Total War: WARHAMMER III

Total War: WARHAMMER III

Man The Ramparts - Battles Realism Segment
74 Comments
RagnaroK  [author] 10 Jul @ 8:53am 
It surely would be, however I never used Radious, so you would need to ask a regular Radious sub modder, if there is any. :idglass:

Anyone able to make a compatability mod, has my consent to do so. :steamthumbsup:
CatWizard33 7 Jul @ 2:47pm 
Is it possible to make Radious compatibility? I love this mod, and Radious, but using Radious units without these features doesn't feel right.
RagnaroK  [author] 30 May @ 4:38am 
@Steeps - I'll take a look at it as soon as possible, sounds like the same issue I ran into with Malakais expedition units, should be able to fix it hopefully.

@Zeinerfain - You stumbled upon a long ongoing balancing issue that I will take a look at again. The purple icon is a placeholder due to some wrong pathway, so a patch or hotfix probably changed something, but it should be an easy fix.

@Orestes - I will see if I can do something about this.

Thank you all for the feedback and bug reports. :parts:
Zeinerfain 29 May @ 2:19pm 
Hi! Dwarf thunderers have purple place holder on regular shot icon.
Orestes 9 May @ 8:36am 
Hello, just noticed Little Grom loses the alternative ammo with the research upgrade that adds explosive ammo or something.
Zeinerfain 2 Mar @ 12:52pm 
Hi! The artillery range upgrade is good. However, the rocket launcher still has balance issues. Projectiles for large targets can change their trajectory. But they still have a lot of damage in the area, which eventually destroys enemy infantry units on the way. It still seems that magic guided missiles are not needed for a rocket launcher.
Steeps 15 Feb @ 3:18am 
Looks like Imperial Gunnery School upgrades really mess with almost all ranged units, and disables ammo choices.
Steeps 15 Feb @ 2:33am 
Elspeth amethyst upgrade that adds grapeshot to artillery, replaces yours shrapnel munitions and they do much worse dmg.
RagnaroK  [author] 12 Jan @ 9:24am 
Added the lastest changes and additions from my monster mod (farting trolls etc).
KookieBogey 9 Jan @ 12:21am 
Good update
RagnaroK  [author] 7 Jan @ 12:27pm 
: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.
Zeinerfain 6 Jan @ 5:28pm 
Hi! As far as I understood, there was no change in mod. When should we expect a new mod update?
RagnaroK  [author] 9 Dec, 2024 @ 12:16pm 
Yeah I made the grapeshot variants before Malakai/Elspeth got theirs, so I just made them compatable to keep them in and for the factions that did not get a variant.

The idea of spikes in front of archers and constructable elevation platforms for weapon teams was an idea I and some other modders had floating around quite a while back, but we never got around to actually try and do it, due to lack of spare time and other mods taking that time. So who knows, maybe in the future. :WH3_psycology:

I'll give the dual purpose a look when time permits. I had a lot of ideas for this mod, but had to give some time to rest, as it was really time consuming playing around creating options that served a proper purpose. :coolstar2022:
Zeinerfain 9 Dec, 2024 @ 11:01am 
Nice. I have some questions. I tested several units and their changes are good. But i dont know, if we have grape shot for cannons from the start, so what Malakai and Elspeth gets after their quests? Second question is, do we need antilarge ammo for rocket launcher units? Think, we dont need to make all artillery units universal against all. For example, empire has that wagon with laser against single units and rockets makes this unit not necessary. And the third question, are there any planned ideas? For example, stakes and obstacles for range units and etc.
RagnaroK  [author] 9 Dec, 2024 @ 9:26am 
Yeah I even lowered their dmg output by 50% a while back, but I do agree, they need a bigger nerf.

I am currently working on a lot of big QoL improvements for several of my mods, fine tuning others for the new december 12th DLC and I will look at nerfing special armaments dmg of this mod soon.

I will notify it here, when they are less destructive. :steamthumbsup:
Zeinerfain 9 Dec, 2024 @ 7:56am 
Great mod! However, is there any way to make artillery units less powerful? Empire mortars which shoot with shrapnel destroy any infantry units. And empire rocket launcher kills all big single units with 99% accuracy.
RagnaroK  [author] 21 Nov, 2024 @ 5:20pm 
SFO is an overhaul and changes pretty much anything to knowledge.

Never used it myself, so cant say for sure.
s_darnell 21 Nov, 2024 @ 4:49pm 
on sfo why does health of depth guards so low compared to other units in the Vampire Coast? Compared to the other units in other factions there health increase with sfo but Depth Guards resembles more vanilla version health than sfo
RagnaroK  [author] 15 Oct, 2024 @ 10:16am 
Don't know the mod you mention but to answer the second part, yes this is its own mod.

