Total War: WARHAMMER III

Total War: WARHAMMER III

Man The Ramparts - Campaign, Siege & Battle Realism (Tier Five Settlements)
62 Comments
RagnaroK  [author] 29 May @ 10:02am 
Public order positive/negative has been decreased by 50% to prevent it from spiralling out of control.
RagnaroK  [author] 12 Jan @ 9:24am 
Added the lastest changes and additions from my monster mod (farting trolls etc).
RagnaroK  [author] 7 Jan @ 12:30pm 
:steamthis:Update:steamthis:

:sealdeal: Fixed this mod, so it works properly again.

:sealdeal: Added the mod fly speed values to the new Ogre vultures.

:sealdeal: Nerfed Empire Hellstorms/Mortars special ammunition by cutting range, AP by 50% and up reload time slightly to match main ammunition speed.

:sealdeal: Added all the new Ogre units for recruitment near their camps.

:sealdeal: Changed version for Ogres towards all factions to a -20 and the same for all factions towards Ogres, since Ogres are turncoat mercenaries who eats and loots everyone. :_meat_::Resource::pig_in_a_poke:
RagnaroK  [author] 16 Dec, 2024 @ 11:10am 
Mod is updated to work, but no changes made yet as I have run out of time for today :ratcoon:
RagnaroK  [author] 19 Nov, 2024 @ 8:16am 
Fixed the repeater/amethyst issue. :_sword_:
achris1206z 10 Nov, 2024 @ 11:10am 
Man you are just so nice. I just hope you treat yourself as kind as to us, cause you deserve your own kindness
RagnaroK  [author] 10 Nov, 2024 @ 3:54am 
You are right, I deleted some flagged files that were deleted due to CA's previous mega purge, did not consider the side effect. Luckily I have the old files from before the purge, so I'll put them back in, when I get home tonight. Sorry for the inconvenience. :steamsad:
achris1206z 9 Nov, 2024 @ 10:01pm 
mod incompatable with Repeater Rifle Animation & Icon Recovery after the update, campaign wouldn't launch in.
RagnaroK  [author] 9 Nov, 2024 @ 2:35pm 
Lowered cost for siege engines (siege towers and rams) to the bare minimum. This should result in bigger and quicker sieges by the AI. :ranald:
RagnaroK  [author] 9 Sep, 2024 @ 5:37am 
:steamthis:Small Update:steamthis:

:sealdeal: Added the possibility of stalking stance to Wood Elf factions, Crooked Moon (Skarsnik), Oxyotl and Wulfs expedition.

They do not stalk automatically, as I preferred it being an option, not a forced ability. You can pick the stalking stance in the stance menu like any other stances for above mentioned factions.
RagnaroK  [author] 21 Aug, 2024 @ 10:19am 
:steamthis:Update:steamthis:

:sealdeal: Adjusted values of custom firing modes for most artillery units, trying to find a better balance, which means less devastation but still maintaining a different purpose than regular firing mode. Further adjustments may be needed.
Ganon Cannon 10 Aug, 2024 @ 1:37pm 
Thanks will test soon
RagnaroK  [author] 10 Aug, 2024 @ 1:35pm 
Alright public order when negative is a lot less severe going from

-5 -> -10 -> -15

to

-4 -> -6 -> -8
Ganon Cannon 10 Aug, 2024 @ 8:46am 
Thanks man otherwise i love the realism. top tier modder
RagnaroK  [author] 10 Aug, 2024 @ 5:34am 
I'll make it less severe, when I have some time tonight. :steamthumbsup:
Ganon Cannon 10 Aug, 2024 @ 3:47am 
I will say the public order really hurts the AI tons of rebellions all over the map because the public order nerfs make it impossible to keep public order in the beginning.
RagnaroK  [author] 9 Aug, 2024 @ 3:07pm 
:steamthis:Flash Update:steamthis:

:sealdeal: Removed 'Charging icon' and added 'Ammo replenishment', which means you can see how much ammo abilities actually replenish.
Chrillo 11 Jul, 2024 @ 7:26am 
Yeah I can finally enjoy your mod without hassel.

