Total War: WARHAMMER III

Total War: WARHAMMER III

Nanu's Dynamic Regiments of Renown (Beta)
1,122 Comments
Helion Halion 17 Jul @ 9:13pm 
@Demonk They are suppose to be something you earned :x
Go fight the vampire count and you will see :>
Demonk 16 Jul @ 7:04am 
Thanks Nanu, will do that.
Hampamatta 16 Jul @ 12:56am 
upgraded Shadow walkers dont seem to work properly. they have gotten anti infantry ammo and multi shot but niether unit has those modifiers. the regular stat increases work as intended tho.
Nanu  [author] 15 Jul @ 12:37pm 
@Demonk I use it every day and can confirm that it works as intended. Adjust your settings in MCT if you want to increase the chance of getting a Dynamic RoR
Demonk 15 Jul @ 11:33am 
I never get a second ROR beyond the first one for the first fight anymore. Can anyone confirm this mods works as intended?
Sun Tzu 13 Jul @ 4:01am 
Amazing mod but it is possible for heros to get the regiment perk thing. Like they have the blue armor thing and get buffs but it shows the effects only when i start the battle until then there is only the armor icon on the unit card
Nanu  [author] 9 Jul @ 7:38pm 
@Polochon You can use MCT to adjust the settings to your preferences. By default the criteria is high so you won't see Dynamic RoRs often until you start to get veteran units and fight harder battles
Blissblessed 9 Jul @ 11:48am 
Brilliant indeed!

