Total War: WARHAMMER III

Total War: WARHAMMER III

67 ratings
Man The Ramparts - Campaign, Siege & Battle Realism (Vanilla Settlements)
   
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overhaul
Tags: mod
File Size
Posted
Updated
2.903 MB
15 Feb, 2024 @ 3:36am
24 Jun @ 8:27am
31 Change Notes ( view )

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Man The Ramparts - Campaign, Siege & Battle Realism (Vanilla Settlements)

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A semi-overhaul mod for your collection.

I made 3 different versions, taking into account that some play with minor tier four or five settlements or simply vanilla. Make sure you have the correct version, at which you should only ever have one of them active when playing.

What The Mod Does
Due to Steam description being capped, I could not offer proper clarification on the many things this mod does.
I have made 3 individual segments, with each offering clarification of what the mod does, as well as an option to those, who prefer partial bits of the semi-overhaul.

This version contains everything described & shown in the 3 segment variants below.

Click each of the 3 links to see what the segments contains.

Honourable Mention & Considerations
  • Gratitude to [PuB] Axlegolas for permission to use his brilliant xp script.

  • Will the AI use these new monster abilities and ranged/artillery ammo options? Yes.

  • Will the AI use these new melee formations? No, I do not know why. Cavalry wedge works for the AI.

  • Will you be adding more firing options for different units/races? Yes, as soon as I come up with a bunch of crazy/thematic ideas.

  • Adding a dwarf artillery rune to an artillery may cause a CTD, I tried different solutions without luck so far.

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
Popular Discussions View All (2)
4
19 Feb, 2024 @ 8:03am
Relevant Compatable/incompatable Mods
RagnaroK
1
10 Mar, 2024 @ 9:41am
Changelog
RagnaroK
222 Comments
Krakenous 23 Jun @ 2:23pm 
Rag, this may need updating. Your fatigue changes are no longer applying with regards to the "armour value not being reduced". I'm playing ogres and finding...the armour is still getting impacted from fatigue effects.
RagnaroK  [author] 29 May @ 10:02am 
Public order positive/negative has been decreased by 50% to prevent it from spiralling out of control.
Lil125 (not muted) 26 May @ 9:47am 
Hello !

How would this fare in terms of balancing when added with a big overhaul mod like sfo ?

sorry if this is an annoying question
NorscanWarlord 14 May @ 2:00pm 
is the exploding fart on giants supposed to oneshot units? it doesn't say that it deals dmg, only leadership reducing
MichaelGFI 5 May @ 2:31pm 
@RagnaroK I made a brief showcase/review video of your excellent mod. I hope I did it justice. Thank you for your work.
https://www.youtube.com/watch?v=SWkLQXZW92A
Daemon-Forged 22 Feb @ 10:33pm 
Love the mod and your vision for it! Definitely hits a sweet spot. I do have a small problem in not being able to recruit certain RoR. For example, I can't recruit Zintler's Reiksguard nor Hammer of the Witches as Karl Franz.

Otherwise, it's a fantastic edition to my modlist. I appreciate your work on this. Thank you!
RagnaroK  [author] 19 Jan @ 1:09pm 
Yeah modded units are not included in this mod, only vanilla ones, so you would have to reach out to those mod authors whether or not their units should be hit with fatigue.

I'll see if I can do anything about Aranessa though. :steamthumbsup:
Krakenous 19 Jan @ 1:06pm 
It's Aranessa in this case, she has a "perfect vigour" attribute but is still suffering fatigue and speed debuffs. Also some modded units like spooky ghost ships have perfect vigour as well and are also suffering speed debuffs but perhaps modded units can be an issue?
RagnaroK  [author] 19 Jan @ 12:49pm 
It depends from what source it is, as I would say from opponents spells/abilities - Absolutly yes!

But if by fatigue that is no longer there, then of course not, if I can remove this debuff.
Krakenous 19 Jan @ 11:25am 
Are perfect vigour units supposed to still suffer a speed debuff? It's slightly annoying if so for my personal taste especially with things that are not "alive"...can you double check? I'd ideally like the speed debuffs removed from said units if possible or via a submod :).