Total War: WARHAMMER III

Total War: WARHAMMER III

Deithland: An Empire Roster Overhaul
323 Comments
Nosha 11 hours ago 
That's already what this mod does, it doesn't replace any units just adds to exsisting
Blissblessed 11 hours ago 
Beautiful units, thank you very much.

Is it possible to make not Overhaul version but compilation. Just add em as new units for vanilla roster, not overhaul it?
Femboy Impregnator 13 hours ago 
will there ever be a 2x submod for this?
Derejin 16 hours ago 
Thank you for this mod! Was one of the first viewers of your vid too. :)
Looking forward to what you have in store!
Devilturnip360 15 Jul @ 12:27pm 
is this mod multi-player compatible?
Michigancubed 14 Jul @ 2:36pm 
Does anyone know if anyone made a submod for this for the true unit scales (x1.5, x2, x3, x4 size) mod?
Incorporeal Arasu 13 Jul @ 10:27pm 
the cindershit is so weak
Shrek 13 Jul @ 7:23pm 
I think there's a bug with the motor unit, I notice the shells will disappear dealing no damage, especially when shooting from long range
Sturmageddon 13 Jul @ 4:28pm 
I’m not sure the damage from the cinderwind is actually triggering. Messed around in quick battles and nurgle units were getting debuffed, but health wasn’t going down
GhostDragonz2000 13 Jul @ 1:47pm 
Hi, I was just wondering if you might be able to add this mod to your Millennium compat patch? Just thought it could be fun to have your guys there as well.
ZonTheFaithless 13 Jul @ 7:12am 
would you be adding some lords or hero like characters in the mod?
Мамбо Џамбо 13 Jul @ 6:28am 
Good idea terrible execution.
T3 120 armour units get destroyed by t1 archers because they have 3000 hp
Tylerr 13 Jul @ 4:56am 
IDK if this is intentional but there seems to be an issue with the Tiller guns. I noticed they aren't hitting large units or horse mounted heroes properly. I only tested with nurgle but they were not hitting the soul grinder or horse mounted hero at max range. I don't think this is intended because during testing I switched targets to infantry in front of the soul grinder and while they were getting hit just fine, I noticed the soul grinder did take damage from indirect fire.
Daddy Desmond 12 Jul @ 9:26pm 
AHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHHAHAHAHAHHAHAHAHAHAHHA FINALLY
Aura 12 Jul @ 9:20pm 
Guv's smoke seems to have caused some incompatibility issues. Is there no newer option from a more updated mod? Using something from September of 2023 is :(
grimnar42600 12 Jul @ 7:01pm 
I really like where this is heading hope you keep going till it's a whole steampunk themed faction.
Irish 12 Jul @ 4:58pm 
cant wait for the artillery update
Doktober  [author] 12 Jul @ 4:49pm 
Phew, had me worried there! So yeah, Hellbores have been buffed, they now have twelve models instead of 8, and their health has been raised to be the same as the Mortar Muskets. Go nuts!
Irish 12 Jul @ 4:48pm 
finally the mod is back
mod looks excelent cant wait to play it, my only "complai" is that the shields of the units look a bit flat, the rest looks extremely good
Peep The Horror 9 Jul @ 5:24pm 
These units are dope I don't mean to sound greedy but is there any chance we could get a unit mod that's just the hellbore's?
Daggfinnr 9 Jul @ 5:21pm 
gallow dogs and fume corps are too strong in resolution battles and drilling gun chemlancers are a menace in actual battles. Also i might say all the units are too cheap compared to what they offer.

Apart from balancing issues, this is the best non canon unit mod i have ever played.
ZOVA 9 Jul @ 4:15pm 
Love the mod! But is there a way to disable just the Gallow Dogs and Fume Corps and keep the rest? Would I have to find out how to do it myself or is there an ingame/more simple way?

