Total War: WARHAMMER III

Total War: WARHAMMER III

Industrial Bretonnia Units
42 Comments
Master Confounder  [author] 18 Jul @ 6:31am 
@Jademan Fiztro1: Yeah sure thing you can upload it, I'll even put it in the submods section on this page whenever you put it up.

Thanks for the love on the mod but I still think some things could he tweaked. Eventually whenever I get the motivation to mod again I will re-release this mod but with better balancing, some removed units, and some new ones.
Jademan Fitzro1 18 Jul @ 3:30am 
Hello, I made a simplified Chinese localisation to your mod. Would you please consider authorising me to upload it onto the Workshop? By the way, this mod is far more balanced than another gunpowder weaponry for Bretonnia mod. The latter one's unit design is far more overpowered than Imperial counterparts. Much obliged for bringing such a decent Bretonnian expansion mod focusing on gunnery.
Master Confounder  [author] 17 Jul @ 9:08pm 
@skull in a toilet: The ability names are edited through the language .loc files, the descriptions are changed in one of the ability tables in the db. I don't remember specifically which ones.

Use Asset Editor for modeling.

I recommend that you download some mods from the workshop and access them yourself in RPFM to see how they were put together.

This vid right here should help you to get started: https://youtu.be/460E6Ww0zto?si=gcljyT8KtmESKTVh
skull in a toilet 17 Jul @ 4:12pm 
im a modder myself, very new, and i wanted to know what files you have to access in rpfm to edit abilities names and effects. also if you could tell me where i need to look for making custom models. thanks, cool mod!
Master Confounder  [author] 20 Jun @ 12:41pm 
I probably should have made it more clear but yeah this mod is unbalanced af. I am not really working on this mod anymore besides giving it some support updates. My future mods shouldn't have a lot of the problems this one has though.
Space_Cowboy 20 Jun @ 10:40am 
Yeah the arquebus and blunderbuss units are trash. Sorry, but their base stats are SO BAD they're not worth using. They automatically lose in melee against everything, trash leadership, not very good DPS... meanwhile the cleric knights are hilariously overpowered.

I like this mod, but I think you need to rebalance it. Buff the missile infantry and nerf the cleric knight RoR because that unit seems practically unkillable when getting healed.
=♥Abby♥= 9 Jun @ 7:09am 
Would be kinda okay if the arquebusiers didnt have such horrendous unit size and range, I get their reload is 3.3 seconds faster than empire handgunners, but that doesnt justify them being 90 units instead of proper 120.
DocHolliday 2 Jun @ 1:35am 
This looks amazing! It sucks your stopping the Renaissance inspired stuff though, we really need more mods to compliment gems like the "Guns of the Empire" mod, it just doesn't make sense that all of the other human factions would be so far behind technologically at that point. Would love something like this for Kislev if anyone ever finds the motivation! Again amazing work regardless!
Master Confounder  [author] 8 May @ 7:11pm 
@丨荒野浪人丨: Thanks, man! Added it to the submods.
Master Confounder  [author] 2 May @ 1:56pm 
@DASSBEAR: Thanks man! I added it to the page!
DASSBEAR 2 May @ 1:04pm 
gave your glorious Industrial units a mod spotlight on youtube! keep up the great work! https://youtu.be/YReDkj0Jb9o?si=amiUPSk4CcojiNfE
Master Confounder  [author] 28 Apr @ 5:56pm 
@GhostDragonz2000: Hey, really appreciate your ideas! However, I don't think I will be implementing any of that since it is way too far outside of my modding skill and how I don't think I will be working on this mod any longer. I just have other projects I want to get to before I add anything to my old projects. I have since changed my opinion on this mod a bit and any future Bretonnian work I am going to do is going to be more Medieval in style. I really like these ideas though and if I do make a new Renaissance-themed Bretonnia mod I will keep them in mind!
GhostDragonz2000 26 Apr @ 5:20pm 
Another idea I had was for the Bretonnian artillery to further complement the Calvary, that being like with TEB's Bronzino's Galloper Guns or TW Millennium, horses could pull the artillery pieces and deploy them/or switch to them. To either run and quickly set up a second artillery position, or preform dedicated hit and runs to bait the AI.
This would be in contrast to a new unit I was thinking of that is a large Bombard cannon in a catapult frame/no wheels that's so heavy it cannot move and maybe just adjust elevation after deployment. For sieges only really, with the smaller artillery pieces and your cavalry to distract while it fires.
GhostDragonz2000 26 Apr @ 3:39pm 
Hi, I had suggestion/idea,

For all the Gunpowder units, maybe using them/buildings on the Bretonnian mainlands or Holy sites could cause a chivalry penalty/subfaction disapproval? I don't know a ton of Bretonnia lore, but I think their Naval ships use cannons because they're not on Bretonnian land (still "legal" to use there though).
So maybe their expedition factions could use more gunpowder units/ could become more reliant on them/buffed or something along those lines. For example I'm using Lily's Repanse the Peasant Queen mod which makes her unable to recruit Knights, so this mod could add an interesting dynamic there.

Just an idea I had to add some interesting choices you or the AI could make.
Master Confounder  [author] 18 Apr @ 4:41pm 
@Inerael: No, they are balanced for current Bretonnian gameplay.

