Total War: WARHAMMER III

Total War: WARHAMMER III

True Champions of Chaos - SFO Version
32 Comments
Cerb  [author] 12 May @ 2:24pm 
No worries mate, im glad youre enjoying it :)
Beast of Bedtime Tales 12 May @ 7:41am 
Oh! Missed that one because i selected just from your "sfo realism and depth" collection. I should have looked through your workshop instead, thanks for the correction :). And after playing SFO with your mods i totally understand why you are focusing on modding SFO instead of vanilla, it's so much better.
Cerb  [author] 11 May @ 6:39pm 
So i just tested it with dying races, this mod and SFO only, and lothern sea guard was still 60 men. Are there any other mods youre using currently? Are you using my SFO cap change mod for example? If so, you may need to use the compatibility patch - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3279250374
Beast of Bedtime Tales 11 May @ 6:24pm 
This mod is incompatible with your dying races sfo mod. So far, the bug ive noticed is lothern sea guard getting 100 entities instead of 60 like they should with dying races. Out of many of your mods im using, i isolated the incompatibility to this mod.
Cerb  [author] 10 May @ 3:52pm 
Thats a cool idea, ill look into it and see how possible it would be, thanks :)
Mann 10 May @ 1:50pm 
Hi @Cerb, I'd like to suggest you review the skaven and how they are implemented, Plague Monks to be more specific. In general, Plague Monks were a rarer species and appeared on the battlefield one by one, and often one appearance was enough for the whole army to start dying and decaying, so corrosive and deadly diseases are carried by a Plague Monk. In SFO they are just like fanatics with high attack and low defence, glass cannon indeed. And I noticed that you've implemented this in general and partially in the Chaos Warriors of Nurgle, which on contact inflict a squad damage by a curse, so, is it not possible to do the same for the Skaven, but on a small area? Including it would be possible to make it so that the damage is inflicted in general to all and allied units if they are not the same plague.
VANDALON 1 Mar @ 1:43pm 
Roger that, bro. I'll try to test it in diferent ways. Thank you for this mod!
Cerb  [author] 1 Mar @ 12:58pm 
Nurgle has higher health and much higher ap damage, also has regen in melee combat. Slaanesh has melee reflection and an ability that turns them from low damage to very high damage instantly, so you can choose between tanks and glass cannons.

A lot of stats have been changed to make each gods units feel different, unlike in the base game where theyre all basically the same.

Khorne is definitely not the best, unless youre talking about speedclearing chaff :D
VANDALON 1 Mar @ 7:50am 
Hi, I have a question: Why are Khorne's Chaos Warriors clearly stronger than all the other Chaos Warriors? Why do Slaanesh's warriors have such low melee damage? And why do Nurgle's warriors have so little armor?
Death1565 1 Jul, 2024 @ 9:04am 
Ok ill try it later
Cerb  [author] 30 Jun, 2024 @ 8:16pm 
Yep, anyone with the skill, if you end up giving a test would appreciate feedback to tweak, though i cant control it too much
Death1565 30 Jun, 2024 @ 7:56pm 
Cool. Slaanesh warriors including knights and chosen?
Cerb  [author] 30 Jun, 2024 @ 6:15pm 
Got the ai to use the skills for this and the vamp mod, its pretty basic but theyll essentially use the offensive skill when over ~70% morale, otherwise theyll be defensive.
Cerb  [author] 29 Jun, 2024 @ 2:30pm 
They are rough to fight against without abilities already tbh :D Slaanesh ones just refuse to die
Death1565 29 Jun, 2024 @ 11:17am 
Worst case scenario you probably just have the skills reflected in the base stats for the slaanesh warriors.
Cerb  [author] 28 Jun, 2024 @ 2:54pm 
Yeah you're right, gotta do some testing :)
Death1565 28 Jun, 2024 @ 12:45pm 
Ya bro bro. No problem take your time. I think its also the same for your blood dragon mod.
Cerb  [author] 27 Jun, 2024 @ 8:18pm 
Yeah, ive been experimenting a bit more with ai usage of abilities, trying to get them in a good place, will hopefully have a fix soon :) thanks!
Death1565 27 Jun, 2024 @ 7:04pm 
Hi great mod an i love it. Once thing i noticed though for the slaanesh warriors their special ability doesn't work when facing them. Which kind of makes them at a disdavtange when I face them.
Cerb  [author] 22 Jun, 2024 @ 12:44am 
Thanks mate, glad youre enjoying :)
I Have No Enemies Brother 22 Jun, 2024 @ 12:24am 
@Cerb