It is inspired by a dozen tiny mods with my spin to it and a lot more to improve realism, difficulty and hopefully fun as well, although higher difficulty usually put people off, but I prefer a challenge. :empirecross:
Apollyon 15 Oct, 2024 @ 10:11am 
is this an update of Kunbuntu1`s realism mod or is it a separate mod?
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.
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 23 Jun, 2024 @ 2:35pm 
Thanks man no rush

I also wrote in the comments with more detail on your "Man The Ramparts - Campaign & Battle Realism (Tier Five Settlements)" which is great by the way as are the rest of your mods

If I find anything worth noting I will let you know
RagnaroK  [author] 23 Jun, 2024 @ 2:04pm 
Hmm it is odd as you are 2 people having crashes with Chorfs while it works on my end.

I am away for a week, but will give it a thorough look when I get back.
Chrillo 23 Jun, 2024 @ 12:01pm 
Causes CTDs when playing Chorfs for me when manually playing a battle. Could be a mod conflict on my end
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] 14 May, 2024 @ 5:01am 
My mods except side project mods that people ask for, are all designed to work together with a big compilation coming to fruition once I get the last pieces made like garrison mod etc.

So I would highly recommend that you use my "Armourygeddon" or "Resourceful Purpose" mods, as that will allow you to finance more armies to protect your lands, or hire mercs or thirdly upgrade your units.

Everything comes with a downside like upkeep etc. to maintain a higher difficulty than vanilla with a wide arrangement of "realistic" effects.

It is absolutly not for all and that is ok.

I appreciate you taking your time to try it out and providing feedback. :WH3_clasp:
RagnaroK  [author] 14 May, 2024 @ 4:56am 
The main issue with ranged troops are when they are fresh recruits, they get really good with rank ups, thus "veterancy actually matters", where I see my armies melt opponents just like vanilla.

So the early is very tough gaining that xp, while you win battles with artillery, cav cycle charges etc.

Pick easy battles like horde factions, quest battles and rebellions or even farm a low tier city to get those unit xp gains rolling. :steamsunny:
RagnaroK  [author] 14 May, 2024 @ 4:54am 
You are right about artillery being super devastating, which I don't try to hide when I use words as "devastating" etc.

So I barely have time to play due to spending so much time on modding, however I did an Empire campaign prior to all their new toys from ToD and artillery is destructive for all races Evil and Order and put some pressure on the player to deal with, like vanilla quake mortars.

I balanced them out initially with shorter range and longer reload, to give people incentive to use the different firing modes. The next thing I would nerf would be dmg, but I have not gotten around to that yet.

I removed high tier units from the 2x size and kept it only for low tier crap units and found that Order troops could hold with units formations like shieldwalls, range troops, artillery and much more without problems on the hardest difficulty.
POLSKI KRZYŻOWIEC 14 May, 2024 @ 4:33am 
i can be wrong but i see one problem with doubled units from evil tide factions.
For example as empire you fight Orcs which basic units have same stats as ur state troopers, and only way to deal with this is building mass artilery because ur ranged units can only scrach they hp pool. In my opinion better way of implementing this would be making normal state empire state troppers compenstate in for example better stats like +6 defence and +5 leadership. Another problem i see how op is artilery in this mod. Field Trebushet or even mortars with their special ammo can oneshot everything litterly. I played only 15h of this mod but I still want to give it a try because of how good is feeling to play this overhaul. (sorry for english, I'm not the best at typing)
RagnaroK  [author] 11 May, 2024 @ 2:31pm 
Updated at long last, see changes in either of the main variants.:steamdance:
FlyingJustice 30 Apr, 2024 @ 9:09pm 
Breaks Malakai FYI
NorscanWarlord 10 Apr, 2024 @ 10:51am 
Love the giant fart ability, they're actually useful now
also love the new hellcanon firing modes, this is a must have for me now
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] 29 Mar, 2024 @ 10:14am 
I never played with any of the big overhauls and got plenty of modding projects in the oven, but if you or anyone else feel like making a submod version for SFO or the likes, you are very welcome to do so. :)
Grixa 29 Mar, 2024 @ 9:22am 
Its a fine mod uve got here! I wonder if u would make it for SFO?
RagnaroK  [author] 27 Mar, 2024 @ 5:52am 
Tried different setups with Norsca, custom battles and sieges, no crashes on my end, so I assume a mod conflict on your end perhaps.