@Ocelot: The Dragoons Harquebusiers are mounted snipers... that's why they have 200 range.
Ocelot 18 Apr @ 4:01pm 
none of the industrial units here should have better industrial capabilities at all more than the empire does and should only ever excel in melee single handedly over a unit they are specialized to fight against
Ocelot 18 Apr @ 3:57pm 
@inerael currently the range of mounted arq is 200 and imperial outriders range is 115
Inerael 13 Apr @ 4:43am 
Hello, looks amazing, I was wondering is this "op" orr pretty balanced please ?
Anyway, thanks you !
ColdflameThe1st 13 Mar @ 10:16am 
Now I want to see a fully napoleonic era bretonnia with bayonet line infantry
Master Confounder  [author] 11 Mar @ 1:01pm 
TSFWoosie4L: I said in the description that the mod was designed to work with my High Gothic Bretonnia Reskin, plus of course this is an Industrial mod, not late medieval obviously.
TSFWoosie4L 23 Feb @ 2:45am 
Love this mod but I wish the gunners and cannons where separate from the knights. The Knights are the only problem I have especially the look of their armor. Maybe if the armor on the knights were changed to reflect a more early or high medieval period that would make this mod perfect asl.
Krypt Rat 23 Feb @ 12:25am 
Bretonnia if it wasnt ruled over by morons
Vagabundo_Noturno 22 Feb @ 11:11am 
Basically the Napoleonic era Brettonia
rme7277 5 Feb @ 2:04am 
The models are cool but this is not Bretonnia...
Master Confounder  [author] 20 Jan @ 10:38pm 
@Dektarey: Say what you want, but Bretonnia in gameplay is probably the easiest faction to walk over.
Dektarey 20 Jan @ 11:49am 
Bretonnia survives because it has the fantasy equivalent of Space Marines.

Grail Knights are so far beyond ordinary humans in every aspect they prop up the backwards thinking rest of fantasy france with ease.

Also, if you have more knights on horses than the enemy has bullets, i'd wager you've got good chances of winning that battle.
I can understand your point of view. Before I learned of Bretonnia I had a similar thought like you. This is not the place for me to go off topic about lore but I want to at least add an answer to your thoughts. Bretonnia is not led by a human king. It is led by an Elven god, whom the kings answers to. One of the most unique out of all gods. It is through her protection and blessings that has kept the faction on par with everyone else. She is the ONLY god capable of appearing physically in the world at will.

Most human factions went to gunpowder & technology. Bretonnia led by Lady of the Lake went towards magic. Again, they were supposed to be fully merged with the Fey. Imagine Green Knight but spread to all their knights, accompanied by Fey creatures from the Fey, all protected by Lady of the Lake. Bullets would do no harm against them. But Bretonnia went unfinished so it only looks weird now. I highly recommend watching The Lady of the Lake video by Loremaster of Sotek & Lawhammer.
Master Confounder  [author] 17 Jan @ 8:47pm 
That's actually sad, I like the whole french style but it just made no sense to me how the Bretonnians can hold their ground for so long when the Empire and Kislev have the same challenges but they have 10x the industrial output and gunpowder. I think it was just a mistake from thr start for Bretonnia to be the "crusader" faction when literally all other humans, Empire, Kislev, Southern Realms, and Cathay all are in the Renaissance period and early industrial revolution. I wonder what Bretonnia was supposed to get, I don't know if that would have changed most people's perception of Bretonnia anyways though.
Very cool mod! Thank you for sharing.

A sidenote in response to your comment about Bretonnia being way behind the times. You are correct. Apparently 20+ years ago (real life) Bretonnia was supposed to be expanded but it never happened. They went 3 editions + endtimes without getting what they were supposed to get. Bretonnia's edge to put them on par and above the others was that they were supposed to be combined with Fantasy Medieval Knights + Fey and the magic of the fey.

The only reason as to how I found out about this was because of Loremaster of Sotek and Lawhammer last year. According to both of them Bretonnia is supposed to be one of the most terrifying faction to ever go up against no matter who you are because of the Fey. But in the end they got nothing. Bretonnia is actually unfinished and it saddens me greatly. While I continue to hope for a fat DLC for Bretonnia, it will never be what they need because of Games Workshop.
Helion Halion 16 Jan @ 10:18am 
What limit Kislev is there horrendous economy not their units
Inerael 16 Jan @ 12:37am 
Kislev only have steltsi but i understand. I was just wondering as your units are really cool and strong No problem :)
Master Confounder  [author] 15 Jan @ 9:17pm 
@Inereal: I haven't really felt the need to add units to Kislev as they are already a industrial power (even though its because of Empire manufacturing). I have plans for elite units similar to the Cleric Knights or my Imperial Mutants for Kislev, but besides that I have no ideas for new stuff that people haven't already done.
Did anyone try it with TW Millennium? Would be a great addition.
CreamSandwich 13 Jan @ 7:16am 
Hi, can you add a link to my translation of your mod in the description?:)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3406666298
Inerael 13 Jan @ 3:13am 
Hello, thanks you verry much for this mod its so amazing !
Please, if you wants, could you maybe make a kislev version ? so we will have all "modern" humans faction (empire, bretonnia, kislev) :)

Anyway, thanks you !
AM 12 Jan @ 9:24pm 
it would be intentionally a determent to the army and a "joke" unit
Master Confounder  [author] 12 Jan @ 9:06pm 
@AM: Haha, thats actually a fun idea, but a little too ridiculous to mod. I just added the Ribauldequins as representatives of all various volley gun artillery types over the ages so I think they kind of fill that role already, maybe a future ror name though?
AM 12 Jan @ 7:23pm 
goodness if you could add the Infernal Machine that would be hilarious
Helion Halion 12 Jan @ 6:48am 
So...the french now have guns :>
Master Confounder  [author] 12 Jan @ 6:02am 
There shouldn't be any compatiblility issues I think, its just that since I downtiered Foot Squires and Men-At-Arms Polearms the balancing for melee the infantry may be wonky.
CreamSandwich 12 Jan @ 2:55am 
Great job! Is it planned to be compatible with Lily's Bretonnia Mod Compilation: All-in-one?