Total War: WARHAMMER III

Total War: WARHAMMER III

Ready for War: Epic Overhaul
409 Comments
Adonnis 20 Jul @ 5:07am 
Thank you for your work
Adonnis 20 Jul @ 5:07am 
I like your brutal great mod. But is it possible in a future for a version just adding the new units with vanilla stats?
CatWizard33 10 Jul @ 12:38am 
Is it possible to have a lightweight version of this mod, with the changes to statistics and battle pacing without any added units? I would really appreciate
Michael A.N. Jello 29 Jun @ 7:14am 
Is there a bug with the leadership? I have a lot of unbreakable no matter what units on both my side and the enemy side such as a basic archer unit with 4 models left at 25 leadership. Also watching my empire knights losing to basic archers breaks my soul lmao funny times
tafmupfumi 23 Jun @ 2:33am 
Hello. Please assist, removing this mod is making it impossible to launch the game, any idea how to resolve this? thank you.
tafmupfumi 21 Jun @ 10:46pm 
Hello, after years of playing modded Warhammer, I'm having the most random issue with this mod. After removing it, the game crashes on start up. I'm not trying to load a save, just to start a new game. If I reinstall the mod, the crash does not happen.
Shorewall  [author] 18 Jun @ 12:07am 
Updated for 6.2 😎
CHAPLAIN QUOTES 3 Jun @ 2:08pm 
Yeah this great mod would benefit from partition - need to cut it in parts to make more the content more accessible and compatible
Šleser food reviews 29 May @ 6:50am 
Would this break if paired with SFO? (or would it break both mods?)
ThrobbingforMorbius 19 May @ 4:15am 
is it possible to have exactly this mod but no collision tweaks?
ThrobbingforMorbius 19 May @ 4:11am 
I love this mod, but im suspecting the collision attacks tweak is fucking with the matched combat mod, which is a shame because i love seeing the sync kills
0utlaw 13 May @ 6:38am 
This looks amazing! Quick question is there a version sans the one turn recruitment for all?
Shorewall  [author] 13 May @ 2:58am 
@Rozarria Hi, attack rate and collision attacks are adjusted on a weapon per weapon basis. ie Empire sword, Minotaur greataxe etc. If other mod units include new weapons they won't be affected in this. You may ask the mod author to implement those features 👍

The others like shield angle are "game rules" applied across the board, affecting all units 😎
Rozarria 12 May @ 1:14am 
Does this work with units added by other mods? Do the trample mechanics, faster attack rate, wider shield angle, etc affect other mods' units?
Winter-06 [1st CR] 11 May @ 3:34pm 
As @ThrobbingforMorbius asked, any chance to see another version of this mod without all of the new units?
Shorewall  [author] 10 May @ 9:32pm 
Fleeing foes your days are through! All units now have collision attacks allowing them to trample down combatants. Collision attacks occur from model impacts while charging or during attack animations (simply moving is not enough)

This solves the age olde problem of unkillable routing enemies that keep getting knocked over 👍😎
Shorewall  [author] 29 Apr @ 8:20am 
Demigryph Knights - Magnus, 16 count big flightless boys.
ThrobbingforMorbius 29 Apr @ 4:22am 
any chance of this mod without the new units, or having the new units as a standalone balanced for vanilla?
ThrobbingforMorbius 26 Apr @ 9:23pm 
not sure if its this mod but i cant seem to recruit flagellants anymore
LILSAW 16 Apr @ 3:22pm 
@Shorewall Thanks! Keep up the good work!
Shorewall  [author] 16 Apr @ 6:02am 
Chaos Hellfires added, "Mortals imbued with warp flame, they rain down fire at range" (Undivided upgrade for Marauders)
Shorewall  [author] 16 Apr @ 6:01am 
@LILSAW That is correct, I balance the stats to fit in line with vanilla units but the attack speed of units outside this mod would need to be set to 1 second if they want to keep up the pace of battle 👍
Shorewall  [author] 16 Apr @ 5:36am 
@KennyKen11B hide in woods is still available for certain stealthy units but I thought it was bland to be a blanket ability for everything.
Shorewall  [author] 16 Apr @ 5:34am 
@Ace2643 It has it's own updated combat animations, but other than the my other mods are separate stand alones 👍
Shorewall  [author] 16 Apr @ 5:31am 
@sarumanthecursed I can take a look at the balancing on Bone Giants and see if they need to be tweaked or back to being single entity 👍
Ace2643 6 Apr @ 6:08am 
does this mod incorporate your other mods?
sarumanthecursed 27 Mar @ 8:54am 
I feel like bone giants should be put back to being a single entity
KennyKen11B 25 Mar @ 9:44pm 
dang there every units ability to hide in the woods is gone.
sarumanthecursed 25 Mar @ 8:37am 
Have you considered making magic more treacherous?