Its a great mod, but holy smokes every nation of the Empire becomes invincible with it haha. The wood elf is defeated by round 10, the brass keep by round 18, and every other threat in the Empire on Very Hard is very quickly exterminated by the early units from this mod. Especially in quick resolve, the Fume Corps are absolute demons (REWROTE since my grammar was cursed)
nnmangen 9 Jul @ 3:50pm 
Can Pyrehulks be added to the war machines tech block? As they are mech suits and can be considered war machines except for greater channeling. To me it make sense thematically.
Louis Fieser 9 Jul @ 10:20am 
So it says that it requires an additional mod, but that mod is outdated. Is that how it is supposed to be? Do i play it with the outdated mod? do I play with just the Deithland mod? I tried playing it with both and it didn't work, the roster didn't show up. Is that supposed to happen?
falmire 9 Jul @ 4:06am 
i think you should give the pyrehulks the steam tank or land ship buff for elspeth's campaign
Flanking 9 Jul @ 3:04am 
My only complaint is the lack of artillery in the mod.
Le Baron Noir 8 Jul @ 11:07pm 
@Harles this is perfectly normal, you get the Deithland units in addition to normal empire units. And yes you can play any existing faction from the empire (Elspeth if you want max efficiency for your guns), there is no custom faction (yet?)
Harles 8 Jul @ 6:39pm 
am i suppose to get the normal empire units along with these new ones because i am. and also is there a new faction i play as or just any empire 1
Doktober  [author] 8 Jul @ 6:03pm 
I lowered the prices because people were saying the price and upkeep were too high. Am I gonna have to raise them again or am I getting one-guy'd?
North-Irish 8 Jul @ 1:13pm 
I would agree with tony07, the Pyrehulks are excellent but definitely a bit cheap considering all they can do. Was playing a Chaos Dwarf campaign and I dreaded fighting Empire factions because even the CD's high end ranged damage units could barely make a dent in Pyrehulk armour. (I think the armour stats are grand I just think the price/upkeep needs tinkered with slightly so the AI isn't running around with entire doomstacks of them
xXvDragonRangervXx 8 Jul @ 12:49pm 
Ok so I found the problem I believe, the mods Deithland Series: The Reiksmarines & The Reiksmarines mods were causing the Pyrehulks including the Danzigers to glitch up, shame that, I love that Deithland Series lol.
tony07_wrk 8 Jul @ 12:06pm 
ive been playing this mode on very hard| very hard and i can say its absolutly awsome, but there needs to be some changes , the worst performing unit of the mod is the 𝑫𝒂𝒏𝒛𝒊𝒈𝒆𝒓𝒔 ive found they are extremly situational ! They have an incredible damage but no range! I ve watched ur video on youtube abut the mod and how u said to use them but in a real battle that just dosent happen , i would nerf their dmg for a little more range! one more thing i think needs balencing is the 𝑷𝒚𝒓𝒆𝒉𝒖𝒍𝒌𝒔 ! nothing wrong on how they perform but i think they are too cheap for what they offer ! increse in recruiting and upkeep would make em more balanced.Love the mod pls keep it going!!!!:steamthis::steamthumbsup:
Bartcheeks 8 Jul @ 10:05am 
anyone has a good army setup for this mod? for some reason i just can't seem to find a good balance between melee and range, units just don't feel very... armored/tanky relative to their models lol
Yeetus 8 Jul @ 5:05am 
I've noticed that the fumes corps are unreasonably good in auto resolve for some reason
Robyn Tact 8 Jul @ 2:32am 
Playing on Normal battle difficulty, Hard campaign, love the mod, animations are gorgeous, armor is gorgeous, so nice to have actual
Dedicated hybrids? Wasn't satisfied with Kislev's hybrid implementation but these nerds really do it for me and the designs are just so good they look amazing

Note these thoughts are playing as Nuln with maxxed gunnery school

Do think I agree on Chemlancers with Drilling guns maybe needing a nerf? Two units with the shotgun just dump out so much damage, almost instantly rout most single units with the first then kill them with the second

Pyrehulks are absolutely gorgeous and
Maybe too strong? With how many buffs you can stack on them mine tend to hover around 70/70 MA/MD and absolutely annihilate anything in melee, they feel like tier 5 infantry or something, that said I last played warhammer 3 a while ago and came back because I saw this mod on youtube so I don't know if that's out of the ordinary
Cauw 8 Jul @ 1:52am 
these units look cool but theyre absolute trash lol
DeadDragon 8 Jul @ 12:33am 
I love this mod
Can you make lord and a hero :D
ı want to see lord with giant mech :D
Also, normal artillery is starting to look boring next to these new units. It would be nice if you add a cannon that fires Cindwerwind bombs in addition to the normal shot.
TheCrusaderMan 7 Jul @ 8:58pm 
This is the coolest mod I have seen so far, loved your video on it as well. As soon as payday comes back around your gonna have another "Star knight" XD
Winds 7 Jul @ 6:56pm 
Oh really that's fair enough. Were you still planning on adding the King of Deithland ? If so would he be alongside Elspeth as a LL for Wissenland? Or would he just be added as a recruitable lord
CheekiBreeki 7 Jul @ 5:07pm 
need a SFO balance patch!!! sweet mod
Doktober  [author] 7 Jul @ 2:01pm 
Probably, I haven't seen anyone else reporting them not moving at all. Only thing to do is disable everything and re-enable two, three, four at a time.
xXvDragonRangervXx 7 Jul @ 12:07pm 
Still getting an issue with the Pyrehulks not moving, any insight? Maybe a mod conflict?
Doktober  [author] 7 Jul @ 12:04pm 
I don't really plan on having Deithland be it's own faction in the game, it's a lot of extra work to do roughly the same thing, and Wissenland is already a great foundation with it's baked-in mechanics. I wanna ensure that the mod just works, and is robust as possible without having recurring problems from updates, 'cause that sorta thing annoys me personally. When there's an update and everything breaks.
Nosha 7 Jul @ 10:47am 
Yo! This is a fantastic mod, just what I would want in a roster addition. I love the new units.

Just one thing - I noticed the Mortar Muskets' projectiles frequently despawn before reaching their target as their arc is so high. How easy would it be to increase their projectile lifespan? (No modding experience myself!)
GodEmperor 7 Jul @ 10:45am 
would this mod have to use mixer (mixu's unlocker) to be its own faction? i love using this mod in multiplayer but unfortunately mixer only works in single player to my knowledge
Ace_miner 7 Jul @ 10:26am 
Are the pyrehulks piloted by someone or is it entirely a machine?
Winds 7 Jul @ 7:42am 
Any idea on a rough timeline for when we can expect to see this turned into it's own faction? (hoping it's soon cause this is dope)
Doktober  [author] 7 Jul @ 6:09am 
@Scorch620740 it's hard for me to tell, I have a really decent rig, performance is almost never an issue for me. I'll try and work on it some more.
scotty.scotty_27 7 Jul @ 2:00am 
is there any plan to make an sfo submod? ill be giving this my next campaign in vanilla thank you for the hard work!