Also make sure you do not have this alongside the siege segment, as that will CTD, but I doubt that as you wrote custom battle.
josetrabajoarcos 27 Mar, 2024 @ 3:41am 
crash with norsca in custom battles
Boldor 27 Mar, 2024 @ 2:43am 
Another lil feedback idea regarding the "countless" doubling - maybe its an idea to apply it only to units with the "Expendable" trait? Those are usually tier 1 cheap chaff anyways, and it makes a lot of sense even lore-wise :) Not sure if Zombies and Skeletons also fall under this, but it would work for Greenskins/Skaven/Beastmen. Thank you for being so responsive! You rock
RagnaroK  [author] 25 Mar, 2024 @ 3:06pm 
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] 25 Mar, 2024 @ 2:08pm 
That was my initial thought too and I like this feedback as I barely have time to actually play and test properly.

I will give it a lookover tomorrow and remove high tier units from the double size to make some balance.
Boldor 25 Mar, 2024 @ 6:55am 
A little feedback, and something I noticed - I think its related to the unit size doubling. Does anyone else observe the Vampire Counts just steamrolling everything, especially the Empire being Vlad's Empire every single time? It might be a correlation of "countless" double unit size and the reanimating units mechanic of Vampires.

Maybe a middle ground would be to double unit size only for specific units, maybe low tiers? So skeletons, goblins, skavenslaves etc. everything tier 1, maybe tier 2. So you dont get crushed by double unit size Grave Guard or Black Orcs.
RagnaroK  [author] 11 Mar, 2024 @ 11:51am 
@Boldor - I like your suggestion, its definitly a take worth keeping in mind going forward.

@mycomwhiz - I will not be making submods, as it will be to many mods for me to maintain and MCT options is sadly outside my skillset currently.

Should you or anyone else be able to make submods of any kind for any of my mods, feel free to do so and link me, then I will add them to the description. :steamthumbsup:
mycomwhiz 10 Mar, 2024 @ 8:22pm 
Love the mod Ragnarok but question can you make it an option for the unit size to be lower than 50% I love the concept but getting hit with 10000 goblins when my archers are not as good early is just a little much AI def taking advantage of it lol Thanks!
KookieBogey 10 Mar, 2024 @ 11:22am 
Thank you for the update :D
RagnaroK  [author] 10 Mar, 2024 @ 9:15am 
:steamthis:Update:steamthis:

Check all the new changes/additions etc. in the changelog. Screenshots has been added as well.
Boldor 10 Mar, 2024 @ 7:01am 
Suggestion, in future cases of "op" damage - instead of just using damage as a "value measurement", might I suggest adding effects? Farting/vomiting might induce a temporary "shieldbreaker" effect because it melts amour. Or maybe a discouraging effect to leadership and movement. Or the fart might blind people because of the "cloud"

Not specifically saying this is what farting/vomiting needs. Just in case the damage debate comes up again in the future :)

Thank you for being so responsive to feedback! Can't wait for the update :steamthumbsup:
RagnaroK  [author] 10 Mar, 2024 @ 6:14am 
Update coming later today fixing the wedge/lance formation.

Farting is nerfed 50% from vanilla values, I like it from my testing, take them out with big entities, range units, slow them down with abilities/spells etc. pretty much like you would do in vanilla. ;)

I am reducing the vomit from a 3 time use to a single time use, keeping other vanilla values as they are. Reducing the uses from 3 to 1 is to prevent the AI from exploiting the cooldown and it makes more sense from a "realism" perspective.

The lore I found also pretty much states the vomit working similar to "Alien" acid blood if you ever saw those classics. :)

I wan't these rosters to have scary units that needs attention to atleast soften of the thought process of checkerboard formation gunning everything down in 5 mins, corner camping, safely holding chokes with a few units backed up by artiellry and spells and so on. Once you get used to this, it will be just as easy as the vanilla game down the line.
KookieBogey 10 Mar, 2024 @ 3:48am 
Waiting for an update about the formations. Also, please nerf the puking and farting abilities :( my armored kossars got from 100% to 10% in a matter of 1 second. If you want them to be powerful, I'm fine with that, just not as powerful as it is now. Cheers.
RagnaroK  [author] 9 Mar, 2024 @ 2:05am 
I have been working on these mods for the past week with a bunch of new additions, and for this particular variant I forgot the lance/wedge icon, which is why it is bugging out, same with the effect. Its a complete copy paste from bretonnian lance formation.

I will look into the mass thing, thanks for reporting this.

Only reason I have not updated the versions yet is because of 2 single variants (sieges & battles) currently don't work together after my new additions. The complete variants works fine.

I should probably just release them to fix this.