Total War: WARHAMMER III

Total War: WARHAMMER III

Snek's Kislev Units (6.2.2)
130 Comments
Snek  [author] 23 hours ago 
Updated for 6.2.2. Playing this for the first time in a while, I think St Nikolai's Oblast Elk Sled might be one one my favorites of my own units across all my Warhammer mods. I always find myself wanting to watch that unit do their thing up close.
Snek  [author] 12 Jul @ 6:43pm 
I based that recruitment on pre-WH3 Kislev lore, where only the three largest cities: Erengrad, Kislev, and Praag can afford to commission the largest of Kislev's cannons. The lore of Kislev was that they had few gunpoweder weapons, either artillery or handheld, but what they did have was exquisite and effective. Anyway, The special main settlement buildings for those three cities are what increase the cap. Level 4 increases to 1. Level 5 increases to 2. Holding all three of those cities at max level should give you 6 total Tsar Cannons.
Crowgoose 12 Jul @ 3:23pm 
Do you know how Tsar cannon availability works? I had only one capped, and then two later on, whats the deciding factor?
Snek  [author] 9 Jul @ 7:29am 
Yeah, I'm only happy with like half this roster. Everything here is derived from the old lore units and half of these just don't hit. The abilities on the War Altar don't seem to work right since 6.0. I'm sure I have mistakes there. Honestly, last time I played Kislev, I preferred Dead Baron and Xoudad's Kislev additions to my own. I might discontinue this and republish a version that's just artillery and the Elk Sleds.
raw666 23 Jun @ 6:37am 
Agree with EnumaEllis, scrap system is more inconvenient and war altars are not worth it for Kislev is meant to be either a range army that gets into firing lines quickly, or a constantly moving offensive/skirmish army to match the lore of retreating and striking from the snow covered woods.

And with that in mind of a fast, mobile army, can we change or add new Erengrad Cannon and Molniya Mortars that is more mobile unit similar to Little Grom, but with horses to represent they are cheaper unit and give them so more late game staying power as they make up their lack of firepower by being faster and more mobile then the Little Grom while making them a Empire War Wagons Mortars.
EnumaEllis 14 May @ 9:27pm 
can you just remove the scrap system? It's too inconvenient and the War Altar is honestly not worth it.

It's a faction centered on cav and ranged unit, and especially with the units you added. There's no use getting War Altar, even if its a fun concept.
cjsgh706 14 May @ 4:48am 
can make team tank for kislev pls
Mr. Derp 14 Apr @ 9:29am 
@Donut_Warrior I think this mod conflicts with the extreme smoke and flash fx mod for empire cannons, but I fixed it by opening this mod with rpfm and deleting the wh_main_cannon_muzzle_flash_large.xml under vfx and it seems to allow large smoke plumes from the cannons now. Great mod btw!
Zer0_Requiem 11 Apr @ 11:11pm 
For the Strelok, are they supposed to not be able to benefit from most of the research that boosts the stats of the Steltsi and Armored Kassars?
Blader 10 Apr @ 6:40am 
Haha,thkans for the creator making the mod
Snek  [author] 10 Apr @ 5:50am 
Oh my mistake. Thank you and I will correct the description.
Blader 10 Apr @ 12:34am 
Not me but Orphana finish the work
Doge 9 Apr @ 3:23pm 
Mod works like a charm only I seem to have audio bug with Strelok sounding like cannons firing
Snek  [author] 9 Apr @ 9:18am 
Thanks @Blader, I have added that link to the description.
sigmars_disciple 7 Apr @ 5:07pm 
Thanks Snek! You da man
sigmars_disciple 7 Apr @ 5:06pm 
WORKS like a charm <3
Blader 5 Apr @ 1:25am 
May you make a sfo version?
LordHECS 30 Mar @ 2:41pm 
is it working?
Blader 29 Mar @ 5:43am 
crush when you recruit a new lord
Ewalden 27 Mar @ 2:39pm 
I bet he is working on updating it as soon as he has time. Sometimes we have to have a tiny bit of patience. After all the modders do have a life outside of the modding community :summer2019cockatiel:
MsGoogly 26 Mar @ 8:37am 
I wish this mod could be worked into Xoudad's Motherland mod.
soji 26 Mar @ 4:46am 
Causing a CTD on startup, building_units_allowed_tables contains an invalid record
Shmanigma 25 Mar @ 4:36pm 
Snek if you can hear us please, Snek please save me. please update:mhwhelp:
Serious Lee 25 Mar @ 12:13pm 
This awesome mod needs an update since 6.1 :)
Pneuma 19 Mar @ 12:38pm 
Can anyone make an SFO submod for this? The author of the previous submod has abandoned his work.
Donut_Warrior 15 Mar @ 9:58am 
Any chance that this mod causes issue with some smoke gunpowder mods?
acesahn 13 Mar @ 12:31pm 
Great units by the way. The artillery is great additions (especially like that the mortar has Hussar wings on its sled XD) the Stroski snipers have amazing reload animations! Did you make those??
acesahn 13 Mar @ 12:28pm 
Some issues I found, your reindeer chariots seem to be on skirmish mode by default despite being melee chariots, and the special reindeer chariots with missiles... doesn't actually shoot missiles! Which is a real shame because they're beautiful units but a ranged chariot that can't fire is... well XD
ArcaniteM 5 Mar @ 9:03pm 
No, but I got it now. Hopefully wont have the problem. Thanks
Snek  [author] 5 Mar @ 9:02pm 
@ArcaniteM do you have the Scrap UI Framework on?

