Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Roster - Dwarfs - SFO
56 Comments
CYLMT Riven  [author] 2 May @ 12:31am 
@< blank > I dont think my individual submods are compatible with the compilation. You would have to wait for me or one of the other ER submod guys to release a submod for specifically the compilation. I cant fix any bugs that this causes when used with the compilation and not the individual mod this is made for.
< blank > 1 May @ 10:39am 
i use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3314618468 faced with the problem of launching sfo submods, gnomes are working, empire is not, although they are updated on the same date.By running only the empire's submod, I also get a crash.
Bodya Pavuk 5 Apr @ 9:50am 
thx for your work!
CYLMT Riven  [author] 21 Mar @ 7:21pm 
@Clopperz Noted. Ill take a look when I have time. Ive been really busy at work and havent had time to touch any of my submods but im trying to plan some time soon to fix any problems the submods have from recent updates so rest assured i will eventually fix any issues people report. Thank you for using my submods!
Clopperz 20 Mar @ 3:28pm 
i noticed drakefire pistols has just 5k hp is thi inteded? great mod, love this :steamhappy:
Ryougi Shiki 18 Mar @ 9:35am 
Thanks a lot for submod!
CYLMT Riven  [author] 14 Feb @ 3:44pm 
@*****Matt In the description I explain why those units are low count. I adjusted their stats to perform for their role. Prospectors are for early sieges and destroying walls. Old Guard have much better stats than hammerers therefore there’s only 20 of them. Deco had them like this in the vanilla mod. My job as a submodder is not to change the original work but to interpret it into sfo. For me that means I take what deco has intended for his units roles in the game and do my best to make them work in sfo. I’ll look over their stats again when I update this mod but I don’t think I will be making them like miners or hammerers cause at that point there is no place for them to be used. It would be the same as having another miner unit or another hammerer unit and that seems redundant to me.
*****Matt 13 Feb @ 5:07pm 
question: are the units supposed to scale with settings? Prospectors have 32 men per unit, and my miners are 100 men per unit. 20 Old Guard per unit versus 80 hammerers. Thanks!
Buffalo 3 Oct, 2024 @ 3:20am 
Possible to have a SFO submod for expanded Beastmens please? :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874672190
Tevesh 20 Sep, 2024 @ 7:45am 
Tbh miners (and a few of their equivalents on some other factions) are a very polarizing unit, it feels as if grenadiers should be a higher tier elite unit and not a t1 chaff that is mostly good at clearing other t1 chaff. Maybe CA didn't want to bother cause the grenade mechanics are janky af.
CYLMT Riven  [author] 7 Sep, 2024 @ 11:52am 
Don’t worry about leaving a bunch of messages I appreciate all feedback.
CYLMT Riven  [author] 7 Sep, 2024 @ 11:08am 
How I see it. If I end up making them better than miners there would be no reason to have miners. If I change them from what deco had their purpose as then they would no longer be needed for any specific reason since the dwarves have plenty of early game front line units that already fill the role of “better than having miners” as they are being used to siege settlements and being capped so you can’t spam them in every army. I feel this way they fulfill a need early game for siegeing but at the same time aren’t replacing anything you would already be putting in your army. =)
CYLMT Riven  [author] 7 Sep, 2024 @ 10:28am 
@Noximilien L’horloger if I remember correctly. Deco had them as a special niche wall/structure/tower destroyer. They aren’t meant for combat. They are meant for sieving and destroying walls. Compared to regular miners they should do like 10x wall dmg and I’m pretty sure have the “can siege” attribute so you wouldn’t need equipment to do a battle against a walled settlement with them in your army. I tried to keep them faithful to what deco intended them for. If this clears anything up for you =) I’m not sure why deco has goblins/orcs seperate.
Noximilien L’horloger 7 Sep, 2024 @ 9:55am 
added to all of this they are capped as well, they feel like they are supposed to be a top tier unit, which they arent right now
Noximilien L’horloger 7 Sep, 2024 @ 9:54am 
yeah they have similar hp to stuff like irondrakes, butt that unit is way more powerful and a proper ranged unit unlike the prospectors, ive duelled them and irondrakes just wiped them out, so i think it would be good to change them up, sry for the many post
Noximilien L’horloger 7 Sep, 2024 @ 9:50am 
also why do orcs and goblins have separate expanded packs and sfo sub-mods, just interested
Noximilien L’horloger 7 Sep, 2024 @ 9:49am 
i get what your saying butt for a melee unit which has some ranged attack and are very similar to miners with blasting charges they have 1/3 of the hp and units, imo that seems quite low for a unit which is supposed to be better, they dont rly deal more dmg even for the increased cost and being way more fragile, i think to maybe up to 80 units and make them stand out more from miners would be nice, anyway good job, good luck and have a nice day
CYLMT Riven  [author] 7 Sep, 2024 @ 5:37am 
@Noximilien L’horloger just so you know my friend. The prospectors and old guard were niche units in decos vanilla version so I wanted to keep them close to what he had. Small but efficient. That’s why they have less health. It shouldn’t be anything less than what the other 32 unit size sfo units have. Let me know if they feel like lackluster to you I can always buff them a little.
