Total War: WARHAMMER III

Total War: WARHAMMER III

Man The Ramparts - Campaign Realism Segment
34 Comments
RagnaroK  [author] 29 May @ 10:01am 
Public order positive/negative has been decreased by 50% to prevent it from spiralling out of control.
Henskelion 23 Feb @ 5:10pm 
I like most things about this mod, save for the change to making minor AI factions powerful. All that does it make it so the Ordertide becomes an even bigger thing than it does in vanilla, to the point where seeing Hochland defeat Festus is a typical occurrence.
luich 12 Jan @ 10:14pm 
thank you!
RagnaroK  [author] 7 Jan @ 12:31pm 
:steamthis:Update:steamthis:

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

: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 @ 11:11am 
Mod is updated to work, but no changes made yet as I have run out of time for today :ratcoon:
RagnaroK  [author] 7 Dec, 2024 @ 7:08am 
I can't quite remember if the -4 & -8 is a vanilla stat or not, I will look into it.

Artillery will always be lost if you lose or get a draw (due to time etc) despite withdrawing it. A vanilla feature I always disliked. :steamthumbsdown:
RooikatG11 7 Dec, 2024 @ 6:13am 
Also just played a Siege. My Artillery used up all their Ammo,so i retreated them out of the Battle so they cant get killed and stuff. Wanna know what happened next? Despite not even taking a Hint of Damage during the whole Battle i lost ALL my 6 Artillery Pieces.
RooikatG11 7 Dec, 2024 @ 5:08am 
Excuse me kind Person But i think i found a Bug. Public Order for Empire in Positive first gives +2 Control and then suddenly -4. And at highest Public Order level -8. Is the Minus intended?
RagnaroK  [author] 9 Nov, 2024 @ 2:46pm 
Death loop as you say, is to reflect how unhappy your populace is, because you don't tend to them. Giving a happyness bonus on lower levels makes no sense to me, why are they happy that they are unhappy? :steamlaughcry:

My spin here, is to incentivise actually caring about puplic order, as to the vanilla experience, where you don't, even with legendary debuff.

Now you actually need to make PO buildings and in the beginning maybe a lord/hero, PO ancillaries to keep those populaces in check.

You are also being rewarded for your effort, as well as the penalty you speak of if you don't.

Rebellions will still reduce negative PO by 20 pr. turn as pr. vanilla.

I get that it is not for all, but CA does not like the current PO system either, judging by their latest blogs. Curios to see what they come up with. :steamthumbsup:
Agraza 25 Oct, 2024 @ 9:28pm 
dude why would public order spiral into a death loop? the design has it self-recover with significant penalties at low levels. you stack the recruiting, building, replenishment penalties and make public order go faster and faster to the bottom.

negative public order should cause very mild positive control
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] 10 Aug, 2024 @ 1:36pm 
Alright public order when negative is a lot less severe going from

-5 -> -10 -> -15

to

-4 -> -6 -> -8
RagnaroK  [author] 6 Jul, 2024 @ 2:08pm 
:steamthis:Update:steamthis:

: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.

Happy gaming. :empireskull:
RagnaroK  [author] 6 Jul, 2024 @ 2:08pm 
: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: 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] 12 May, 2024 @ 5:56am 
Nah I am already drowning with 75 mods and counting, so I'd rather not make seperate variants, but other people might and you or anyone else are very welcome to do so.

I marked almost everything accordingly to what it does in the files, so it would pretty much be delete/select the stuff you like/dislike in RPFM and post it.

I would happily link it in the description as well.
Moutshoot 12 May, 2024 @ 5:52am 
It's a shame, I really like some things in your mod (example: Walls will also provide supplies of ammunition), but others I really don't like (Tier 3 wall). So I'm going to have to leave you. Congratulations nonetheless on a job well done. Ps: A separation between all these modifications might be a plus for people like me. Another option: use ModConfiguration to create activatable options.
RagnaroK  [author] 12 May, 2024 @ 5:47am 
Also merge those early game units and keep recruiting and you won't lose momentum.

I also like how I have to play better when defending chokes like Helmgart, where before you simply farmed welf, greenskin and undead stacks without thought, now you have to and perhaps even add a lord and force to keep it rather than headlessly lose 80-90% of the garrison to have it 100% healed the turn after.
RagnaroK  [author] 12 May, 2024 @ 5:44am 
Its not meant to be easy, but more realistic. I played with it just fine albeit my army also being low at the first few turns, and yes it will take people by surprise at first when compared to how absurdly easy vanilla is in comparison. :WH3_bear:

So in vanilla on legendary etc. you never have to use public order buildings, it will simply be high no matter what, except red regions. Maybe you get a rebellion here or there, but those are easily dealt with and normally you try to provoke these yourself to farm xp/money/artillery.

Public order starts neutral, but goes down if you don't manage it, however if you do manage it with a lord and public order ancillery or a few troops, its all good and you will actually need public order buildings. This is pretty much like old TW games, which I prefer.

