Total War: WARHAMMER III

Total War: WARHAMMER III

True Unit Size (x2)
296 Comments
Void  [author] 18 hours ago 
@robertcastronabau
By the way, I tested a reskin called "Malekith But Cool." and it worked fine. So my theory is probably correct.
Void  [author] 18 hours ago 
@robertcastronabau
I've used resking on units before, and I haven't had any problems. But if whoever created the resking "creates" a new table for the character instead of editing the original, then I think this will happen.
robertcastronabau 21 hours ago 
Nevermind, mod conflict. Why a simple reskin mod change the health?
robertcastronabau 22 hours ago 
Malekith seems to have the vanilla health. Btw, truly amazing mod.
Void  [author] 20 Jul @ 4:28am 
@Malignant Peasant @M4DD0GJ4CK4L
https://i.imgur.com/tkTbqXU.jpeg
This is very strange. It seems normal to me, unless I'm looking in the wrong place. Test ONLY with True Unit Size enabled.
Malignant Peasant 19 Jul @ 6:35pm 
Can confirm on my end, its huntsmen specifically, you dont even need to get the shipment, just start the campaign, open and the menu and you can see they are 90 men, everyone else is doubled
M4DD0GJ4CK4L 19 Jul @ 1:41am 
@void i dont think i have any other mods that would affect the units. All the other units from the supply shipment mechanic do get the 2x unit size buff, just coincidentally the huntsman are the only one that dont get the size bonus. But huntsmen recruited through the barracks to get the 2x unit size.
Void  [author] 18 Jul @ 5:18pm 
@M4DD0GJ4CK4L
Interesting, since I've never played with it, I have no idea how the mechanics work. But are you sure this isn't being caused by any other mod?
M4DD0GJ4CK4L 18 Jul @ 3:36pm 
Hey just a random bug report(?) playing the huntsmarshal campagin and for whatever reason the huntsman units you get from the supply event don't get the 2x unit size. Seems to be the only unit from it though... weirdly enough. All the other units get the 2x unit size or health. Just letting you know, not sure if that is because a specific mechanic that wulfhart gets but... ehh
Void  [author] 26 Jun @ 7:31am 
@сережа прайм
Radious is currently experiencing a problem that requires a FIX to work. This FIX is on the Radious home page. Anything that tries to load above the "FIX" will cause the game to crash, and Runcher creates a .mov file that loads before the Fix, causing the crash. So just wait for an official Radious update that should be out in a few days so that everything goes back to normal.
сережа прайм 25 Jun @ 7:16pm 
Sorry, it seems the second error is caused by another mod.
сережа прайм 25 Jun @ 7:08pm 
Thanks, that worked, but now I’ve run into two other issues:
1) The game won’t launch with the Radious mod if I enable any feature in the Play button’s popup.
2) With Unit Multiplier, it crashes when I start a campaign (when campaign map loaded), even though it works fine in custom battles.
Void  [author] 25 Jun @ 1:38pm 
@сережа прайм
"Hit the check updates button at the lower right corner of the program, and make sure the schemas are updated"
сережа прайм 25 Jun @ 12:27pm 
Hey, do you know how to use the “unit multiplier” field in the launcher? Mine’s greyed out and stuck at 1,00.
Void  [author] 20 Jun @ 1:34pm 
Uploaded the wrong file the first time. SO IF YOU DOWNLOADED IT AS SOON AS THE UPDATE CAME OUT, MAKE SURE TO UNSUBSCRIBE AND SUBSCRIBE AGAIN.
Void  [author] 20 Jun @ 1:15pm 
Updated and ready for 6.2
Gumpnugget 20 Jun @ 1:08pm 
thanks a ton for updating:steamthumbsup:
SFH 20 Jun @ 11:49am 
@Void Hello, i just wanted to add you to friends, maybe you would help me with modding, i want to make more 2x submods for units
Gumpnugget 20 Jun @ 7:21am 
@Alonso112 It does not and im pretty sure no mods disable achievements in Warhammer 3
Alonso112 20 Jun @ 3:33am 
does activating this mod disable achievements?
Void  [author] 19 Jun @ 7:26am 
Update in progress...
clemens.manuel 18 Jun @ 8:07am 
Thank you for your mod! Take the time you need to update!
MrGherKhin 17 Jun @ 5:07am 
good luck for add x2 on the 2 new units
SFH 15 Jun @ 2:17am 
I didn't knew it i need it until i didn't tried it, now i can't play with vanilla ultra sizes, seems to small.
Amazing mod
Steelhawk ^S^ 9 May @ 1:41am 
I wish so badly this would work with modded units. I assume the Mirror of Madness method cannot be ported over to the Immortal Empires campaign, otherwise we'd of seen it by now.
budi29filelist 5 May @ 10:49am 
For me at least it crashes from many units not having the correct number
DarkFreshNinja 2 May @ 10:39pm 
Any way to make this work with the units added in the medallion of Chaqua mod?
DeathNote 30 Apr @ 2:32pm 
Thank you. If I do end up publishing anything, I will make sure to add your name to the description at least. yeah I don't know how to update mods. I will probably take some time to learn how to do the basics and if I can't figure it out, I will just work something out with my friend who can probably take care of it.
Void  [author] 30 Apr @ 2:13pm 
@Acastian
btw, if you want to make a submod to reduce the HP of Heroes/Lords/Monsters/Warmachines. You can do it and publish it without any problems. Just keep in mind that with every update, people will be asking you to update the mod and that is a responsibility that I don't want to have.
DeathNote 30 Apr @ 1:05pm 
I appreciate your work and the time you have put into the mods you make. I understand you don't want to change your mod, that's fair.
I am going to try running just this mod and nothing else and compare the results to my other battles with my 70 or so mods turned on. I forgot to do this awhile back, so that's my fault.
DeathNote 30 Apr @ 1:05pm 
I understand all that, I know mods at this scale are far from simple.
but its not about poor strategies or using the wrong units to kill lords.
Even with multiple gun powder units with armor piercing shooting at lords/heroes it was taking a very long time to kill them, A lord/hero shouldn't be able to just tank damage for most of the battle if he is getting focused by the right units for an extended period of time, which was the case for me. Not talking about heroes/lords with regen either.