Here try these for caravan and convoy, rest is in description:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3139546415

It's from "IDon'tSpeakRussian"
RagnaroK  [author] 10 Jul, 2024 @ 2:01pm 
Cool that you found the culprit though :Dominated:

Got to say that thing with adding troops to the caravan looks pretty dope as a feature.
Chrillo 10 Jul, 2024 @ 1:47pm 
It works now lol. And for the life of me I cant figure out what was the root cause.

I recently renabled alot of my mods and if I would take a guess it might be one of the old caravan mods like this one : https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2963546457
Since I changed to a newer recruit / unit exchange caravan mod.

So maybe don't use outdated Chorf mechanics mods I guess?
Chrillo 7 Jul, 2024 @ 11:44am 
Will do!
RagnaroK  [author] 7 Jul, 2024 @ 11:41am 
No problem, but if you ever figure out which mod breaks Chorfs, let me know and I will see if I can do something on my end.
Chrillo 7 Jul, 2024 @ 11:20am 
@RagnaroK: Alright thanks man I apperciate the effort and headsup <3
RagnaroK  [author] 6 Jul, 2024 @ 2:07pm 
:steamthis:Update:steamthis:

:sealdeal: Charge effect can now be seen on units in the same way as fatigue. This is only shown in campaign, not skirmish battles.

:sealdeal: Chaos corruption will now spawn Beastmen rebels instead of Warriors of Chaos rebels.

:sealdeal: All corruption rebels (Nurgle, Khorne, Slaanesh, Tzeentch, Vampire, Chaos & Skaven) now has access to the full rosters of those respective factions including ror units, flesh lab, tech lab, DLC units etc.

Rebel stacks normally have a small pool of units to chose from, now they have them all, curios to hear/see the results. Can remove rors & labs if too powerful.

:sealdeal: Unit size of trash units for certain mentioned factions are no longer double in size, I changed them to a meager 50% increase in size instead. Should be more balanced and easy to deal with. (I heard your pleas).

Happy gaming. :empireskull:
RagnaroK  [author] 6 Jul, 2024 @ 1:39pm 
Tried a bunch of manual battles with each Chorf lord and all battles play out fine on my end, I can't replicate the crash.

At this point I can only think of some kind of mod conflict with the Chorfs for you and "NorscanWarlord" who mentioned it on one of the other variants. :steamsad:
Chrillo 22 Jun, 2024 @ 5:47am 
For clarification. It's just the Chorfs. I attacked the same settlement "Altar of Eyes" near Cathayan Gate (Zhatan start pos) with Malakai and it worked just fine. Same thing happens against Norscans and Ogres - CTD during manual battle loading
Chrillo 22 Jun, 2024 @ 5:43am 
Hey RagnaroK!

I am experiencing CTDs when playing as Chorfs with this mod just as the battle is loading during manual.

Never happened when playing as Empire, Dwarfes etc etc.

I have read the "Relevant Compatable/incompatable Mods and acted accordingly aswell as trying to find what can be conflicting but at this point I am unsure. Tried for about 3 h with enabel/disable relevant mods

I hope this helps somewhat in detail.
RagnaroK  [author] 9 Jun, 2024 @ 9:18am 
:steamthis:Tiny update:steamthis:

:sealdeal: Fixed missing text from quareller bolt shots.

:sealdeal: Removed ammo options from iron hail gunners, as they were unable to shoot and none of my workarounds to fix worked for now. Now they are able to shoot again.
RagnaroK  [author] 27 May, 2024 @ 6:16am 
I like the suggestion and will make changes accordingly when I get some time, as I am about to wrap up major additions/work on some of my other mods that really needs to be done and pushed.

I will not make the trash units of mentioned factions go back to vanilla, but numbers will be made less and more sensical. You have to keep in mind, that I did this to resemble some of those factions being described as countless and to balance out, that a lot of factions get bonuses via formation abilities that these mass/horde factions do not.