May i humble hope for vampire counts faction?
Polochon 8 Jul @ 7:23pm 
First of all THX for your mod !!!
But since sometimes i've got an issue when i play a dwarf campaign everithing works fine but i quit the game and and take back the save the mod don't work anymore i hace to manually ROR the unit .... I've experiment the same with elves....
PoukaPoukapou 7 Jul @ 3:22pm 
Hello, I have made a Submod for your mod.
For now it add the classics RORs of the Empire, the elector counts units and amethyst units, I planned to make all classics RORs
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3517622213
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3517622213
Nanu  [author] 5 Jul @ 2:17pm 
@PoukaPoukapou Yes, you need an image with the same name as your mod.
PoukaPoukapou 5 Jul @ 1:39pm 
It's because I need a image with the mod
PoukaPoukapou 5 Jul @ 9:47am 
Ok thanks 😀
Nanu  [author] 5 Jul @ 9:25am 
@PoukaPoukapou Sounds like there's either a problem with your steam connection or the pack itself. Try uploading a test pack with a very tiny edit. If it still gets stuck then you'll need to contact steam support
PoukaPoukapou 5 Jul @ 9:22am 
Yes I have do that but I have a loading circle who turn infinitly
Nanu  [author] 5 Jul @ 9:09am 
@PoukaPoukapou In the total war launcher theres a section called Mod Manager. If your mod pack file is in the data folder, you'll see it here. You need to provide a thumbnail for the mod and then you can click the icon under the Status column. A menu will open and you'll see the option to upload to workshop.
PoukaPoukapou 5 Jul @ 8:58am 
I have create a submode but I dont know how to upload this ^^
Dragon32 5 Jul @ 2:10am 
@Hampamatta
See the FAQ
Hampamatta 5 Jul @ 1:06am 
so are you ever going to implement more races?
Ironhammer 4 Jul @ 3:46pm 
@spulchre That would be because Tomb kings are not yet implemented.
Spulchre 4 Jul @ 12:57pm 
I'm playing tomb kings right now, for some reason it is super easy to get RoR for Spawn of Tzeentch but not for Tomb Kings unit. I only got 3 unit of Spawn of Tzeentch in 1 lord and hudreds of tomb kings unit in multiple different lords. For some reason after hundreds of auto-resolve and manual battle all 3 Spawn of Tzeentch become RoR and not a single of Tomb Kings unit become one. I tried to tweak the RoR kill Requirements to be only 70 kills and still not one of my tomb kings unit upgraded.
Baron Devastator 4 Jul @ 8:06am 
Is there a possibility in the case of the button for fast promotion on RoR to add a restriction in the form of payment ? For example 1000 gold
Nanu  [author] 3 Jul @ 5:07pm 
@nicebagdad You always get one free dynamic RoR at the start of a new campaign. Subsequent rors are granted based on a formula that takes into account the kills a unit makes, their rank, their remaining health, and their cost. By default the criteria is high, but you can lower it using the MCT mod.
Baron Devastator 3 Jul @ 2:29pm 
Maybe a stupit question but this mod also affect an old standard RoR units ?
nicebagdad 3 Jul @ 1:10pm 
I am a little confused about the logic in the mod. No matter what I do, my first battle in every campaign will produce one of your regiments of renown, then I will never get another unit in that army to a ror. Is there some kind of exclusion?
LotLP 2 Jul @ 4:12am 
A funny bug that I noticed this mod has - I had 19 units in my army and fought, with my empire army, another empire army. The unit that had gotten the most kills was my helstorm rocket batteyr, at 650 kills. At the end of the battle, I got a notification that said 'new RoR!' so I figured I'm getting a cool upgrade helstorm - but because I recruited a damaged enemy mortar, that unit became the 19th unit in my army. This resulted in the mortar becoming a RoR instead of the helstorm that actually did the work! Just a funny and extremely unlikely to happen again bug due to the artillery stealing mechanic being very rare.
UndeadTactician 1 Jul @ 7:16pm 
Sorry if this has already been asked but i ain't looking through 1,095 comments to find out.
Will Cathay be added? If so can we get a rough ETA on when they'll be added?
am 30 Jun @ 10:44am 
any plans for cathay?
Vraelion 30 Jun @ 3:25am 
Do you have any plans to add Wood elves?
Nanu  [author] 29 Jun @ 8:36am 
@cheebus weebus I can but I won't. Melee units that get missile damage effects also always get a melee augment as well. They don't lose anything by getting missile stats, and rewriting the mod to separate them would take literal days of work. I have enough on my plate I can't spend 60-70 hours rewriting the mod for a cosmetic issue.
owltiger 29 Jun @ 12:43am 
솔직히 말해서 이 보다 뛰어난 아이디어 모드를 본 적이 없습니다.
노력을 뛰어넘는 성과라고 말해야 할 것 같습니다. 덕분에 제가 행복해졌다는 점을 굳이 말해야 할 것 같네요.
영어로 제대로 감사의 표현을 할 수 없을 것 같아 모국어로 썼습니다. :steamthumbsup:
cheebus weebus 28 Jun @ 10:20pm 
is there way that you can fix so melee only units dont get like missile damage or things like that?
Nanu  [author] 28 Jun @ 9:10pm 
@cheebus weebus I plan to do Dark Elves with the next DLC
cheebus weebus 28 Jun @ 6:28pm 
when can we se dark elves?
[Centurion] Mago 28 Jun @ 11:24am 
Nanu, thank you for your fantastic mod. It has made campaigns much more fun :). Cheers!
JumpOutTheWindow 23 Jun @ 12:26pm 
@Nanu Thanks for the reminder!
Nanu  [author] 23 Jun @ 5:53am 
@JumpOutTheWindow Not at all, but you should know I'm doing an extensive rework for the next dlc that will require you to update the submod
JumpOutTheWindow 23 Jun @ 4:23am 
Hi, I made a beastmen submod for your amazing mod. Would you mind if I upload it with your permission?
Nanu  [author] 21 Jun @ 4:19pm 
@PoukaPoukapou no worries man your english is fine I just didn’t understand what you were asking. I’ve designed this system around enhancing normal every day units to become RoRs, so adding it to special units like vanilla RoRs and Elector Count units is not something I’m interested in. Anyone is welcome to make a submod however.
PoukaPoukapou 21 Jun @ 3:29pm 
Because your systeme is better and I think the base RORs look like weaks in comparaison.
Sorry for my bad english
Nanu  [author] 21 Jun @ 12:43pm 
@PoukaPoukapou I don't know what you mean. RoRs are already Regiments of Renown. Why would I add them to the dynamic RoR system?
Nanu  [author] 21 Jun @ 12:42pm 
@Nefola It is. Reload skill on a melee unit does nothing. What you're seeing is an effect that's shared between several units.
PoukaPoukapou 21 Jun @ 11:56am 
Hello, can you include the RORs ? They look useless because they doesn't have the dynamic ror system
Nefola 21 Jun @ 8:25am 
Hey, Thanks for the great mod, it makes it so rewarding to play with trash units! just a point to note, my cav with no range weapons got a reload skill bonus, not sure if it's intended or not?
Silly Goobau 21 Jun @ 12:47am 
Thanks for the response, I understand why it's enabled. I got the script debug activator, found the error, and then removed it, but the script logs are still generated. Cheers.
Nanu  [author] 20 Jun @ 7:45pm 
@Silly Goobau This mod doesn't enable script logs, it just prints them when script logs are enabled. you have to enable them yourself by editing the game files or using the script debug activator mod. And no, I won't disable them. I need them on for users who experience issues so they can have error logs that I can debug and use to maintain the mod.
Silly Goobau 20 Jun @ 6:18pm 
Could you please disable the creation of script logs? I've tried to look through with rmpf but couldn't find what generates them.
PoukaPoukapou 18 Jun @ 8:12am 
Hello, can you include the RORs ? They look useless because they doesn't have the dynamic ror system
gongoozler 17 Jun @ 5:20pm 
hope updates for Chawi & Cathay
sarumanthecursed 16 Jun @ 9:13am 
Can’t wait for dark elves!