Total War: WARHAMMER III

Total War: WARHAMMER III

[SFO] X2 Unit Size 6.1 Balanced version: 05/04/2025
90 Comments
steelgamercd147 18 May @ 8:13am 
This is crashing arkhan the black expanded tested with only them to enabled crash happens when you start a battle in campaign as arkhan
ronaldo1352 5 Apr @ 5:58am 
very thank you forever
Wymar  [author] 5 Apr @ 1:09am 
Updated to 6.1
Wymar  [author] 4 Apr @ 9:32pm 
That is the thing with these types of mods you need to wait for the main submod, the the other sub-submods and then this one. a PITA but it is temporary, CA started losing money and projects, so they scrambled to "continue TTW3 support" due to bad decisions. So they will keep updating it until the next big game comes up. Probably 1 and half or two years, each time with more delays. So maybe more 3 - 4 "big patches" and then they drop it and we can actually do intensive work
Wymar  [author] 4 Apr @ 9:27pm 
Yes I will start today, as the SFO update was yesterday, at least the ones updated. Will see if others needs updates or a quick fix
二周目 4 Apr @ 8:00am 
will we see it in 6.1?
Cov 4 Mar @ 10:54pm 
Sigmar's Heirs, an Empire Overhaul Is it possible to patch the mode as well?? thank you
Wymar  [author] 27 Feb @ 5:15pm 
@Eve because I balance it playing in Ultra unit size, and very hard difficulty those two are ingame options not SFO, also I added inside some difficulty adjustment to SFO like the regen or magic, but still i am rechecking the values.
Wymar  [author] 27 Feb @ 5:12pm 
Hello added Mixus Legendary Lords SFO that adaptation still in beta but seems like all the main things work and decided to do the x2 one

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3435425377
Kin K 26 Feb @ 4:31am 
Hi, Wymar, thanks a lot for the reply earlier.
May I know if there is a planned date that you may release the submod for Mixu's legendray lords? I'm eager to start a new playthrough with all the awesome mods you've created so far.
Eve 23 Feb @ 9:07am 
Wymar, thank you for the mod, just a question regarding when you mentioned "to be played in ULTRA unit SIZE for SFO balanced at very hard.", Is the very hard here is for the combat difficulty? How about the Ultra Unit Size? Is this a settings in SFO? Thanks.
steelgamercd147 19 Feb @ 3:27pm 
rot tribe is optional not needed i think
steelgamercd147 19 Feb @ 3:25pm 
cool sounds good
Wymar  [author] 19 Feb @ 2:35pm 
@steelgamercd147 yes that is one thing I am doing, but you need rotribe as is needed and the SFO mod for it seems abandoned so I am doing it myself for vanilla SFO so I can add it to X"
steelgamercd147 19 Feb @ 5:53am 
any plans for Skavin Clans x2 ?
Wymar  [author] 15 Feb @ 5:13pm 
Wymar  [author] 14 Feb @ 1:07pm 
Next one up: LOST CALM JURASSIC Dino variety time

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3427389234
Wymar  [author] 14 Feb @ 11:35am 
@Edurdo_ogro_surdo fixed thanks
Wymar  [author] 14 Feb @ 11:01am 
Also I almost got completed version of fixing "game stuff" done with many combat fixed for x2 wich will make many combat mod you are using unnecesary:

-Better LOS for ranged
- Better combat response times (melee and ranged) no more units doing nothing while part of their unit is in combat or ranged doing neither melee or neither shooting
-More firendly fire
-slighly longer combat
-better charges but less ragdoll flying
-more damage to fleeing units
-Better values for when a unit is dissbanded
-Fatigue values adjusted for better fight
-Morale value so mass spam units (like slaves) do not get so much time standing that would have with other mods changing battle stats
Wymar  [author] 14 Feb @ 10:43am 
Hello since a few day I was busy with some computer stuff setting up systems, the next week I will continue releasing some stuff because many mod I are waiting the SFO release is not full or is not at a "final" state @Kin K yes that on is always in my game, the OG modder for SFO retired and now other modder is setting it up, but still requires to finalise it in the next days
Kin K 14 Feb @ 9:21am 
Hi, thanks a lot for the hard work and great mod! May I ask if Mixu's legendary lords mod is already included in this mod or any one among the modlist, or is it planned?
Edurdo_ogro_surdo 12 Feb @ 10:53am 
Hey so great mod by the way. I was playing wiht the mod as ogres and noticed that the models for the stonehorns were bugged with the hunters on top being under the mount (both unit and hero). This is a problem with this mod as I launched it with only it and sfo. Thank you
Jaded Johnny 10 Feb @ 7:51pm 
@Wymar, last update from me today. I apologize for the spam. I've loaded into an Empire campaign and it seems that all the units you can recruit by default are good so the general playing experience is saved. It seems that it's isolated towards units listed as "expanded roster" now and those various units, particularly Regiments of Renown units like the Drakwald Riders for example.