I may go ahead and make them 3 separate units if the scrap function is too inconvenient now. I loved the novelty of significantly customizing a unit that way instead of having each variant as its own unit, but the update that broke UI for scrap upgrades kinda wrecked it.
Snek  [author] 5 Mar @ 8:59pm 
@Daverin2112 I will look at how to renenable those projectiles, yes. It is still a case-by-case thing depending on what the projectile is (having an alt projectile with shrapnels is what crashes)

@Nick if you open the mod with RPFM you can see the keys. Main units is what you're after.

@SteuerVerbrecher I actually took down the original with artillery because I was getting overwhelmed trying to maintain so many items. You can make it artillery only in several ways. 1) use MCT and change what's available. 2) use Prop Joes Mod Manager and uncheck units you don't want. 3) save an alternative copy for yourself in your data folder, get RPFM to open the building_units_allowed table ans delete entries for units you dont want.
ArcaniteM 5 Mar @ 8:50pm 
The bear shrine cannot be upgraded, only default.
SteuerVerbrecher 28 Feb @ 6:50am 
Might be a annoying request but would it be possible to make a mod with only the artillery?
(I dont know if that would be a lot of effort for you or not, since im not familiar with steam modding)
|Nick 6 Feb @ 1:15pm 
Do you have a list with the unit ids?
Daverin2112 11 Jan @ 9:06pm 
Hey Snek, I recall the Mortars used to have several different shots before the update that broke them. Now that it -looks- from the outside like you know how to fix that, will you ever reconsider adding the ammos back?
vico.jans 27 Dec, 2024 @ 7:39am 
Amazing ! Thank you so much for the update !
MarineCARMINE 21 Dec, 2024 @ 8:43pm 
okay cool, I don't really use that unit. Ty for the response :).
Snek  [author] 21 Dec, 2024 @ 5:09pm 
You cannot upgrade the War Altar of Ursun to give it abilities without that framework. I may be able to incorporate the changes Bagholders made directly, but wouldn't want to even ask until he's had time to fully debug how it interacts with other mods.
MarineCARMINE 21 Dec, 2024 @ 4:19pm 
Is the Scrap Upgrade UI Framework a hard requirement for the mod to not ctd or can I not use it and it work fine for the most part?
(v)1GHTY )v(4V$ 21 Dec, 2024 @ 11:53am 
@Snek there's a Framework on the Workshop
Snek  [author] 21 Dec, 2024 @ 9:14am 
Scrap upgrades (like for the War Altar) are now disabled by CA. Still working through how to fix it.
[BRE] Humbert "Le Frog" 21 Dec, 2024 @ 6:52am 
Update?
Satou the Deus Musco 19 Dec, 2024 @ 8:01am 
Luv cannons
Veteran of Azanulbizar 18 Dec, 2024 @ 8:37am 
update pls?
martinovein 15 Dec, 2024 @ 7:51am 
Please update this amazing mod! Altars are broken at the moment I think.
Hieronymus 1 Dec, 2024 @ 9:26am 
Is it dead?
4885abcdefg 18 Oct, 2024 @ 12:29am 
@snek Could you please add Crank Gunners??? i love this uint. thank for your
service
Snek  [author] 30 Sep, 2024 @ 9:36am 
@Faleg Thank for that input, I will review the buffs on that ranged version.
Faleg 29 Sep, 2024 @ 10:16pm 
Since you're asking for feedback: I tried out the ranged War Altar buff, and in my opinion, it needs the most tuning. Specifically, the reload speed change being a static value (+40, if I recall correctly) changes ranged units into machine guns basically. It allows you to for example set up a Strelcy+Kossars small army that simply destroys high-tier armies before they can get a shot off, regardless of their number.
I'd propose changing the reload bonus to a % value instead of flat, like +20% or so, removing the restore ammo buff, and maybe give it limited uses per battle.