Total War: WARHAMMER III

Total War: WARHAMMER III

Updated Ancient_Statue of Sigmar for Thrones of Decay.pack
13 Comments
jasonlawton12345 14 Apr @ 3:51pm 
Will this get an update ??
GreyGhost14 26 Oct, 2024 @ 4:09am 
yeah doesnt work for me
Pfleger Von Yggdrasill 24 Oct, 2024 @ 3:50pm 
CTD, it's outdated now.
sigmars_disciple 5 Jul, 2024 @ 1:58am 
Hey @LzardMan, opened a new thread here - under "Discussions" - with some things I noticed concerning the mods.... Plus (now 2) Empire mods that need fixing, in case any of these tickle you fancy <3

The 2nd mod I found for ya is this: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2972879123
The exact problem (and its fix) is in two of the first 5 comments on the page... so that should be easy. Cool unit too.... What do you think?
sigmars_disciple 4 Jun, 2024 @ 12:49pm 
Updating the thread now, also got 2 small sorta "mech relevant" Empire mods that are slightly out of date, you could prob pick them up, fix and publish....

I do have a bigger idea for 1 of them but right now there's no working version on the Workshop and that might be the most important thing, innit? <3
Decomposed 2 Jun, 2024 @ 2:59am 
Cool!!
LzardMan  [author] 1 Jun, 2024 @ 2:56pm 
I was going to set the unit cap to 1 here and make a submod for the no cap units but for some unknown error submods are not working right now so i decided to make another standalone version with the unit cap. Here is the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3259243085
LzardMan  [author] 1 Jun, 2024 @ 1:28pm 
@sigmars_disciple, I agree with most of what you said. I was thinking of setting a unit cap of 1 and making it exclusive to the Reikland faction since Karl is Sigmar! Hahaha. Anyway, I'll be creating another one with the cap and making it exclusive to the Reikland faction.
sigmars_disciple 1 Jun, 2024 @ 1:17pm 
If the result of leaving it uncapped is that at least 3 vanilla AI factions (the ones I don't play, might also be 10+ factions) could potentially spam this unit at some point early mid game (which we both don't know until we tried it) and in turn, every campaign turns into an unplayable, unfun piece of crap within the first 30 turns then I'd say THAT's "stupid". Sorry to disagree.

90% of the mods you love: balanced. The exact reson why you keep playing some is becoz ppl took the time and effort to balance somewhat. No hard feelings, but with a few thousand hours in this game, I UNDERSTAND I can build only one. Thx, brosef.

If the mod stays like it is, I won't start a hissy fit and accept the author's decision (or make a submod capping it). But PLEASE (attention: metaphor incoming) don't glance at the cover of a Cessna user manual and then tell the dude struggling to keep his NASA shuttle clear of collision w/ you that he "stupid", aight <3 He's not. Thanks, bro
sigmars_disciple 1 Jun, 2024 @ 1:07pm 
Hey @CrazyC

It's absolutely NOT "stupid" to cap it at once by default, which is precisely why I suggested it.
Maybe you're a casual player or never play beyond 10 turns, but this is a SANDBOX game and there THREEHUNDRED FIFTY AI FACTIONS WHO DO STUFF, and ideally they USE MODS.

Following your oh-so-simple summary of things (which honestly is so dumb and short-sighted it just insults my intelligence, bro) would mean that absolutely everything that is in vanilla, everything that's loreful and limited (aka from CA's side EVERY single feature, many in mods too) is wrong. Balancing constantly takes at least 50% of CA's time and effort OVER THE YEARS (!!!) and so it does for modders and us players.

I'm not 15 and want to play "paint the map starting on turn 3 on any diff level". In fact, I HAVE done that until it became dead a$$ boring, after 2 hours.
CrazyC 1 Jun, 2024 @ 12:37pm 
@sigmars_disciple I mean if you want it to be capped to 1.... just build 1... its a singleplayer game so do what you want, stupid to cap for everyone else...
sigmars_disciple 1 Jun, 2024 @ 12:15pm 
Check the "Discussions" tab where I've invested some time to pitch you how you could keep expanding your little series, while 100% creating value for everybody AND having full permission from the authors to use whatever you want and upload it ALREADY.... <3
sigmars_disciple 1 Jun, 2024 @ 12:13pm 
Bro, you read my mind with this. I liked this mod but was also pretty sure it can't work anymore (I think last working was 4.1 or 4.2.... surprisingly long though HAHA). Cool that you made us able to run this again.

I don't want to be a killjoy nor am I part of the patronizing "lore police", but as much as I love having a mod like this in a campaign, I do think a totally unique and special unit like this should be exactly that: limited to ONE, maybe somehow with an additional requirement fulfilled up to THREE across all armies. The same might be true for the Iron Colossus by Snek and whatever the most powerful, largest unit from the Automatons unit is. What's your take on CAPS?

Totally up to you, just improvement suggestions that I think will benefit more than they can hurt.