Total War: WARHAMMER III

Total War: WARHAMMER III

Lost Calm: Jurassic Normal SFO
64 Comments
sleepy 9 Jun @ 9:54pm 
thank you for this submod it works perfectly, youre a king
pepemattos17 9 Jun @ 9:21am 
Excuse me, would it be possible for you to add the lost calm units to the three Super recruitment building in Nakai's Horde army that SFO adds?
Iggy 4 Jun @ 4:20pm 
CTD
purpleV 22 May @ 1:44am 
Hi, is the mod up to date?
溥天之下小灵通 2 May @ 6:37am 
太好了
Tunnel Bait 7 Apr @ 3:24am 
all dinos should have woodland
LimeUser 26 Nov, 2024 @ 5:39am 
Could you add woodsman and strider for some of the dinos?
Having neither of these makes them perform far worse in the jungles compared to their cousins.
The Djuradon and Crictonoth should not have either as their cousins don't either.
An example would be Yamiboro having woodsman and the Jeheloqs having strider as the Yamiboros are chunkier.
Dinos like salamanders and Carnosaurs should have strider.
LimeUser 13 Oct, 2024 @ 9:37am 
Cerapod riders appear to be missing some phys and missile resistance which regular cerapods have
Buffalo 5 Oct, 2024 @ 11:37pm 
@GabeSky thanks for this mod that i use in my collection, i would ask to you if you can do a submod for this amazing mod (i'm asking to sfo submodder since more than 1 month :( the original guy that made a submod just disapear since 2023 and i have no skill for create mod in tww3 )
LimeUser 29 Sep, 2024 @ 2:44am 
Also please swap the tidecall contact effect on the nuatls for frostbite or something, they debuff allies in melee if they hit them and the targeting CA made has them shooting towards the closest entity (even when manually ordered to attack) which is more often than not in the middle of your own units.
LimeUser 28 Sep, 2024 @ 2:43pm 
I believe the Djuradon and Crictonoth have too much charge, yes the stegadon has 80 as well however stegadons are offensive beasts while the other two (or atleast the Djuradon) seem more defense oriented in terms of their abilities.
Also please add desert and swamp attrition immunity for all the added units, having them die from being in the desert or refusing to replenish regardless of territory due to attrition is annoying as hell.


I feel like i'm turning into a karen...
AoffyDosy 23 Sep, 2024 @ 8:14am 
I played for 9 turns and got crashed when running other factions phase. Is it occured from this mod ?
白河愁 6 Sep, 2024 @ 4:45am 
loveyou
Kassorax 25 Aug, 2024 @ 7:31am 
@gabesky will you please put something like, "updated to 5.2" on the page when it is? No rush, I just don't want to keep bugging you.
=[NK]= Col. Jack O'Neil 23 Aug, 2024 @ 8:38pm 
Don't do it Gabe! #saynotopeerpessure #itstartswiththatthennextyourelivingunderabridge
Broly The Legendary Super Saiyan 18 Jul, 2024 @ 2:13pm 
Expidition Chief With the Kind Trait is missing some text below this army has additional bastilidons
Willrocks147 5 Jul, 2024 @ 5:58am 
How balanced is this would ya say?
Ace Goose 26 Jun, 2024 @ 1:58pm 
Thank you very much for keeping the mod updated. Its really appreciated man.
GabeSky  [author] 18 Jun, 2024 @ 6:02pm 
Thanks bing_crosby.
bing_crosby 16 Jun, 2024 @ 8:19am 
Hey Gabe, just want to say thanks so much for all your hard work keeping these submods updated. It is really appreciated!
Dragonknight951 23 Apr, 2024 @ 2:32pm 
@Dr. Kleiner @Bomjus @=[NK]= Col. Jack O'Neil
Lost Calm itself is not compatible with Multiplayer.
=[NK]= Col. Jack O'Neil 13 Apr, 2024 @ 1:58am 
SFO's faction mechanics don't work in mp with some factions. It's an SFO problem
Bomjus 12 Apr, 2024 @ 6:35pm 
@Dr. Kleiner

my friend and i had the same issue when i was playing mazdumundi and he was playing alarielle and we were NOT using this submod or lost calm. i think it's more of an issue with the SFO alignments button in co op than it is to do with this submod.
Dr. Kleiner 10 Apr, 2024 @ 5:22am 
Im not sure if this is doing it but when you use sfo and lost calm. When you press the alignemnts button as mazdumundi and someone else is playing gor rok whenever you click on an army the game ctd.
LimeUser 15 Feb, 2024 @ 2:22am 
Modception
GabeSky  [author] 13 Feb, 2024 @ 2:59pm 
It would require a submod for the nakai submod.
[GT] TGW 13 Feb, 2024 @ 4:34am 
I noticed this mod's balance doesn't seem to work right for all the units with the nakai submod from the main mod's page. Is there a way to get them to work together?
GabeSky  [author] 4 Feb, 2024 @ 3:20pm 
I am going to be busy with education for the next several days. When I have time I will take a look.
LimeUser 1 Feb, 2024 @ 4:49am 
I believe both versions should count as bastiladon and get bonuses from beast driver and epicentrist.

And parasaur riders get buffs from 5 different skills
These skills are: Skirmisher, swift rider, beast driver, spawnkin and soulbound.
LimeUser 1 Feb, 2024 @ 4:45am 
I noticed that the Xholadocus is missing from the unit skill line buffs, their legendary version (Thunder Lizard) gets buffs from the beast driver skill but neither get any of the tier 7+ bonuses
LimeUser 31 Jan, 2024 @ 7:07pm 
Could probably swap it with the suppressed contact effect, think it has -30% speed.
There's also the frostbite contact effect.

