Total War: WARHAMMER III

Total War: WARHAMMER III

updated_unique_battles.pack
18 Comments
Illegal FQ 5 Mar @ 11:19pm 
update... at all?
LEGION-V 29 Sep, 2024 @ 1:35am 
Hi, there is an opportunity to update, the game does not start.
Arker 26 Aug, 2024 @ 6:26pm 
currently outdated and would cause game crash
Phoenix_Nirvana 22 Aug, 2024 @ 3:51am 
broken, update ,plz
Mumm-Ra 20 Aug, 2024 @ 3:51pm 
I second @Krakenous. That Campaign Map events(English) has been abandoned. Scab it and make it better. That's the best thing about modding, making stuff better.
Krakenous 20 Jul, 2024 @ 3:04am 
I would absolutely LOVE these to be expanded, especially for TOW map. There is so much opportunity to add unique things to the campaign map, same with regards to this mod that's not been updated in a long while: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3000775009&searchtext=map+event

ANYTHING like this, IMO is what enhances the flow and feel of the game so much more...events just happening on the map, markers, scripted battles etc. I really wished more people explored this mechanic
Stigro 3 Jul, 2024 @ 9:42pm 
any plans for IEE compatibility?
Burnin 7 Jun, 2024 @ 7:27am 
Thank you for the update!
Did you just copy the description of the mod, or do you really plan to develop it?
LzardMan  [author] 6 Jun, 2024 @ 4:42am 
@EggOnLegs, Its Working Good.
EggOnLegs 6 Jun, 2024 @ 2:06am 
Working or best to avoid for now?
sigmars_disciple 4 Jun, 2024 @ 12:14pm 
I'll try to fill in a preliminary unit selection in the thread now, but reserve the right to still make changes. ;) Just so you can have a go if you find time <3
sigmars_disciple 4 Jun, 2024 @ 12:12pm 
So I guess that part is much improved in the sense that there's more of a challenge for player and AI. As each tech needs multiple turns, there's no way a user can Impressive, large mod, Quite a few things seem shaky/buggy but it's never the units, it's just all the stuff outside of the core content. When all those changes (tech, garrison, lords, there might be changes to replenishment, campaign movement etc. There's some really odd changes to starting armies, lords, heroes of God-knows-how-many-factions and all kinds of stuff.

Did you have a look at the .pack file? It'all prob quite large <3 Throw 95% out, bro. We just need 8-10 units, their built-in shooting types and abilities (like doing a Bayonet charge, deploying stakes or deploying a sand bag barrier, exactly as it's implemented....) and that's it. I'll give you my unit selection ASAP in our thread <3

Sorry for offtopic! LOVELY MOD WITH CHALLENGING EPIC BATTLERS here! THANKS for bringing it back, @LzardMan <3
LzardMan  [author] 4 Jun, 2024 @ 12:10pm 
@sigmars_disciple Sounds like alot of work hahaha
sigmars_disciple 4 Jun, 2024 @ 12:08pm 
In other words: You can't even build a small tank until you don't have the tier 3 building for tanks (I think that part is expected and tier 3 is prob the lowest tier I could imagine for anything "tanklike" but anyway: Now, all tier 3 and upwards buildings require having researched certain technologies, there's quite a few of them and to get to smth like "motorized warfare" (which unlocks some trucks at levcel 3) you also have to research 3-4 other items before, mandatory
sigmars_disciple 4 Jun, 2024 @ 11:59am 
Cool to have this back! God this game would be so good if all LLs from vanilla and all modded LLs could have "quest battle style" battles like this.... And not just 2 of them (like some LLs have 2 quest battles and others 5, but what really irks me is that half of the time, I think CA just "forgets" them and then never even tries to fill in the gaps

These are noticeably harder than most quest battles though ;)

Thanka! BTW I worked my way through about 70% of the Millennium mod by now. The recruiting is relatively straightforward (there's basically their own 4 buildings for all their units, so once again no interest to do things "Vanilla style" - but they do have a better (& slower progression up the tiers due to LOTS of different, also mod-exclusive techs that unlock the different tiers of buildings.
Guamjedi 4 Jun, 2024 @ 8:47am 
@LzardMan AI attacks settlements as normal, things seem to be working A-OK, lucky day.
LzardMan  [author] 4 Jun, 2024 @ 7:34am 
@Guamjedi feel free to try it now and see if its still bugged.
Guamjedi 3 Jun, 2024 @ 10:26pm 
This sounds absolutely radical, can't wait to try it once the attacking bug is ironed out.