Units recruitable outside of your race (like ogres for example if playing Empire) also show up as normal instead of modified. For now, I've advised people to simply avoid the units as they don't affect your overall game. Cheers mate and thank you for saving my collection!
Jaded Johnny 10 Feb @ 7:14pm 
@Wymar, After removing the caravan mods, the dismemberment mod, and resourceful purpose I'd say 98% of the units are restored to your values! Thanks so much. The only problem is the mod with Drakwald Riders (Empire Knights), New Altdorf Retinue (Free Company Militia), and the like. Whatever mod implements those is having problems in the collection. I can't seem to narrow down which mod it comes from. For now I will implement your changes immediately. Thank you so much Wymar!
Jaded Johnny 10 Feb @ 7:07pm 
@Wymar. I was just troubleshooting like you! I disabled resourceful purpose and removed armourgeddon and forgegeddon and much of the unit stats came back. The biggest issue is that Drakan Rider. Starting to remove the mods you are talking about! Thank you so much for helping me troubleshoot. I can't look at files so combing like this is making it much easier.
Wymar  [author] 10 Feb @ 7:02pm 
@Jaded Johnny also the caravan mods need a compatibility patch, and the dismemberment mod is overwriting many of the base game+sfo untis with the default mass values so the monster and cav are almost half of effective moving in charges
Wymar  [author] 10 Feb @ 6:53pm 
@Jaded Johnny inside that mod there is Armourygeddon the ones is causing that so many mod units will be overwritten,
Wymar  [author] 10 Feb @ 6:49pm 
@Jaded Johnny disable resourceful purpose. They did the priority soi high is overwriting everything, looking at the content i has inside units for like 25 MODS
Wymar  [author] 10 Feb @ 6:25pm 
@jaded Johnny installed your collection right now and it is some other mod that is messing it up
Jaded Johnny 10 Feb @ 6:23pm 
@Wymar, may I know your load order when you load multiple of your 2X mods? That's something I tried to do alone, but I want to replicate what you do to minimize variables. :D
Jaded Johnny 10 Feb @ 6:19pm 
@Wymar, thank you for checking! I'll see what's incompatible then and causing all these issues. It might be my placement of the units or something.
Wymar  [author] 10 Feb @ 6:17pm 
@Jaded Johnny there is something wrong with you file or config, because I checked like 10 of the units you have sent and they show correctly
Jaded Johnny 10 Feb @ 6:01pm 
Links (had to split into two because too many for one imgur album):

#1: https://imgur.com/a/LT9CXuM
#2: https://imgur.com/a/d52ju9i
Jaded Johnny 10 Feb @ 5:53pm 
@Wymar, I finally got the chance below to comb through literally every faction. I've attached a link with every unit I think is suspect. It seems that ANY vanilla unit associated with the MAIN mod (AKA this one) was unaffected. It seems submods are the biggest sore point in resetting your 2X. For example, I think Mousillon needs a complete redo because the units seem to have reverted back to normal SFO values. Perhaps, everytime the author updates the main mod, units are subject to having their modifications by you undone?

I don't mess with actual files, but I hope this helps. I noticed Empire and Mousillon had the most outliers. Other factions had 1-5 units at most with outliers which makes sense since they don't have overhauls and may only be affected by a landmark mod. I hope this helps mate!
Jaded Johnny 10 Feb @ 6:29am 
@Wymar, I definitely wouldn't mind. By full unit card, do you mean like clicking on the unit in the skirmish mode and then screenshotting its full stats? I'm glad you could fine it mate. Any direction would be helpful. I haven't done troubleshooting in-game before. I'll also try to take screenshots of any Immortal Landmarks units that appear weird. Maybe Immortal Landmarks isn't playing nicely.
krishkrush 10 Feb @ 3:56am 
I know you already have a butload of work but I would like to request the following factions for the future:

-mixu legendary lords
-animals for wood elves
-albion
-legions of nagash
-landmarks of eternity
-lost calm:jurassic
-dwarf shield maidens
-rune golems
-dynasty of the damned
-the sect of akhalee
-bodyguard for...,
-jade-blooded empire (both)
-Yin-Yin the sea-dragon
-fimir, chaos mutations
-deer walk with the dragon.

This is a lot, but you sure can hope :steamhappy:
Your the best, looking forward to your hardcore mod!
Wymar  [author] 9 Feb @ 9:10pm 
@jaded johnny also that unit health is suspicious because no SFO vanilla cav is that low with 60 men
Wymar  [author] 9 Feb @ 8:45pm 
@Jaded Johnny afeter a long time searching found one unit of emp knight that had that problem in immortal landmarks but the name and description is different can you show me the full unit card because some modders name them like popandmom_units_war and then is another unit
Jaded Johnny 9 Feb @ 6:40pm 
@Wymar, Good idea. I didn't realize they implemented many outside of lore.

