Total War: WARHAMMER III

Total War: WARHAMMER III

SFO: Grimhammer III
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Venris  [developer] 11 Apr, 2022 @ 1:12am
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SUGGESTIONS Thread
If you'd like to share some ideas of how to make the game closer to lore, or good features to add, please do so here. Just remember that not all might be possible (for us) to do so. If it is, and we like the idea, we will certainly try to implement it.
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Showing 1-15 of 697 comments
Apex 11 Apr, 2022 @ 3:23am 
You increased health and fatique by 25%, but not the missile ammo. Should that not be increased accordingly as well? Or is the health increase of the archers sufficient?
Luxer 11 Apr, 2022 @ 4:26am 
Adding +15% missle resist to all Nurgle units (as a special ability/passive) should make the faction more viable. Since im no balancing wizard, an alternative could be extra missle resist for units under 35 speed.
Venris  [developer] 11 Apr, 2022 @ 4:38am 
Originally posted by Luxer:
Adding +15% missle resist to all Nurgle units (as a special ability/passive) should make the faction more viable. Since im no balancing wizard, an alternative could be extra missle resist for units under 35 speed.

Actual change we made:

- Cloud of Flies, passive; fully reworked to work only when out of melee. Regenerate health, increases missile resistance with negative fire resistance.
Artem 11 Apr, 2022 @ 8:56am 
Any way to give Skarbrand the ability to make allied units attack eachother?
Any Tap 11 Apr, 2022 @ 12:39pm 
Add a button to disable the chaos realms,
change or adjust how the great bastion takes attrition,
maybe allow other faction other than Cathay to occupy it at a reduced max level,
incorporate the ui fix mod,
add faction settlement capture pictures,
buff the game 1 and 2 races to be less of a joke,
buff or change formation defence,
incorporate the quick building update mod,
add some new victory conditions,
and add the one button respec mod.
i know this is a lot but i thought that i would share my thoughts on wich mods or what should be added in.
freyland 11 Apr, 2022 @ 4:37pm 
I thought the concept behind cloud of flies was to make melee attacks harder (visibility, discomfort). How exactly big are these flies to provide effective missile resistance? And they provide a "healthy hitpoint" snack?
Mercrom 11 Apr, 2022 @ 4:55pm 
Could you add a submod that reverts the changes to hit chance caps and morale shocks? I love the mod but I never liked or understood the reason behind those changes.
Venris  [developer] 12 Apr, 2022 @ 12:33am 
@Mercrom: Mod is not even done and you ask for submods already :D.
My only suggestion for this mod would be to do the unit numbers a little more varied.

I think the numbers should be something like this

100 for hyper elite units like HE Swordmasters, Dwarf Hammerers, and Chaos Chosen.

120 for elite or semi elite units, such as Chaos Warriors and Orc Big 'Uns.

160 for your more standard units, such as Orc Boyz, Empire State Troops, and the like.

200 for semi horde units, such as possibly Skeleton Warriors and Men at Arms units.

240 for full on horde units like Skaven, Goblin, and Zombie units


And it could certainly vary between some units, like Bretonnian Men at Arms units could be full blown horde units, as could Skeleton Warrior units.

I would just really like to see the numbers really feel more varied across different sorts of units and all.
Venris  [developer] 12 Apr, 2022 @ 4:20am 
@chubbyninja89 (TNB): Mod already lowers number of units for elite units. Sadly your solution will break people PCs a lot :).
Mercrom 12 Apr, 2022 @ 6:52am 
Originally posted by Venris:
@Mercrom: Mod is not even done and you ask for submods already :D.
Sorry I just thought a submod would be a neat way to make some changes that maybe not everyone wants. But I think most people would agree that Skarbrand, buffed to 2000 weapon strength, charging into the rear of an enemy caster and then just whiffing feels kinda bad.

I would suggest making the hit cap different for single entities for this reason but I have no idea how difficult that would be to implement.
Venris  [developer] 12 Apr, 2022 @ 7:06am 
@Mercrom: Its not how attack cap works. And its not possible to set cap per unit.
juston_helf 12 Apr, 2022 @ 9:42am 
Can the Crusher mounts (Rhinox) get resized and get a lesser model count? I remember Rhinox being much larger than Mournfang from a table top and lore perspective. 6-8 units on Ultra seems more comparable and increased mass to emphasize the amount of impact this unit has on infantry units.
Marcuse0 12 Apr, 2022 @ 1:01pm 
My suggestion would be something to address the Kurgan problem as Tzeentch. Whenever I play as them I end up at war with infinite Kurgan stacks when they run out of humans to kill. I think it would be sensible for a dilemma to pop up when you control all three bastion settlements that remove the Kurgan spawns or make it so they can't attack chaos factions.
lone wolf 12 Apr, 2022 @ 3:21pm 
I think one thing i would like is that daemon factions should make heavy use of general recruitment instead of local. I feel like having to make settlements in kislev and the empire isnt lore friendly and id like chaos to feel more, well chaotic. i dont know if its possible but maybe incorporate the beastmen herdstone mechanics in with the chaos factions.

alternatively maybe have recruitment be tied to turn timers instead of building up infrastructure in the mortal realms. i feel like managing other things like plagues or skulls should be more the focus. This is all very wishful thinking for a mod i know but a man can dream damn it lol
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