Total War: WARHAMMER III

Total War: WARHAMMER III

Man The Ramparts - Campaign, Siege & Battle Realism (Vanilla Settlements)
222 Comments
Krakenous 23 Jun @ 2:23pm 
Rag, this may need updating. Your fatigue changes are no longer applying with regards to the "armour value not being reduced". I'm playing ogres and finding...the armour is still getting impacted from fatigue effects.
RagnaroK  [author] 29 May @ 10:02am 
Public order positive/negative has been decreased by 50% to prevent it from spiralling out of control.
Lil125 (not muted) 26 May @ 9:47am 
Hello !

How would this fare in terms of balancing when added with a big overhaul mod like sfo ?

sorry if this is an annoying question
NorscanWarlord 14 May @ 2:00pm 
is the exploding fart on giants supposed to oneshot units? it doesn't say that it deals dmg, only leadership reducing
MichaelGFI 5 May @ 2:31pm 
@RagnaroK I made a brief showcase/review video of your excellent mod. I hope I did it justice. Thank you for your work.
https://www.youtube.com/watch?v=SWkLQXZW92A
Daemon-Forged 22 Feb @ 10:33pm 
Love the mod and your vision for it! Definitely hits a sweet spot. I do have a small problem in not being able to recruit certain RoR. For example, I can't recruit Zintler's Reiksguard nor Hammer of the Witches as Karl Franz.

Otherwise, it's a fantastic edition to my modlist. I appreciate your work on this. Thank you!
RagnaroK  [author] 19 Jan @ 1:09pm 
Yeah modded units are not included in this mod, only vanilla ones, so you would have to reach out to those mod authors whether or not their units should be hit with fatigue.

I'll see if I can do anything about Aranessa though. :steamthumbsup:
Krakenous 19 Jan @ 1:06pm 
It's Aranessa in this case, she has a "perfect vigour" attribute but is still suffering fatigue and speed debuffs. Also some modded units like spooky ghost ships have perfect vigour as well and are also suffering speed debuffs but perhaps modded units can be an issue?
RagnaroK  [author] 19 Jan @ 12:49pm 
It depends from what source it is, as I would say from opponents spells/abilities - Absolutly yes!

But if by fatigue that is no longer there, then of course not, if I can remove this debuff.
Krakenous 19 Jan @ 11:25am 
Are perfect vigour units supposed to still suffer a speed debuff? It's slightly annoying if so for my personal taste especially with things that are not "alive"...can you double check? I'd ideally like the speed debuffs removed from said units if possible or via a submod :).
RagnaroK  [author] 12 Jan @ 9:24am 
Added the lastest changes and additions from my monster mod (farting trolls etc).
RagnaroK  [author] 7 Jan @ 12:29pm 
: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] 15 Dec, 2024 @ 11:48am 
Thank you for the kind words, yeah it took a lot of time to fix the new scrap mechanic and Golgs contract mechanic, but they are all set and done.

I will update the Ramparts series here tomorrow first thing. :steamthumbsup:

Then my sensical garrisons, infrastructure and lastly sea nodes before going back to add more to the different mods.

So tomorrow if no big hurdles like the mechanics mentioned above. :ranald::steamsunny:
aulo_scipio 15 Dec, 2024 @ 11:25am 
Hey RagnaroK, big thanks for updating your other mods!. This one is a must have for some of my campaigns, is there a time-frame for update?.
[Project KT-Mod] Grimgor Thraka 19 Nov, 2024 @ 9:04am 
Thank you for this mod. You have added so many useful things its wonderful. :lunar2019piginablanket:
RagnaroK  [author] 19 Nov, 2024 @ 8:17am 
Fixed the repeater/amethyst issue. :_sword_:
RagnaroK  [author] 9 Nov, 2024 @ 2:34pm 
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 @ 5:36am 
: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 @ 10:20am 
: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.
Krakenous 18 Aug, 2024 @ 1:59pm 
NEVERMIND, I'M AN IDIOT. It wasn't your mod, LOL. Ignore me haha.
RagnaroK  [author] 18 Aug, 2024 @ 12:13pm 
Hmm nope not yet :WH3_greasus_rofl:

