Total War: WARHAMMER III

Total War: WARHAMMER III

Dawi Thunder SFO Submod
24 Comments
蓝毛键盘手 2 Aug @ 3:04pm 
@Fahey :gng:
蓝毛键盘手 2 Aug @ 2:42pm 
hello bro, Quarry Clearers and Gyrocycles no ammunition:show 0,cant shot.:bbtcat:
Nova015 18 Nov, 2024 @ 10:18am 
Needs an update.
cryohellinc 6 Nov, 2024 @ 11:58am 
Please update.
Branchez 18 Sep, 2024 @ 6:37am 
Yeah, would be nice if you could update the submod :) Thanks!
Buffalo 18 Sep, 2024 @ 4:49am 
@Fahey Crash since the last update maybe because sfo mod is now obsolete, can you update it please? :)
Blitzred 2 Sep, 2024 @ 5:30pm 
Noticed a minor bug, with this mod on the Iron Thunders sheath the axe gun things and proceed to punch their way in melee - which is kind of amusing in its on right (looks like they're trying to do 2 h ax swings like the 2h quarlerers animation in melee)
LimeUser 1 Sep, 2024 @ 11:19am 
Crank gunners don't seem to be scaled to SFO irondrake stats/passives and githammer torpedos have 40 less armour and also has alot fewer passives
Also mountaineers seem to be missing the "woodsman" passive to be like other rangers
LimeUser 29 Aug, 2024 @ 5:17am 
Expeditionaries and mountaineers don't get ranger tech bonuses and possible no bonuses from Belegar ghosts and eight peaks
LimeUser 29 Aug, 2024 @ 5:16am 
Also looks like alot of gun units are not getting thunderer tech bonuses
Those that count as hammerers or irondrakes seem to get their tech bonuses as they should
LimeUser 29 Aug, 2024 @ 5:10am 
There seems to be no infantry gyrocarrier in campaign and looks to be unbalanced for SFO in the battle menu
Fahey  [author] 13 Aug, 2024 @ 12:17pm 
I'm still working on Caps. Just taking me long than I thought
neverending 28 Jul, 2024 @ 7:40am 
Thanks for this, there are some great units in this mod and getting it all in tune with SFO also is a big task given all the table edits you have to do.
Alan 24 Jul, 2024 @ 10:27am 
Thanks!
Fahey  [author] 23 Jul, 2024 @ 8:40pm 
@Alan I'll get faction caps on as soon as I have time to work on it.
Alan 20 Jul, 2024 @ 7:27pm 
It feels wrong to have T3, T4, and even T5 units available without unit capacity and with only a T3 building needed. Can you add coding necessary to use the SFO faction caps, and put the T4/T5 capacity in the foundry or smithy T4/T5 buildings? Otherwise I'm just going to fill all my armies with Silversteel dudes. I can already feel it.
AlphaAmpersandOmega 6 Jul, 2024 @ 2:26am 
Thank you, I had like 3 submods in my collection that were all outdated, this one scratches that itch <3
Videogamer40000 27 Jun, 2024 @ 3:50am 
The units do seem to be a bit better now. I would like to ask what stats something like the Bombard has for you, just to be certain that mine aren't different due to a mod conflict or some other error. On my side, they have less health than the Empire's mortars and other Dwarf artillery like the organ guns, grudge throwers, etc. The missile strength is a bit strange since the unit browser lists it completely differently than in an actual battle. In battle, it is listed much lower than most other artillery, which looks to mostly be due to the reload speed being rather slow.

Overall, I think things are looking better. I want to reserve most of my opinions on balance since I haven't gotten extensive time to play with the units, and I'm not quite sure when I will be able to.

Thanks again for the submod.
Videogamer40000 26 Jun, 2024 @ 9:55pm 
I will have to take a look at the current stats to offer my opinion on how the units handle compared to other SFO units. Thank you for your updates and efforts with the mod.

I will leave my thoughts in another comment once I get to look at the units a little bit.
Fahey  [author] 26 Jun, 2024 @ 9:39pm 
@Snek, Thank you so much. You make amazing mods and Ive learned alot from just looking at your mods in rpfm. You're amazing.

@Videogamer40000, I buffed most units health because I agree they were a bit lacking. I also buffed some stats, but honestly in most of my testing after tuning their health they seemed to be close to over preforming. Is there any units in particular that were under preforming for you? I will try to fix the artillery being able to select fire mode the next chance I get.
Videogamer40000 24 Jun, 2024 @ 9:25pm 
I noticed some of the units's stats seem a bit low when compared to other SFO units. From what I can tell, it doesn't look like there is a stat change from the base Dawi Thunder mod for at least some of the units. Also, some of the artillery pieces are missing the ability to swap ammo like they can in base Dawi Thunder. Assuming you made the changes, there might be some sort of error causing them not to register.

I tried to see if the problem is on my side, but I can't find anything that indicates that, so I thought I would leave a post here. Regardless, thank you for your work.
Snek 23 Jun, 2024 @ 7:05am 
I've updated the Dawi Thunder description to link to this as the SFO submod.
GRANDTHEFTWALRUS 22 Jun, 2024 @ 10:43pm 
Bless up!
夜空 19 Jun, 2024 @ 10:51pm 
thank you