I've gotten a notification that some empire units are not scaled like normal. I've included an example, but it seems to be the calvary units. An example is here: https://imgur.com/a/bPmYyOW

I was able to replicate the issue and post that screenshot. From my investigation, it's either the SFO Additional Units mod, or either of the landmarks mods. From the ones active in my collection, I don't think any add Empire cavalry units beyond maybe those. Any help would be appreciated!

If you see on your end something like Drakwald Riders is scaled properly, it's probably just not playing nice with one of my other mods in the collection.
Wymar  [author] 9 Feb @ 9:09am 
@jamesdemaio in the next days I will release the first hardcore addition with nice gameplay fixes (to give you an idea the balances is like playing 2 levels higher of very hard,) and a slower game pace overall but without doing the typical stuff. legendary doesn't exist as a battle difficulty. You need to be careful fighting battle even the first ones .

-reduce a little the damage of the lords/heroes (not other entities)
-reduce combat speed (few values) but without making high numbers units gain the morale advantage (is what happen when you do that without making changes)
-Reduce damage of ranged units which is a little higher than in x1 units due more units shooting and not all melee can fight (like vanilla SFO but giving more use to melee)
-Higher charge impact but not ragdoll fest
-Better the response time and values of ranged units
-Better line of sight for ranged units
-Better response of melee units
-Changes to Siege AI and battle AI
-Reduce some spell spam and buff another
Wymar  [author] 9 Feb @ 8:54am 
@Jaded Johnny but does that mod work with the other, also I saw they have a lot of invented places, maybe is best to leave only the lore ones
jamesdemaio 7 Feb @ 7:39am 
wow awesome alright ill check that out as well!
jamesdemaio 7 Feb @ 7:38am 
so far in the ones I am working on I changed number of mounts and number of men, doubled bonus hit points, increased the mass for Single entities by 60%. Which other values should I change? I am trying to balance it for legendary difficulty. Really appreciate your help!
Wymar  [author] 7 Feb @ 7:35am 
@Jamesdemaio look at db/_kv_unit_ability_scaling_rules_tables and db/unit_stat_to_size_scaling_values_tables

If you don't do that you won't haves a similar balance as vanilla sfo ultra, because for example single units or lords would take more time to die after doubling their damage. So the idea is to cancel that making that they receive double damage (change values and test it and see the big difference).
jamesdemaio 7 Feb @ 7:18am 
thanks for the fast reply, what do you mean by scale the damage to vanilla ultra? do different unit sizes affect the damage and this is reflected in the files?
Jaded Johnny 7 Feb @ 5:51am 
Hey Wymar! Would you ever want to do Landmarks of Eternity? I know you already did two so far. I was curious if you wanted to implement a third to get the "trifecta" of the landmark mods on the workshop. If you feel like there's too much redundant I understand.

I do like that Landmarks of Eternity does add new items and dilemmas too so it spices up campaigns even more. It has its own IEE submod as well for your future playlist.
Wymar  [author] 6 Feb @ 9:40pm 
Another one Bad Legendary Characters all lorefriendly (customizable in mct menu) and also a great addition to the mods I already released Bad guys mount expansion

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3422560228
Wymar  [author] 6 Feb @ 5:21pm 
-All faction abilities that requires kills or similar to double
-Waagh requirement to double
-Barrier doubled but i already nerfed them in the main mod, because if you just double it become too powerfull
-Missile units overperform and need to nerf all the ranged damage probably 10-20% because more men=more shoots and the melee units due to having more men many of them don't fight so it is really needed a big oversight not doing it
-Missiles accuracy should be little lower fo not get ranged units be so op like warhammer 2
-magic is less powerfull and for me it ios a good thing different ways to compensate this, one of my favorites is giving them good mounts at high level so they don't feel useless like vanilla just casting a few spell and doing nothing

And more stuff like this the best is you start comparing values and many test
Wymar  [author] 6 Feb @ 5:21pm 
@jamesdemaio I am not finished yet balancing this stuff, I will add mods that really balances it to high difficulty that is the reason i am doing this. When you double is not just the units or health many things change and if you don't modify them then all start to get against you, many thins depend of the type of unit you need to compare:

-Double health
-Double number units
-true single units need to do 100% damage and receive 100% damage so they are like vanilla sfo
-Scale the damage of unit to 100% in vanilla ultra
-hp regen nerf to 40% (all abilities)
-mass increase for cav and monster and heroes/lords in mounts increased to 55-60% more so they can charge effectively if not the wall of double units will stop them. If you go 100% then it is too powerful
-Abilities damage o many units depend of entities or is a fixed value
-Need to increase number of ranks to double for units that have a few or more men