I'll turn fire at will off and see if that helps my playstyle
GabeSky  [author] 31 Jan, 2024 @ 6:20pm 
@TorgueUser

When you have fire at will the unit will fire at the closest model that comes into range. This is a behavior set by the Devs of the game. As far as I am aware I cannot change that.

Try not to have a unit that tosses bombs behind your units. This tends to happen with any unit that hurls explosive devices. Only way to change that would be to have the unit launch the projectile like a catapult or remove the ability to damage friendly units. The catapult angle would look very awkward. It is a skirmish unit.

Not going to change the contact effect of tidecall. Doing so would change wh2_dlc11_spell_deep_tidecall that SFO already changes. I might make a new contact effect that only applies a -25% speed debuff.
LimeUser 31 Jan, 2024 @ 11:36am 
I think you might be reading my mind as i was going to suggest adding trample to the Xholadocus and then you added the warpaint mechanic.

10/10 service
LimeUser 30 Jan, 2024 @ 6:32pm 
The units in question are the "turtle" and "triceratops" riders, first unit has a hard time listening to targeting orders due to their ability to fire while moving.
The 2nd unit will cause more dmg to allied troops than enemies due to them throwing their bombs at the closest entity which is more often than not in the middle of the fight.
I fully understand that it may be difficult to change these things and the only real issue would be the bomb targeting, the "turtle" gunners can be annoying but by no means unusable.
Actually something i'm really annoyed by would be the tidecall contact effect on the Nuatls, due to it being applied to allies trying to use them without weakening your frontline is quite difficuly.

None of these points are meant in a negative way and is merely an attempt to help improve the mod. I'll keep an open for more problematic or balance breaking things but since the AI cheats having giant laser cannons are completely fair
GabeSky  [author] 24 Jan, 2024 @ 7:09am 
@Torgue user. What units? Saying most ranged unit is does not let me know what in particular needs to be changed. There are also several things that can effect how a projectile behaves. If you are talking about fire at will (Where the unit shots at what comes into range) that is a base behavior of the game.

There is the velocity of projectile, calibration distance, trajectory, marksmanship bonus (which is combined with calibartion area and distance as a base value), colliision radius (how close the projectile has to be to hit), calibration distance (when the projectile becomes more accurate), calibration area (circle the projectile lands in), does it home in on a target, does it prefer the center of a unit, etc

@Lord Falco
I any bonus that applies to the unit set lzd_dinos should be applied. Because all the Dinos are part of the lzd_dinos unit set and any bonus that is applied to that is applied to the unit. So in english, probably yes.
Lord Falco 23 Jan, 2024 @ 11:51am 
does kroggar bonusses to dinos also work to these dinos?
LimeUser 23 Jan, 2024 @ 5:08am 
I believe some accuracy/ranged targeting tweaks are needed.
Most ranged units have near perfect aim, this can cause pretty severe ammo wasting due to the targeting going for closest enemies most of the time.
This is easily seen with the lower tier warbeast riders.
I'll copy this and comment on the main mod aswell
GabeSky  [author] 16 Jan, 2024 @ 8:54pm 
@RaidenTLG
Try to unscribe from main mod and then rescribe. That might fix your issue. I will probably delete your message in a day or so, because it does not apply to the submod.
RaidenTLG 16 Jan, 2024 @ 12:19pm 
I'm trying to comment on the original Mod, but It's not letting me for some reason so Ill just say it here. This mod is causing my game to freeze for a few minutes then it crashes but does not show any crash log. I've narrowed it down to the original mod "Not this SFO version." Sorry again fir commenting here I assume steam is just being weird.
GabeSky  [author] 1 Jan, 2024 @ 8:00pm 
I will try to think of something. It is just so werid that the bonus vs X is not be applied.
The Mighty Ragnarok 31 Dec, 2023 @ 3:39pm 
The Makopleuridon also has the same issue. a rough fix could be a simple increase of hp to compensate, or an increase on physical defense resist percent
GabeSky  [author] 30 Dec, 2023 @ 6:59pm 
Will try to take a look and find out why a status effect is not being applied correctly with Parasaur Rider Teams and will also take a look at the Xholadocus unit. Both of these are very weird issues.

If something such as a bonus to infantry is not being applied when assigned to the melee table, there is very little I am able to do.
The Mighty Ragnarok 29 Dec, 2023 @ 1:38pm 
did some testing with the xholadocus unit. there is a bug where anti infantry bonus is not being applied, even tested giving them 4000 bonus to anti infantry with no change in damage
Mathayus 28 Dec, 2023 @ 7:44am 
I adore the main mod, and adore you for making a SFO submod! A quick thing, though: the "Parasaur Rider Teams" are supposed to have "lethal poison" as contact effect, although they apply the regular poison. Is there a chance to fix this?
GodOfGames 27 Dec, 2023 @ 7:11am 
Nvm, fixed
GodOfGames 25 Dec, 2023 @ 5:23am 
For some reason this submod making game crash. Says, it does something bad with database, idk.
Velykos 17 Dec, 2023 @ 10:08am 
Thanks for this, the Lost Calm units are deadweight without an SFO submod, this really tunes them up
The Black Kaiser 13 Dec, 2023 @ 5:53am 
lol well said
GabeSky  [author] 13 Dec, 2023 @ 5:29am 
@TheBlackKaiser
I lack the creative mindset to describe Dinos. Please ask in the orginal mod. All my descriptions would be crunch crunch or rawr!