I initially removed high tier units, so I think Norscans will be lowered the most, just enough to make them a viable nuisance for Empire to deal with. Skaven and gobbo trash will be kept the highest and orc trash lower than those.

Zombie/skeleton trash will end up with similar numbers to skaven/gobbo. But yeah no more 300+ when I get around to change this soonish, hopefully. Thank you for your patience. :steamthumbsup:
Shadowslasher 26 May, 2024 @ 8:06am 
yeah same - can i have this same mod without unit size increase? XD
Xenofang 25 May, 2024 @ 9:08am 
Wouldn't be surprised if someone has already asked this, but is there any chance of a version of the battle mod without the unit size increases? I have been playing a campaign with it on and that is the only thing making it irritating. If the unit sizes were slightly bigger (200 for units like orcs, norscans and 240 for skaven, undead and goblin swarm units wouldn't be as bad, but 240 to 360 is a bit nuts & makes me want to unsub from the battle mod only. I do love everything else about the battle mod though.
RagnaroK  [author] 11 May, 2024 @ 2:22pm 
-Fixed the mixup of ROR units galore mix, now its only those I ment to have via taverns etc.

-Fixed ROR upscaled prices.

-Added phalanx formation to Kislevite warriors.

-Fixing "Grudge" units tomorrow.
RagnaroK  [author] 10 May, 2024 @ 8:15am 
2nd is for the Dwarf flame cannon, getting the "Bugmans Napalm XXXXX" firing mode, firing off Bugman kegs, that are highly volatile and leaves the ground burning for a while. Flaming projectiles are also looking like WH2 prior to the new WH3 Atari flame gfx. :steamlaughcry:

-Bug that I noticed after quite a while, is that flame cannons fire 6 projectiles from each cannon pr. shot, this is a vanilla bug and I have no idea if it has been reported or not, but hopefully it has and gets fixed either by CA or community bug fix mod. My new firing mode is obviously OP as it is not intended with 6 projectiles.

-Dwarf crossbow ammo does not currently show the name, but it works as intended, trying to fix this missing part.
RagnaroK  [author] 10 May, 2024 @ 8:15am 
:steamthis:Update:steamthis:

-Mod has been rebuild due to massive changes in the files alongside the ToD release.

-DLC units has been added with values and abilities from this mod, like fly speed, acceleration/turn rate, bullet penetration, muzzle velocity, marksmanship and so much more.

-Added 2 new firing modes, first one is "Dragon Breath" to the Dark Elves ballista/repeater, that I randomly came across in the lore, which is apparently vials with a green liquid bursting in green flames to devastating effect when fired from their ships etc. I tried to replicate this, and it is devastating. :steamdance:
willyinuyaz 8 May, 2024 @ 9:02pm 
@Ragnarok, Thank You Sir for the Reply. Sir inpire me to play this game more and I'm really appreciate it :steamhappy:
RagnaroK  [author] 8 May, 2024 @ 8:57am 
Because this one is not updated, CA did some pretty extensive work and I have been spending a couple of days rebuilding this mod. I hope to finish it up today, but no promises as new stuff keeps popping up broken. :] :steamsalty:

Hopefully soon. :steamthumbsup:
willyinuyaz 8 May, 2024 @ 8:21am 
Sir @Ragnarok I don't what happen Sir, But only this mode that crash when i use it

This is Sir mod that I use:

Frontier Explorers - IE Sealanes & Trade Networks
Infrastructure - Tier Four & Five Greenline With Custom Resources
Tier Four & Five Settlements For Vanilla Factions - Compilation
Resource Panel Fix
Resourceful Purpose - Compilation
Slave Labour - Quick Construction

all the mod is working fine when I add this one, it become crash. Any idea Sir @Ragnarok?
RagnaroK  [author] 4 Apr, 2024 @ 4:26am 
Lowered siege construction cost/time of siege equipment by 50% of my prior values.

