes fixed the problem.
CYLMT Riven  [author] 15 Jul, 2024 @ 7:22pm 
@Foenix xd I dont know whats going on i saw that i had messed up the campaign cap number on the units that didnt need to be zeroed out for caps. so i fixed that issue and now every time i start this shit up im getting different units freaking out and not being able to be recruited and im losing my mind cause its the exact same as my other submods that work perfectly fine. Also for whatever reason even though I have the caps for the imperial foot/halb to 3. I've built 1 barracks and im getting 6 cap xd so like..... something somewhere is going horribly wrong. Ive been trial/error for hours now hopefully I will magically fix the issue soon. I double checked the other caps for bret and greenskins and they are working perfectly fine </3
Foenix 15 Jul, 2024 @ 1:29pm 
All Empire units with this mod have 0/0 capacity so I can't recruit any despite having the buildings.
Videogamer40000 30 Jun, 2024 @ 4:24pm 
Understood. Thank you for the explanation.
CYLMT Riven  [author] 30 Jun, 2024 @ 4:21pm 
@Videogamer40000 some of the units you are listing i left out for reasons. reasons that are explained in their respective submod descriptions. Ill update the compilations description to include the units i left out and the reasons why. Ill think about doing the daemon prince unit.

Kislevite Warriors (Shields) and the witch elf harridans are units hes added after I made the submods. ill have to add those units to my submods.
Videogamer40000 30 Jun, 2024 @ 3:58pm 
It looks like a few units are missing TTC/stat changes. There might be more than what I list here, but these are the ones I noticed so far. Witch Elf Harridans, Kislevite Warriors (Shields), Zombie Dragon, and Spirit Hosts.

Thank you for your work. Also, as a side note, would you consider covering his unit mod for the Daemon Prince? It is only a single unique unit, but it would be appreciated if it was covered as well.
=[NK]= Col. Jack O'Neil 29 Jun, 2024 @ 11:36pm 
Hey Riven! If you feel like you are interested, you could take over Singe's skills SFO mod of mine if you want? :)
CYLMT Riven  [author] 29 Jun, 2024 @ 5:33pm 
outdated unit tiering has been fixed :steamthumbsup:
CYLMT Riven  [author] 29 Jun, 2024 @ 2:30pm 
later tonight i will be going through and fixing some of the high tier units not being tier 5 and also think about changeing some of the building they are recruited from.
CYLMT Riven  [author] 29 Jun, 2024 @ 2:27pm 
@jamesdemaio As far as i know. The only stat you *need* to change would be the "Num Men" column in the main_units_table. If you also want to effect the overall health of the units then you would also touch the bonus hit points in the land_units_tables. I hope this helps.
CYLMT Riven  [author] 29 Jun, 2024 @ 2:11pm 
@Distratos the hal w shield do not have less armor and they also dont have the same defense. specifically i assume you are talking about the imperial halbadiers (shields). the regular halbadiers have 45 defense. The shield version has 50 defense. Also the armor is non shielded vs silver shielded. If you are seeing differently you are not running the mods correctly or another mod is affecting your stats.
Distratos 29 Jun, 2024 @ 2:58am 
is it normal that the haberdiers with shields have the same defense as the non shielded and less armor??? and still more expensive
jamesdemaio 28 Jun, 2024 @ 11:15pm 
hello if i was to attempt to make this 2x unit size with your permission of course what values would i need to change besides the number or men and the bonus hit points?
Saigo 28 Jun, 2024 @ 12:25pm 
Okay, I see. Thanks for your answer
CYLMT Riven  [author] 28 Jun, 2024 @ 11:38am 
@saigo i see what you're talking about. From what i could tell its a "Singes's lord skills" issue. I would just not use the lords skills for the time being. Some people were talking about merging the mods but i wouldnt recommend doing that. Better to just not use lords skills and wait for singe to fix the issue. I tried to see if i could figure out what the problem is but lords skills throws a lot of invalid references and without taking hours to go through all the sections and try to see what could be conflicting i dont think id be able to figure it out.
Saigo 28 Jun, 2024 @ 1:11am 
I looked at it and there is a crash when Singe's unit and Singe's lord skills mods are used at the same time (with or without the respective SFO submods)