There might be some of us who have mod conflicts, which could explain the issues some of us have with lords/heroes being too tanky. Which I will have my friend look into when they have time, since they are very experienced with modding and resolving conflicts with mods.
Void  [author] 30 Apr @ 11:42am 
And that's why True Unit Size doesn't work with any mod that adds units to the game. Precisely because EVERY UNIT has to be edited separately, one by one.
Void  [author] 30 Apr @ 11:39am 
@SpooNNNeedle @Acastian
The only thing wrong is that it doesn't work at all like "Mirror of Madness" unfortunately. Each unit has to be edited UNITARYLY. In other words, I can indeed put whatever HP I want, but I'm not going to do it because I've already tested it for months before releasing the mod, and in my opinion, this is the best formula, and as close as possible to the Vanilla game.
Void  [author] 30 Apr @ 11:38am 
@SpooNNNeedle
Exactly. If I lower the HP to 1x, it will be ridiculously easy to fight against the AI. And you are absolutely right, every Lord/Hero and monster have their weaknesses, you just have to fight them the right way. People don't understand that doubling/tripling the number of units will inevitably change the balance of the game. It's not as simple as it seems. It took me months to come up with this formula, trying to get as close as possible to the vanilla game at 1x, there is an increase in the mass of the cavalry, a nerf in healing and several other things behind the scenes, so that the game is ok with the increase in units, it is not just a matter of clicking a magic "x2" button, and everything will be working perfectly balanced at x2 or x3. Far from it...
SpooNNNeedle 30 Apr @ 11:02am 
use ranged units on enemy lords, guys. even bretonnia's peasant archers will absolutely shred dragon-rider lords. Very few heroes or lords in the game have missile resistance, those that do are usually also vulnerable to anti-large infantry or artillery.

this mod does pretty much the same thing as Mirror of Madness, he probably can't make a version with lower Lord HP because the two are tied together.

find a damage increase/ranged firepower increasing mod and annihilate Lords that way
White 24 Apr @ 3:32am 
HELLO ! Is this mod working in a multiplayer campaign ?
TouaregNRV 21 Apr @ 6:17pm 
@Acastian Aight, well then let me know if you do release it !
DeathNote 18 Apr @ 11:12pm 
@Touare Yeah I couldn't deal with it. It was too much for me so I actually had to tweak all of the hp of the lords and heroes from this mod myself, It took me almost 2 hours lmao. I don't plan on releasing it yet, because i have to talk to rodrigo first.
I would prefer if he just tweaked this mod himself or made a version that doesn't give lords and heroes double. I would just increase their hp by 2k at most and that's it.
TouaregNRV 18 Apr @ 9:11pm 
I agree with @Acastian, maybe make it so lords and heroes aren't doubled. Maybe give them some more but x2 is way too much
BloodW0lf 17 Apr @ 4:33pm 
it works with reskin mods @Bruin
Bruin 16 Apr @ 11:29am 
wont work with reskin and stat mods
DeathNote 8 Apr @ 8:16am 
can you make the lords and heroes HP not be doubled? It makes them too strong.
BloodW0lf 3 Apr @ 10:16pm 
does this have modded support such as Millennium mod?
RiceFiend 27 Mar @ 7:46am 
it was bro! thank you for telling me that i fixed it again love the mods man!
Void  [author] 27 Mar @ 6:58am 
@RiceFiend
Probably some other mod causing incompatibility, I just checked and everything seems fine.
RiceFiend 27 Mar @ 5:26am 
hey man love the mod but the legendary lords still have the same amount of HP as vanilla
Myrzal 26 Mar @ 1:06pm 
Thank you Rodrigo!
Void  [author] 26 Mar @ 9:25am 
Updated and ready for 6.1
SadMurphy1415 26 Mar @ 9:04am 
You da man!!
Void  [author] 26 Mar @ 8:55am 
Update in progress