I will definitely give it a try later!

I totally get it. You have so many awesome mods but not all of them will work together perfectly all the time. And please no apology! Thank you for such flavorful, fun changes you have implemented into the game :D
Cerb  [author] 21 Jun, 2024 @ 11:59pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3272733626

Try this and see if it fixes it, really sorry about the issue, getting hard to keep everything compatible!
Cerb  [author] 21 Jun, 2024 @ 11:54pm 
Ahh that would make sense, hmm. I have my own personal balance mod that fixes that, ill make it into a small mod to use alongside? lol
I Have No Enemies Brother 21 Jun, 2024 @ 11:45pm 
@Cerb

I wanted to see if I could find out issue myself. I used Prop Joe's mod manager to narrow this search down. Realized it was your SFO unit cap mod. Turned it off, and the chosen units of all chaos gods and undivided and chaos warriors of all types as well now have proper unit stats as described above. Could it be that the caps of the following mod don't follow the same unit cap style such as that of the chaos dwarfs in your vanilla unit cap mod which may be causing issue? The old author of the original unit cap mod once said his style of caps override unit stat changes. Is your SFO caps mod still based off of that old style of caps? Because your vanilla style caps mod seems to work perfectly fine with unit stat changes.

I hope this helps. If you want me to still send mod list just give me a little pointer on how to do that because I'm a bit of a noob haha :D

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2949539630
Cerb  [author] 21 Jun, 2024 @ 5:53pm 
Did a balance update, reduced nurgle regeneration, made it while in melee only, made rot knights take more damage in melee.
Cerb  [author] 21 Jun, 2024 @ 2:11am 
i sent you a friend request, send me your modlist and ill have a look
I Have No Enemies Brother 21 Jun, 2024 @ 1:31am 
@Cerb

I can see it in the custom battle menu unit selection. Undivided are all okay (chaos warriors and chosen) but any "marked" chosen have 40 unit count and health above 20,000. As for marked chaos warriors it seems Khorn follows models of 40 rule except all other "Marked" chaos warriors for other gods have models being 80.

Reflects in campaign too.

I am usually very careful with my mod list. I don't see anything having this reaction of weirdness but if you don't see it then it is definitely on my end lol

Love this mod though cause its super sick :)
Cerb  [author] 21 Jun, 2024 @ 1:18am 
how many models are in the unit? should be 40 for warriors 24 for chosen
I Have No Enemies Brother 21 Jun, 2024 @ 12:59am 
@Cerb

On my playthroughs it seems warriors of chaos for slanesh, nurgle and tzeench have tremendous health compared to others. Have you noticed this? Like nurgle chaos warrior has like 32,000 health lmfao.

It must be something on my end but I just wanted to see if you notice it too.
Cerb  [author] 16 Jun, 2024 @ 6:24pm 
Finished the balance pass, looking good :)
Cerb  [author] 16 Jun, 2024 @ 2:17am 
They also have 40-50% ward save :) im in the middle of doing a balance pass over it for sfo to more finely tune, should be dine in the next couple of days :)
Death1565 15 Jun, 2024 @ 7:23pm 
Thanks. For the nurgle marked units are you thinking of raising their health more. Since in the mod the have the same health pool as the other chaos troops.