I do plan to nerf all the artillery options when I have the time though. Bit to powerful combinations despite being vanilla values.
Krakenous 18 Aug, 2024 @ 9:02am 
No worries! I see you finally nerfed the deathshriekers cluster ammo to not have the insane spinny madness :WH3_greasus_rofl:, either way, good stuff!
RagnaroK  [author] 18 Aug, 2024 @ 8:23am 
Thanks, fixed. :WH3_clasp:
Krakenous 18 Aug, 2024 @ 8:13am 
Oh you forgot about the iron daemons and a few other units btw rag with the below missile weapon tables issue, just as a heads up :).
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
RagnaroK  [author] 9 Aug, 2024 @ 3:06pm 
:steamthis:Flash Update:steamthis:

:sealdeal: Removed 'Charging icon' and added 'Ammo replenishment', which means you can see how much ammo abilities actually replenish.
Krakenous 28 Jul, 2024 @ 12:07pm 
No worries! Glad I was onto something haha. Thank you for you're continued hard work even I play a small part in being ultra detailed haha it's just how I am! No one word answers from me, keep up the great stuff :WH3_clasp:
RagnaroK  [author] 28 Jul, 2024 @ 11:53am 
Great find, I fixed it across the board. It was indeed some old vanilla stuff, where I took the entire table as I needed most of it for projectile effects etc.

Thanks mate. :WH3_clasp:
Krakenous 28 Jul, 2024 @ 11:33am 
Sorry for spam! So yeah, ever single chorf war machine/artillery unit listed in this DB file is effected by it, none of them ever use their ranged attack because of this check box you have stated for it to use "secondary ammo pool" which none of them have, so again, as soon as I un-check this box on all the listed units...they fire their cannons/flamethrowers etc perfectly normal again.

Perhaps it's been a while since you did this DB file or the newest patch broke something but yeah, hope that helps you understand I am not sure how many units could potentially be effected so... I'll be quiet now! :WH3_greasus_rofl:
Krakenous 28 Jul, 2024 @ 11:12am 
Ok so:

DB > Missile_weapons_tables > rags custom ramparts modifiers > entry 50 which is "wh3_dlc23_chd_veh_magma_cannon_ball_primary".

On this row, you have "use secondary ammo pool" ticked/checked. (not sure why?)

Since unticking/unchecking this option, saving the file, booting back into the game, the magma cannon fires as normal perfectly fine. With it checked, it simply doesn't fire.

I refer directly to the unit: "wh3_dlc23_chd_veh_magma_cannon" which yes, is a chaos dwarf artillery unit :steamthumbsup:
Krakenous 28 Jul, 2024 @ 11:05am 
2/2

Maybe I shall post a screenshot it will be easier to explain 😂. With the fatigue system I don't mean remove it, I just mean remove it showing 5 different icons on a unit card 😅. I'll look into it. You do great work Rag the magma cannon thing was just a bug report lol.
Krakenous 28 Jul, 2024 @ 11:05am 
So to explain further, in this mod if you search for the magma cannon, there is an entry in the missile weapons table where you have added an entry for the projectiles. For some reason that is, as I explained below, "ticked" to use it's "secondary ammo" which obviously...the magma cannon can't use for its primary projectile lol. You'll see what I mean if you search in that table. Perhaps it was just an oversight? I have no idea what that table is doing in your mod lol so you give me too much credit!

I don't think it's a buff, it's not that you've added ammo or a secondary ammo to it it's just got a projectile listed for the magma ball projectile that has a check box to "use secondary ammo", which is thus in turn breaking that unit stopping it from firing as it only uses primary ammo 1/2
RagnaroK  [author] 28 Jul, 2024 @ 10:33am 
Do you refer to the chaos artillery?
RagnaroK  [author] 28 Jul, 2024 @ 10:32am 
I never added anything to Chorfs, they are way to OP in vanilla already imo, so don't even know what you changed :steammocking:

I plan to remove charge effect again as it is redundant, but fatigue stays, that said however, you can just delete all the tables named "fatigue" and its gone on your end. :steamthumbsup:

From what I have seen, you are much better at rpfm than you let on, pretty damn sure you could mod if you wanted to. :WH3_clasp:
Krakenous 28 Jul, 2024 @ 8:41am 
EDIT*

Oh I fixed it...LOL. I opened up RPFM and saw that in "missile_weapons_tables" the magma cannon ball "primary" projectile was ticked to use "secondary ammo" (?) so once I disabled that...boom, cannons returned to normal firing perfectly again.

