Total War: WARHAMMER III

Total War: WARHAMMER III

Marks of Chaos.pack
27 Comments
Wandering  [author] 31 Mar @ 10:34am 
Updated
Wandering  [author] 22 Feb @ 11:50am 
HotPizza87 - Of course, I will try to update this mod, but unfortunately I have neither the time nor the desire to calculate the tables of the units you described.
HotPizza87 19 Feb @ 2:53pm 
How are those changes coming? I'm following this mod, checking every so often what you're doing with it so I can play it when it's ready
Wandering  [author] 18 Feb @ 8:43am 
Mikeru - thank you for liking my mod!) Yes, I will try to update this mod, since this mod is one of my favorite works
Mikeru 16 Feb @ 8:35pm 
love this mod and hope you keep it updated
HotPizza87 7 Dec, 2024 @ 9:52pm 
Marauder Hunters of Slaanesh need to be given the Mark of Slaanesh, Immune to Psychology and 5% physical resistance.
Marauder Hunters of Nurgle need HP to go up to 6600 and they need Hide (forest).
Marauder Hunters of Khorne need 20 more armour (matches their Furies and Horsemen).

All of the marked Marauder Hunters need more upkeep. Use the same percentage increases vs Undivided Marauders that CA's marked Marauders use. Eg Undivided Marauders 94 upkeep, Marauders of Slaanesh cost 112, so for the Hunters of Slaanesh you'd go +19% which is 164. Given that's quite high for a Hunters unit you'd also match them up with the Undivided ones to have Shieldbreaker and armour piercing. Also I don't know why you made their melee combat stats significantly worse than the other ones.

I'll leave it there, plenty to be getting on with!
HotPizza87 7 Dec, 2024 @ 9:33pm 
I could be wrong on this stuff because it's possible the version I've downloaded from Steam isn't the current one I've had that issue before with other mods.
HotPizza87 7 Dec, 2024 @ 9:32pm 
One more thing. The Warhounds of Tzeentch and Slaanesh you made were not given vanguard deployment, whereas all of CA's Chaos Warhounds do have it. I'm also not seeing any physical resistance or 5 more speed on the Slaanesh one. You've given both of them 100 upkeep, but CA's Warhounds of Khorne and Warhounds with Poison have 113 upkeep, so basically 13 more upkeep should go on the Tzeentch and Slaanesh ones.
HotPizza87 7 Dec, 2024 @ 9:23pm 
I think there's also a potential issue with your upkeep pricing on the marked Aspiring Champions. You priced them the same as the Undivided ones, but they should all be more expensive than them because they all have clear advantages over them, especially considering they can all get the same buffs from the tech tree which include barrier and regeneration.

That's another issue as well. Why would Aspiring Champions of Nurgle be able to summon Pink Horrors? Why would Aspiring Champions that are not Undivided or of Khorne be able to get Hellblade. And so on. So change the tech tree to match up those mark-specific abilities to the Aspiring Champions of each mark as well as the Undivided ones (whose key advantage over the marked Aspiring Champions is that they can get all 4 abilities).