Like having every version of the spell, have a miscast chance?

20% miscast chance for normal cast?
40% for over cast
sarumanthecursed 25 Mar @ 8:03am 
Very intrigued how you got the riders to attack autonomously?

I thought it was just model animation
LILSAW 24 Mar @ 9:20am 
So if I wanted to make modded units more in line with this mod first thing to do would be to change their attack time to 1sec in the tables and then tweak along the way?
Shorewall  [author] 24 Mar @ 2:51am 
Corpse Carts and Black Coaches are now 4 unit count, their ability ranges have been increased from 35 to 55m. Corpse Cart Rider now whip attack autonomously causing "Disoriented" contact effect.

Mortis remains a single engine for now, but all riders attack autonomously with their various weapon types (swords, scythes, spears, lances)
Shorewall  [author] 23 Mar @ 12:01pm 
@LILSAW This won't effect the stats or weapons of new units (unless they are using vanilla weapons) The balance here in is design to be comparable to the default game, just more logically and consistently applied 👍
Shorewall  [author] 23 Mar @ 11:58am 
@sarumanthecursed Oh wow March 13th 2025 marks a year. I'm currently working on the MCT for unit choice but have made a separate stand alone mod the for Liberated Rat units that will be going live soon. I'll look into using landmarks for special unit recruimnet. That's a gud idea.

Are Corpse Carts and Mortis really only one single entity? I'll see about bolstering up their ranks for sure 👍
LILSAW 13 Mar @ 3:22pm 
does this effect new units from mods?
nasosmanaris 12 Mar @ 7:26pm 
Why does not work with radius?
sarumanthecursed 12 Mar @ 4:14pm 
mods anniversary tomorrow
sarumanthecursed 11 Mar @ 5:28pm 
can you make all 3 corpses carts 4 models

and make the black coach and mortis engine 3 models
sarumanthecursed 10 Mar @ 7:30pm 
another idea, instead of bloating the roster by adding a bunch of new units into the buidligns trees, why not add them to special landmark structures

I.e nordaxes onle able tp be built frpm nordland landmark
Shorewall  [author] 8 Mar @ 12:42pm 
Imperial Axemen added, "The trusty Nordaxe holds favour in the North as a cost effective and reliable battlefield weapon"
Shorewall  [author] 8 Mar @ 12:24pm 
@sarumanthecursed Hey hey! Back from a break playing WWE 2k24. I'll get to work looking into that MCT guide. It'll be gud info to know. Thanks! 👍
Shorewall  [author] 8 Mar @ 12:23pm 
@Zvitatzki Hi, you can still load up savegames that are red. Just mark the "enable all saves" box 👍

Yes indeed Lords and Hero's are a lot more vulnerable on the battlefield ⚔️
Zvitatzki 23 Feb @ 12:51pm 
not able to disable the savegames are red and can not be loaded anymore
i dislike the lords die in a few archer salves they were the highlight in the battle
sarumanthecursed 16 Feb @ 5:18am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3425891125

this mod helps with locking cutom units beheind an mct option, could work to add an option for those who want to play only with the loreful units
sarumanthecursed 3 Feb @ 5:31am 
Any word on making the liberated skaven optional via MCT?


Also would be nice if we could use a unit cap mod with this mod


Ik the one i use has a submod guide for how you could add your units
Shorewall  [author] 3 Feb @ 5:28am 
Arrows for Sister of Avelorn and Kislev Ice Guard now do small explosion damage.
Shorewall  [author] 3 Feb @ 5:26am 
@yelawolf477 I imagine there would be some conflicts with SFO. If you want the updated combat animations you can use the stand alone mod which will be compatible with everything. Thanks! 👍
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3284296309
Kymera 27 Jan @ 1:57am 
i love the idea of this mod making the animations of combat better does this work with sfo? im curious bc of the one turn recruitment thing i enjoy a bit more pacing
Shorewall  [author] 22 Jan @ 2:39pm 
@EGGDOG Wow! Thanks for letting me kno! He was supposed to be 100 armour and now has been fixed!