I am not advanced enough to know why you ticked that box for the primary projectile to use secondary ammo but...disabling it fixed my issue and hasn't upset anything else since so *shrug* lol. When you get back I'm sure you'll enlighten me haha but for now, it's all back to normal :steamthumbsup:.
Krakenous 28 Jul, 2024 @ 8:25am 
Hey Rag, been a while...I wanted to chime in on a Chorf issue, looks like you've done something accidently that seems to be causing the magma cannon to no longer fire, ever. It just seems to sit and never engage and never fire, the animation of the cannon tilting is also null, it doesn't move or adjust in any way. I am presuming it's the "battle" aspect of the mod, perhaps it's a 5.1.2 issue? When you can, please take a look as it's a shame they have leave my roster lol :).
Chrillo 23 Jul, 2024 @ 10:12am 
@NorscanWarlord Sure thing :) Yeah same for me it just works now lol
Krakenous 23 Jul, 2024 @ 8:10am 
Rag, would you might possibly doing a version that hides all the fatigue icons? Or just replaces it with one? Having units in my buff heavy campaigns side bars list every single coloured icon stage of tiredness/fatigue loss is clogging up a lot of real estate space for more important buff or debuff effects. Or perhaps a MCT option to enable/disable it's visibility?

Also I don't really understand the charge effect icon seeing as it seems to be always present on every unit all the time in it's stats panel (campaign or battle) and it just says "unit is charging". Not sure if it's broken or how it's meant to be but I wouldn't mind these icons being off, if possible :)
NorscanWarlord 18 Jul, 2024 @ 4:44am 
I've been doing a lot of tests with my modlist, for now it is working out of nowhere, we'll see when i get deeper into the campaign if it breaks, also @Chrillo feel free to add me, i'll send u the list im using
Chrillo 10 Jul, 2024 @ 11:18am 
@NorscanWarlord Hey let me know if you find the culprit, I have the same issue as you and also if you are able send me your mod list and I will cross reference my own with the mod manager and get back with my you all with my results
RagnaroK  [author] 6 Jul, 2024 @ 2:06pm 
: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:
NorscanWarlord 21 Jun, 2024 @ 3:32pm 
hmm yeah that's weird, i don't use other formation mods, but my modlist is quite big, i run around 112 mods for my coop campaigns with friends, never had issues before
RagnaroK  [author] 21 Jun, 2024 @ 12:13pm 
When I released the mod, it was crashing due to Kislev hybrid units not able to switch between melee and ranged formation options and by removing those, the issue was fixed and I haven't come across any similar to that since.

I looked for similar stuff in the Zhatan beginner battle finding nothing and played it 3 times from start to end just to make sure, worked fine.

If not a seperate formation mod or unit mod making the conflict, perhaps try and fight the first battle, save the game and add this mod and see if it happens in other battles. Not really sure what to look for since it does not prompt a crash error message for you, just wondering.
NorscanWarlord 21 Jun, 2024 @ 7:41am 
Hmm im still testing it, have not been able to find what's causing the issue atm sadly
RagnaroK  [author] 10 Jun, 2024 @ 7:37am 
@NorscanWarlord - yup works fine on my end with this mod only and with my modlist, so if not a mod conflict, its hard to guess :steamsad:

You can always try the old unsub/resub or rearrange load order, even though the latter usually don't do much for my mods the way I do them.

The units in this battle isn't really touched by this mod either except a single formation for a Dwarf regiment.

Incompatabilities I would have guessed on formation mods, unit mods or perhaps other ranged options mods, but again I haven't added any for Chorfs. I am at a loss :spacemarineskull:
NorscanWarlord 10 Jun, 2024 @ 3:39am 
it's when i play Zhatan, his first battle crashes my game but im not sure why, i even turned off all my other mods, if it doesn't happen for you maybe something is wrong with my game, but it's weird because it works fine with when i turn off this mod and activate my 100+ modlist again, i've been trying to figure it out for a while now
RagnaroK  [author] 9 Jun, 2024 @ 12:22pm 
I will figure it out at some point. :Attacked:
thetrooper 9 Jun, 2024 @ 12:04pm 
Amazing, sorry to hear you couldn't get them working but thanks for the super quick fix :)
RagnaroK  [author] 9 Jun, 2024 @ 9:15am 
@NorscanWarlord - I tried Empire, Dwarf and Cathay first battles, all worked fine. Which faction were you playing with when getting the crash?

@thetrooper - I tried a bunch of work arounds, but for some reason the iron hail gunners just won't shhot, so I removed their ammo variants for now, so that they are atleast able to shoot.

Thanks for the feedback fellas. :WH3_clasp: