Total War: WARHAMMER III

Total War: WARHAMMER III

Kislevite Militia
55 Comments
Teach 31 Dec, 2024 @ 2:35pm 
Thank you for the response.

I did notice after I wrote my feedback that in TW3 (at least for Kislev infantry did not check all the other factions/units) the upkeep is 1/4 of the recruitment cost. So if you decide to change the cost, it would be consistent to keep with this. So the Spear + Shield would be for example (550/138).

However, with some more experience with your mod. I would suggest that you maybe even make the Spear + Shield a bit more expensive for example (575/144) or (600/150). My reason with this is that the basic Kislev roster lack a Spear + Shield unit. It is either Anti-large without shield (Kislevite Warriors/Kossars with Spear/Ice Guard with Glaives) or Shield without Spear (Armoured Kossars/Tzar Guard). And the combination of Shield + Anti-Large + Charge Defence Against Large Foes on a front line unit is just really strong in the Kislev roster.

Thank you, and a happy new year to you too!
zerg93  [author] 31 Dec, 2024 @ 11:35am 
Well, nitpicking is still feedback and it's always welcomed when it's reasonable.
Will push an update in a bit.
Happy new year! :re3stars:
Teach 30 Dec, 2024 @ 12:55pm 
Such a great, fun, and lovely mod.

However, I have a question regarding the units upkeep in the Immortal Empires campaign. The Standard Warrior unit starts at (500/125). But, Sword + Shield is (550/120) and Spear + Shield is (600/115). Should the Sword and Spear units not be more expensive in terms off upkeep? After all, they are more expensive upfront.

The units, in the Immortal Empires, are well balanced between themselves in stats and function. Such a great side grade choices. But, if I may add a bit of feedback on the unit cost. If we base the cost on the standard Warriors (500/125) the Sword + Shield could in my humble opinion be the same cost (500/125). The Spear + Shield is a strong unit that I often use all the time as a front line unit. So it should cost a bit more then the standard one and the Sword + Shield variant. I suggest (550/130). I hope this nitpicking feedback is received well. Ones again, fantastic work.
MuffinTop 4 Oct, 2024 @ 12:05pm 
Ok sorry didn't know. Thanks for responding!
zerg93  [author] 4 Oct, 2024 @ 10:33am 
Don't go around talking about commissions: normal users and modders alike are not allowed to get or order one of those under any circumstances, CA's TOS is very clear about that.
As for the submod is a no for me, as I don't like the idea of these units using a bayonet melee animation and I also had multiple bad experiences with submods depending on custom animations mods from other modders, because if the other modder goes AWOL I can't fix the submod nor the main mod since I don't make custom animations.
Of course I'm just talking in general, I don't have anything against Snek and his awesome mods.
Faleg 29 Aug, 2024 @ 5:56am 
Aight, will do, thanks!
zerg93  [author] 29 Aug, 2024 @ 1:56am 
You are most likely crashing because you have an outdated version of the mod.
Unsubbing and resubbing should fix that, but make sure that you don't have other mods enabled while testing.
Faleg 29 Aug, 2024 @ 1:45am 
The mod is crashing the game currently, any idea why that could be?
zerg93  [author] 4 Aug, 2024 @ 5:46pm 
Should still work even without Shadows of Change.
I would still recommend to get the DLC to avoid any possible problem, though.
SteuerVerbrecher 4 Aug, 2024 @ 3:53pm 
Do i need dlcs for this mod?
zerg93  [author] 29 Jun, 2024 @ 3:01pm 
Ok, sounds fair.
Kentathor 29 Jun, 2024 @ 11:26am 
They shouldn't have silver shields in my opinion. Makes them too powerful. I've changed it for myself but wanted to throw it out there as a suggestion. Bronze like the empire swordsmen is fitting.
Einherjar 3 Apr, 2024 @ 11:51am 
ty, besides that, really good mod. loving the lower tier units
zerg93  [author] 1 Apr, 2024 @ 8:40am 
Fair.
Will adjust.
Einherjar 1 Apr, 2024 @ 8:16am 
upkeep for shield sword and shield spear militia makes no sense, cost as much as second tier unit
zerg93  [author] 29 Mar, 2024 @ 2:17pm 
Not from me.
As it stated in the "SFO/Radious ecc. ?" question in the QA section of this mod's description I don't make SFO/Radious or any other similar big overhaul submods.
FreedomHolds 29 Mar, 2024 @ 10:33am 
radious sub mod>>
Helion Halion 25 Mar, 2024 @ 6:50pm 
You are too harsh on yourself :>
Break a leg
zerg93  [author] 25 Mar, 2024 @ 10:20am 
I'm afraid I can't help you with that: the few times I play in campaign I rarely even bother checking my army comps since I'm there to mainly test stuff and whatnot.
Generally speaking I'm also trash with the game so I'm not exactly the best person to ask such things.
Helion Halion 25 Mar, 2024 @ 10:13am 
Hmmmmm just curious how should I build my army with the addition of these new units ?
zerg93  [author] 25 Mar, 2024 @ 5:11am 
Possibly, but definitively something out of the scope of this mod and the militia theme is going for.
To properly mimic Pistolier/Outrider units I should make new custom models that should look more like Kislevite nobles than normal warriors.
Maybe for an another mod, we'll see.
Fargus404 25 Mar, 2024 @ 4:24am 
Bro, you can add Kislev pistols on horseback in the style of Kislev
zerg93  [author] 21 Mar, 2024 @ 8:36am 
Again: I have no doubt that you have made some pretty spectacular unit cards there, but I would rather prefer if you either keep those for personal use or made them public for everyone to use or possibly become a modder yourself and make unit card submods.
A new modder with graphic designer experience would be happily welcomed (there is always a need for experienced unit card submodders), and this community could always use more modders like r1kko and Aquizar.
Consider joining Da Modding Den and learn about modding if you are able.
https://discord.com/invite/sW49MnP
zerg93  [author] 21 Mar, 2024 @ 8:28am 
Oh, I have no doubt that a graphic designer could make better unit cards compared to my stuff.
In fact: if there is a common ground where my haters and fans could shake their hands in agreement is that I tend to make HORRIBLE unit cards.
This has been the case since I started modding back in WH 2 and a constant for me and my content as a whole.
Which is also why I have accepted various reworked unit card from the fans in the past.
This time I think I'll have to politely refuse, though.
Don't take it personally, but with this mod in particular I REALLY tried my best to get some vanilla looking unit cards and not the usual "sorry excuse for a unit card" that I usually tend to make and I'm really happy with the final result.
I just can't stomach the idea of losing literally the best looking cards I made since I started modding, sorry.
wessidemassive 21 Mar, 2024 @ 5:09am 
@Zurg, Ive made some updated unit cards for this mod that Ive been using so I can easily see which Kislevite warriors Im selecting, Id be happy to send these across to you (P.S Im a graphic designer as a profession so would like to think theyre do to a good level)
wessidemassive 20 Mar, 2024 @ 2:06am 
Love the new additions! My only thing is maybe reduce the size of the swords on the sword and board units as they are nearly the same size as the soldiers using them. And maybe just reducing the handgunners axes is all thats really needed on them too. But again excellent additions to the Kislev roster
zerg93  [author] 19 Mar, 2024 @ 8:52am 
Nah