Noximilien L’horloger 7 Sep, 2024 @ 12:02am 
nvm then apparently i didnt have the sfo submod for the orcs, still some units feel a bit lacklustre, butt thats not a mod not working, good job and keep it up
Noximilien L’horloger 6 Sep, 2024 @ 11:47pm 
prospectors having 5600 hp, seems rly low even for a 32 man unit which isnt much stronger on the bombs than regular miners w charges
CYLMT Riven  [author] 6 Sep, 2024 @ 10:41am 
@Noximilien L’horloger could you give me an example? I just checked the dwarf units stats and they are all fine for me. So im not seeing these "Wrong values" you are talking about.
Noximilien L’horloger 6 Sep, 2024 @ 7:12am 
heyo, it seems all your sfo submods are not working as their values are wrong, most if not all of them have less hp then base units in SFO, likely the last patch broke your mods, pls update ty very much so i can use this again, bcs right now i can use any unit from the expanded rosters
Buffalo 27 Aug, 2024 @ 4:40pm 
i mean a compilation not collection, all in one mod
Buffalo 27 Aug, 2024 @ 4:39pm 
The Beastmen mod need an sfo submod, also there are now a full expanded roster collection, could be nice to have an all in one sfo version also :)
CYLMT Riven  [author] 27 Aug, 2024 @ 3:41pm 
@Sorter what part needs update?
Sorter 27 Aug, 2024 @ 12:49pm 
Looking forward to the update!
Buffalo 17 Aug, 2024 @ 7:38am 
thanks <3
CYLMT Riven  [author] 16 Aug, 2024 @ 2:09pm 
@Buffalo Ill take a look when I get the time. =)
Buffalo 16 Aug, 2024 @ 4:00am 
Possible to make an sfo submod for beastmen please? :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874672190
CYLMT Riven  [author] 26 Jul, 2024 @ 8:39pm 
@Migstar117 Thank you. :steamthumbsup:
Migstar117 26 Jul, 2024 @ 8:31pm 
hey, thanks for making this mod! sub modders like you keep the unit modders connected with those of us who only play SFO! ;)
Bob Slungo 26 Jul, 2024 @ 7:05pm 
nevermind i understand now
Bob Slungo 26 Jul, 2024 @ 7:04pm 
or sorry the dreadnaught
Bob Slungo 26 Jul, 2024 @ 7:03pm 
i still cant find the juggernaugt anywhere
Bright 20 Jul, 2024 @ 7:10pm 
understood nice work dude.
CYLMT Riven  [author] 20 Jul, 2024 @ 7:07pm 
same with the Old Guard. I didn't want to change them too drastically so as to keep them inline with Deco's original vision for the units.
CYLMT Riven  [author] 20 Jul, 2024 @ 7:05pm 
@Bright I increased their unit count and buffed them compared to their vanilla version. Quite significantly at that. Decomposed had them as low unit count and low stats. They have a special ability to damage walls and also have the "siege units" checkbox which means you dont need siege equipment.
Bright 20 Jul, 2024 @ 7:05pm 
ok its my bad they do have the stat but some mod conflict caused the issue. sorry my dude
Bright 20 Jul, 2024 @ 7:01pm 
they are too weak lol.
Bright 20 Jul, 2024 @ 6:59pm 
the prospectors unit count is low , is that intended?
CYLMT Riven  [author] 20 Jul, 2024 @ 6:57pm 
@Bright I can try increasing their Hp but they were a weird unit to begin with considering they are just miners but low unit count. I think their main purpose is for sieging settlements and breaking down walls not to be used in combat.
Bright 20 Jul, 2024 @ 6:56pm 
np dude great work btw.
Bright 20 Jul, 2024 @ 6:54pm 
and the prospectors have too low hp to hold against single entity units
CYLMT Riven  [author] 20 Jul, 2024 @ 6:47pm 
@Bright Thank you for letting me know I will fix it tomorrow.
Bright 20 Jul, 2024 @ 6:46pm 
hammers dual weapons are missing the resilience stat
srrrg 12 Jul, 2024 @ 11:36am 
you the man!
CYLMT Riven  [author] 10 Jul, 2024 @ 11:35pm 
@greensmegandham I fixed the entity issue should be all set.

@charlesklimper I indeed forgot to change the campaign starting cap to 0 instead of -1 so it was like the caps didnt exist xd. I fixed this issue. Should be all set.
CYLMT Riven  [author] 10 Jul, 2024 @ 4:31pm 
@charlesklimper thank you for letting me know. I’ll check it later when I get the chance. I did this very quickly last night from like 12 - 4am so I’m sure I probably made a mistake.
charlesklimper 10 Jul, 2024 @ 3:42pm 
@CYLMT Riven
Thank you for answering my question. Sorry to bother you again, but it doesn't seem to be enforcing the unit caps? It's probably my fault, but I just thought I'd note it. The buildings mention a cap for the Expanded Roster units, but when recruiting it isn't enforced. Thank you for all your work with all these submods.