I hope you find all this is constructive. That's the intention.
HotPizza87 7 Dec, 2024 @ 9:16pm 
Quite a big issue with the Chosen of Khorne (Halberds) you made is that they have 7200 HP but the other two Chosen of Khorne which CA made have 10480! Weirdly, the Chosen of Khorne Halberds you made have less HP than CA's Warriors of Khorne (Halberds) which have 9000 health.
HotPizza87 7 Dec, 2024 @ 9:13pm 
Chosen of Nurgle (Halberds) need to have 11440 HP to match the other two Chosen of Nurgle variants.
HotPizza87 7 Dec, 2024 @ 9:11pm 
The Aspiring Champions of Slaanesh need 5% physical resistance and 5 more speed, which is also true of the Chosen and Warriors of Slaanesh (Halberds) you implemented. Try to match up what with CA did and you can't go wrong. Obviously they will rejig stats every so often and get things wrong but it's a good baseline and the various properties of the Marks of Chaos will probably never be changed.
HotPizza87 7 Dec, 2024 @ 9:08pm 
The Khorne Aspiring Champions need 10 more armour to be consistent with their Chosen bros, and with the Mark of Khorne they need to have Frenzy, which they don't have.
HotPizza87 7 Dec, 2024 @ 9:06pm 
With the Aspiring Champions you implemented none of them have shields either. The Undivided ones do. I think that makes sense for them except the Slaanesh one. It has no shield but all their Hellscourge variant Chosen, Warriors and Marauders have shields. So a silver shield makes sense there because the Chosen ones have it. Also they lack poison, whereas all the other Hellscourges have poison. I'm assuming they are Hellscourges because it says Whip Infantry on the unit card.
HotPizza87 7 Dec, 2024 @ 8:59pm 
There's a similar issue with your Aspiring Champions of Nurgle, which have the same health as CA's Undivided ones. Any unit with the Mark of Nurgle should have more heatlh than the others. A comparison: CA's Forsaken of Slaanesh (8000 HP) vs their Forsaken of Nurgle (8720 HP) or 100 per model vs 109 per model, so 9% more health. Aspiring Champions 9856 HP or 616 HP per model. If we went 9% more health on that for the Nurgle ones, they'd have 10473.04 HP or 671.44 HP per model, so you'd probably make it 10744 or 671.5 per model. Obviously this is all on Ultra unit scale.
HotPizza87 7 Dec, 2024 @ 8:46pm 
The Chaos Warriors of Nurgle (Halberds) you implemented have 9000 health, the same health as Undivided ones, but the other two Chaos Warriors of Nurgle variants have 9800 health. So that needs fixing.
HotPizza87 6 Dec, 2024 @ 8:57pm 
Just seen this. Brilliant. Gonna give it a whirl.
Wandering  [author] 2 Nov, 2024 @ 9:00pm 
Updated. I updated all the files, so you can not be afraid of crashes...)
HotPizza87 15 Oct, 2024 @ 4:40pm 
Another thing I noticed was the Chosen of Khorne Halberds doesn't have a unique unit icon and uses the Warriors icon but the other gods' Halberd ones do so that's something which would add some polish.
Wandering  [author] 15 Oct, 2024 @ 11:35am 
HotPizza87 - thanks for the mistakes and comments!) I'll fix them in the next update...)
HotPizza87 14 Oct, 2024 @ 2:46pm 
Also, the other Slaanesh units you added were given 10% physical resistance which doesn't match up with the 5% CA's Slaanesh units are getting.
HotPizza87 14 Oct, 2024 @ 2:41pm 
5 more speed on the Slaanesh ones as well
HotPizza87 14 Oct, 2024 @ 2:37pm 
Some feedback on warhounds. While I'm glad you've added in marked warhounds, you didn't add all the features of the various marks. For example: 5% physical resistance for Slaanesh, barrier on the Tzeentchian ones, more HP/slower/more defence on the Nurgle ones, more armour and Frenzy on the Khorne ones. Also, the Undivided ones have Vanguard Deployment, but your marked ones don't! Hopefully you will correct this!
Wandering  [author] 3 Oct, 2024 @ 9:04am 
HotPizza87 - glad to hear that you liked this mod...) Although of course it is far from ideal (only some units need to be reskinned, and also Nurgle units need to be added to the recruitment system of the Nurgle race), nevertheless I think that this is approximately how the division of units into Chaos Marks should be...)
HotPizza87 3 Oct, 2024 @ 8:27am 
In any case it's a great mod which has greatly improved my Chaos experience (Archaon)
Wandering  [author] 3 Oct, 2024 @ 8:08am 
HotPizza87 - sorry, but I doubt it. I also can't add Nurgle units to the Nurgle race, because they have a very complicated recruitment system. I also didn't add all these units to the Chaos Daemons race (Daniel), because I think that mortals shouldn't be part of the Chaos Daemons race.
HotPizza87 2 Oct, 2024 @ 2:53pm 
Will these units also be in garrisons?