Nukes are Ikit's exclusive property :WH3_greasus_rofl:

On a serious note: no jokes relating to real life drama stuff, politics, religion, hate stuff and similar stuff, please.
I don't like to see any of that in my comment sections and I will moderate if I have to.
In fact I like to keep my comment section clean from anything that does not concern the mods.
RedesRojas Best USA Player 19 Mar, 2024 @ 8:26am 
OK but for when:
kislevite militia (with nuclear weapons) ?
zerg93  [author] 19 Mar, 2024 @ 3:02am 
@Helion A short blade would fit nicely, but since I went for axes I'd rather rework the axe models to look just a little different and smaller.
Soppy 19 Mar, 2024 @ 2:22am 
@Zerg yeah guess that makes sense
Really do like the Kislevite Handgunners and their vanilla like unit card though
Helion Halion 19 Mar, 2024 @ 2:18am 
How about a knife blade
zerg93  [author] 19 Mar, 2024 @ 2:01am 
@Soppy On the bright side there are two free shield variant slots that I could fill with round shields and get infantry with mixed shields as a result.
If you want round shields only and you are mainly interested in Kislevite Warriors (Sword & Shield) may I suggest you to use Orendiz's mod instead?
zerg93  [author] 19 Mar, 2024 @ 1:52am 
@Karl Franz As you said I'm just working with the resources they gave me.
I could always try to kitbash "new" axes from other factions but the final result may not look very "Kislevite".
@Soppy I get what you are saying, but I pretty much went through all the trouble of repositioning and resizing those Kossar shields to fit those custom models better, so I don't really like the idea of scrapping them for other shields.
On top of that I would also be forced to remake the unit cards that display said shields.
Soppy 19 Mar, 2024 @ 12:26am 
I'm not being bashful or offensive or anything but I just wanna recommend changing the shields to something like a round shield or buckler to kinda suit them being a somewhat of a irregular group then the Armored Kossars or atleast
Karl Franz 18 Mar, 2024 @ 10:38pm 
Don't take this as a criticism, everything else looks good and i realize you're just working with the resources they gave you.
Karl Franz 18 Mar, 2024 @ 10:37pm 
could i recommend replacing the hand axes with something less...World of warcraft looking? I realize most of the kislev equipment CA gave us looks straight out of a high fantasy generic MMO, but there's gotta be better looking axe models.
Helion Halion 17 Mar, 2024 @ 6:30pm 
Kislev stroongggggg
fibbed 17 Mar, 2024 @ 5:03pm 
love your work! thanks for putting in your time :steamthumbsup:
sigmars_disciple 17 Mar, 2024 @ 11:45am 
Don't worry @zerg93 we like you just as much as we did before <3 Cool mod!
zerg93  [author] 17 Mar, 2024 @ 9:42am 
@Everyone
Sorry for the sudden rebranding of this mod, but I was working on a separate mod featuring other Kislevite Warrior themed units and just before release I kinda realized that the mod would have been kinda redundant as standalone, hence why I decided to just scrap the new mod and incorporate its content into this one.
This may result in some of you being now frustrated since you originally came here just for Kislevite Warriors with rifles, which is something that I completely understand and I'm sorry for: >>*if you don't feel like using this mod anymore, know that I do understand and you don't need to feel bad about it.*<<
Do also note (I have no idea about it) that there is a chance that the amount of changes occured with the latest update may not be save compatible, so if I managed to bork your save sorry again.
Alas, this is yet another episode of me being a big dum dum (as per usual) :spyrosheep: .
zerg93  [author] 17 Mar, 2024 @ 4:24am 
Ok, I'll scrap the custom missile weapon values and revert to vanilla Handgunner values then.
Orendiz 17 Mar, 2024 @ 3:58am 
I just checked out the mod in game and i can barrely notice any size differance actually. So nvm haha. But there's something else i want to bring up. You made a custom projectile weapon for them that has idential stats to other existing gunpowder projectile weapons. If you put one of the vanilla ones instead of your custom ones, i can have mods that affect vanilla projectile weapons apply to your mod as well.
zerg93  [author] 17 Mar, 2024 @ 3:10am 
I'll try and see how It goes but RPFM being able to scale up and down stuff doesn't mean that It will be perfect and with no bugs.
Orendiz 17 Mar, 2024 @ 3:07am 
Oh yeah i'm familiar with that one. Well if it's really that noticeable then i guess yeah nvm.
zerg93  [author] 17 Mar, 2024 @ 3:05am 
Example: You got a giant monstrous unit but you don't like his size so you increase it by 50% with modding.
In battle everything seems fine until the unit performs a specific kill animation tied to its animation set, let's say a grab animation.
The victim of this animation should be placed into the monster's hand but it's not.
Said victim is now flying a few meters close to your monster and it's being killed by an invisibile force while your monster is grabbing the air.
Orendiz 17 Mar, 2024 @ 2:53am 
It shouldn't be a problem with the RPFM table values because it also scales the skeleton. In Asset editor if you scale the model, the skeleton remains the same which causes those problems. Give it a try im 90% sure it will work.
zerg93  [author] 17 Mar, 2024 @ 2:50am 
This Is not the kind of issue that can be fixed by simply altering a bunch of table's values.
I had to scale down the custom models to fit the Handgunner's skeleton to which that specific animation Is tied.
Increasing the custom models size with this animation set would only lead to more visual bugs.
Manually resizing stuff with RPFM Is generally fine but since specific animations were made to work best with specific sizes, the more you manually increase the size the worst the final result will be.
Orendiz 17 Mar, 2024 @ 1:53am 
I don't remember where it is, but if you download one of those "resize lords" mods. You should be able to find the table that can adjust unit model size and if u play around with it, you should be able to restore them to their original size.
wessidemassive 16 Mar, 2024 @ 9:54am 
THIS IS THE MOD IVE BEEN WAITING FOR!!!!! Now I can play Kislev! Ive been wanting a mod that expanded the "Kislevites" since the update, as I like the idea of having a some what Militia force. Just need Kislevite swordsmen and that dreams a reality. Thanks for making this mod!
zerg93  [author] 16 Mar, 2024 @ 9:31am 
Ok, will fix then.