It is not for all, which I understand and that is totally fine. :steamthumbsup:
Moutshoot 12 May, 2024 @ 5:05am 
I've read the replenishment factors, so I understand why it does that. But it's not playable because -50% resupply + low public order = 0% resupply for the first few turns of the game, even though I've only just taken back the Reikland provinces. My army's in shambles and my public order is slowly recovering, but with these totally abused maluses, I'm going to get smashed by the beastmen long before I've stabilized anything.
So to keep it playable, you have to choose: either the public order malus or the -50% resupply, but not both at the same time.
RagnaroK  [author] 11 May, 2024 @ 2:36pm 
Updated at long last, see changes in either of the main variants.:steamdance:
RagnaroK  [author] 11 May, 2024 @ 9:32am 
Its all good mate, glad you came with the feedback, otherwise I would probably have taken a while before I noticed. will be updating everything in a bit. :steamsunny:
Moutshoot 11 May, 2024 @ 7:36am 
ah, ok, I didn't catch that subtlety ^^ Patience then. :steamthumbsup:
RagnaroK  [author] 11 May, 2024 @ 6:36am 
The three individual segments are not updated yet, was working on when I saw your feedback on the ror units, which is something I need to fix, as that is a bug. :steamsad:
Moutshoot 11 May, 2024 @ 6:34am 
it crashes with this one. The game only works if I activate “Sieges Realism Segment”.
RagnaroK  [author] 15 Apr, 2024 @ 1:42pm 
Its really tough in the beginning especially with the public order from this mod too, but once you get going, its barely noticeable and I really dislike how the base game allows you to fully heal a 70% decimated army over a single turn.

If you play on legendary the AI still get its bonuses and I have not noticed the AI slow down.

However, should you wish to remove this single feature, you only need to open RPFM and boot up my mod and remove all tabels I marked with "replenishment" and you are good to go. :steamthumbsup:
Mutalith 15 Apr, 2024 @ 1:30pm 
I really appreciate most everything from this mod except the casualty replenishment change, it's crippling to a lot of factions. Paying Chaos Dwarves right now sitting in a settlement and I'm not getting any replenishment. 50% is way too much and with how different rates are between factions I think a flat amount across the board just doesn't work.
RagnaroK  [author] 12 Mar, 2024 @ 3:07am 
So I thought of making Wulfhart suitable for jungle climate etc. and booted up a campaign. I never played this fella but jungle and savannah was green climate for him and mountains orange/mid. I fought a battle a moved into my settlement and the replenishment worked as intended.

This was the bare minimum of replenishment as I had yet to bring in heroes, choose skills and build replenishment buildings, which would increase replenishment further.

I appreciate feedback as it is vital for mods to function properly, but incorrect statements as here with "not regen a single soldier" just makes me use my scarce time needlessly. I am not aiming at you, just trying to clarify this, as others also claimed wrongfull stuff like ranged units doing 0 damage etc.

This is to anyone kind enough to give feedback, please test your theory and write the correct results before posting.

Thank you. :steamthumbsup:
RagnaroK  [author] 11 Mar, 2024 @ 11:48am 
@[BRE] Humbert - Any chance you know RPFM? If you do, just open the pack file and delete all folders with "replenish" in their name and its gone on your end. :)

I won't be making submods for the things people do not like and sadly MCT options is not within my skillset.

Should you be able to create a submod even, feel free to post and link me, then I will put it in the description. :steamthumbsup:
[BRE] Humbert "Le Frog" 10 Mar, 2024 @ 5:02pm 
bro the -50% replenishment is literally unplayable bro I'm playing markus wulfheart in lustria and the unpleasant climate makes me not regen a single soldier bro please I'm surrounded by lizards

otherwise great series of mods, thanks for updating
RagnaroK  [author] 10 Mar, 2024 @ 9:14am 
:steamthis:Update:steamthis:

Check all the new changes/additions etc. in the changelog. Screenshots has been added as well.
RagnaroK  [author] 27 Feb, 2024 @ 1:38am 
TEB makes sense yeah, Sigmars Heirs, I don't know. I love Xoudads mods, but he has put that mod on hold for a long time to see what CA does with Empire in the next DLC.

I would not be surprised if he ends of redoing major parts if he returns to the mod.

There is another new modder too making some incredible Empire faction rekins mods, that I currently prefer if he manages to get more of them down alongside a compilation and also realise some of the ideas he mention.
sigmars_disciple 26 Feb, 2024 @ 7:44pm 
Well, 2 mods that formations should ideally be supported are Sigmar's Heirs and TEB - as I'd consider these mods pretty much essential when people play with mods. Sigmar's Heirs I think is a must! I think that Empire troops (incl. the local ones from Sigmar's Heirs, e.g. Wissenland Swordmen - MUST have have formations if other races have them, I think. The race lends itself perfectly for it..

You don't have to make a tier 4/t5 version for me if nobody else wants it. I like the Tier 5 setup quite a bit right now. Last but not least: I finslly got rid of occasional, mysterious, demotivating crashes (end-of-turn and in siege battles) I had since 4.0/4.1 for quite a while now,which have completely disappeared with your comp mods (plus I run >20 mods less), YAY! You rock <3
RagnaroK  [author] 22 Feb, 2024 @ 6:13am 
Yup for now its the combined variants you need to use, as I haven't made tier 4/5 individual segments parts too, yikes the amount of verions :P

Formations are tied to order units where it makes sense, like units with shields and a melee weapon can do shieldwall, spears/shields will make the spearwall and spear/halberd only units will make the phalanx.

I have not added any custom units, so probbly won't affect custom units.

I sort of wish to do it for bigger and vastly popular mods if I ever just have spare time from projects, but at the same time, I see some of those mods die out not being maintained, thus holding off a bit on that front.
sigmars_disciple 22 Feb, 2024 @ 5:59am 
Hey, 3 questions: If I want to use your Tier 4 For All mod for building slots (overall my favorite so far), then I do have to use the 3 parts Campaign Realism, Sieges & the Battle Overhaul together, right? As there will be no Tier-4 For-All-version made for the individual parts - is that correct?

Has anything changed in terms of formations in the last week or is that still on the ToDo list? When playing an Empire faction, which vanilla units will have formations? I assume it doesn't support Sigmar's Heirs units, or does it? Anything specific you'd like to get feedback about? Thx