This should make siege engines be constructed faster and in bulk by AI and player alike.
RagnaroK  [author] 30 Mar, 2024 @ 2:44am 
Removed the double unit size for high tier foot/cav units and weapons teams for better balancing.
RagnaroK  [author] 25 Mar, 2024 @ 3:05pm 
Did a thorough test just now and it seems, that with the latest hotfix or 2 to the game, formations no longer work for ranged units.

I removed all phalanx/shieldwall formations for ranged units which seems to have fixed this issue.
RagnaroK  [author] 23 Mar, 2024 @ 3:47pm 
Tiny update - Fixed a minor bug that would cause a CTD. Gave siege towers a tad more HP from 7000 up to 8500.
RagnaroK  [author] 10 Mar, 2024 @ 9:11am 
:steamthis:Update:steamthis:

Check all the new changes/additions etc. in the changelog.
RagnaroK  [author] 27 Feb, 2024 @ 1:06pm 
Nah I am glad you report in, otherwise I would never know if something is broken or not if people are silent.

But yeah, so this mod adds a lot of custom firing options for ranged units and the first one on each unit is always the vanilla one, rest is custom, to add some semi realistic/thematic fun to your campaign. ;)
cloudwill 27 Feb, 2024 @ 1:03pm 
oh that's pretty freaking awesome than. Just ignore me :)
RagnaroK  [author] 27 Feb, 2024 @ 12:48pm 
Normal shot, the first option is 125 range, all stats vanilla.

2nd option is the piercing shot with a range of 75, this is an option I made and the shorter range is due to the higher piercing damage, as it would lose momentum over long distances and to keep the vanilla shot valid for long range purpose and quicker rate of fire.

Its the same for each mod. :steamthumbsup:
cloudwill 27 Feb, 2024 @ 12:39pm 
I think maybe this is reducing the range of dark elf repeater crossbows coming up as range 75 when the compilation pack is added, not doing it when the separate components are added.
RagnaroK  [author] 27 Feb, 2024 @ 12:28pm 
1 unit of rank 0 thunderers shooting at 60-70% max range uphill with 25-40% of the bullets pr. salvo hitting the hill obstructing them.

3 salvos did 2.5k damage shooting at the front of the enemy unit.

Rank 9 melted the goblin unit.

I would assume you have another mod doing similar stuff, but maybe this mod is not for you, as I will grant you that vanilla thunderers are like gatling guns and a lot of people prefer that, which is fair. :)
RagnaroK  [author] 27 Feb, 2024 @ 12:12pm 
Did you update?

I changed the values and tested it, thunderers rank 0 melted a goblin unit from the front despite the goblins having more health as well from double unit size.

Rank 9 tunderers are routing the goblins in a few salvos.
donschmiddy 27 Feb, 2024 @ 11:43am 
I am telling you, dead center in front of a full regiment of thunders (off skirmish mode) and they don't hit jack shit (okay maybe, like 100-150 damage in total on three full volleys, but i am telling you the calculation of actually damage on each hit, is off somewhere) I think you overcorrected ranged damage, atleast for my tastes.
RagnaroK  [author] 27 Feb, 2024 @ 1:24am 
So basically the vanilla values adds an aim bonus to range units, making rank 0 raw recruits able to 360 no scope anyone on any distance.

I downscaled this to showcase the poor aim of raw recruits as known by history. Granted this is fantasy, but I really liked how obvious the results were as a unit increased in rank, thus veterans mattered as I state.

I do acknowledge though that this seems to difficult for some to play with or around, caring for the troops to become true elite veterans and even "cheat" with experience levels via tech, buildings, auto results and lord/hero skills granting easy rank ups when recruiting.

I have however upscaled it a tiny bit on all versions of the mod. Tested it and ranged veterancy won't matter as much anymore.

I can't replicate your example in the last paragraph at all unfortunately. I am currently 80+ turns into a test campaign and have not experienced anything like that.