Total War: WARHAMMER III

Total War: WARHAMMER III

Soul's Forge Mod Compilation - Crafting Mods
 This topic has been pinned, so it's probably important
MrSoul  [developer] 30 Apr, 2023 @ 3:22pm
Item/Balance Suggestions
say something about what items you think I should add or how items I have added could be balanced better.

tl;dr: Keep it "Warhammer Fantasy Battles" lore based, informed by vanilla comparisons to other items(balance), and try to make a good case for whatever it is.

If painfully obvious didn't read all of this and what asking etc conflicts something I've stated, I get to quote post sections at you as a response. Don't take it personally, just excerpting da' "rules"...these aren't rules, don't treat them like that, be weird, just apart of my guidelines for how I personally make these mods, if even that.





Soul's "What I'm Working on Next List/Good Things to Suggest Ideas For" List:
- Lucky if you're here, pretty much every faction except Dark Elfs...I do have plans already for them specifically.
Specifically want to get done next though:
- Orc crafted substitutes, so have more Orc'y items in there instead of the def ones(I'll accept near straight up swaps effect wise with those existing crafted choices if the name is good enough lol, idea being it is that item but just orc'ified, I'll tweak up stats a little and call er' a day...ngl...kinda the plan when I have the time anyways for them and skaven's legendary items I want to add if I don't get any other ideas from this, etc)
- Hef stuff cos I can't be bothered or know them well enough on any level to think of something beyond "umm, Asuryan set?"




Some notes on this before you post:
Balance things - Please have at least a few hours with a campaign and a sample of something you observed repeatably occurring. Please have more than just a complaint, and provide some idea as to the stat, or effect changes you would make to remedy the balance issue. Please provide a thoughtful idea as to why these changes would benefit the item. Please try to keep in mind the scope, and effects of vanilla items of the same rarity while doing so in your thought process. While discussing balance please keep in mind no one is perfect, including myself, and be civil.

Cost Balancing - Same kinda idea as above, just more so, like what diff were on, what turn, are used to the faction, was it actually crippling to try and make them or was it completely trivial past certain point without resources(orcs so far being one I've chosen to just drop them as faction doesn't trade at all) etc

New items - Please keep items based on Warhammer Fantasy Battle specific lore, WFB existing army book/lists, or your own aforementioned specific lore informed imagination to help me fill in gaps. For example: we've got a weapon, and armour unique for dark elfs done and you have an idea for an arcane, yes please share, especially if going off what we already have and/or what the faction is missing from the current list "meta" wise. If a faction already has one or more new unique items of a certain type, and you don't have an extremely strong argument, expect the answer to be a no off the bat(see below).

Item Category Limits - This isn't so much a technical thing, as a design choice on my part, bear in mind while making suggestion for items I don't want to bloat out this mod (just this thread, am I right? badum dum tss'!) which is why I've made choices to help flesh them out within somewhat of a limit. Rule of thumb is if the item is a culture specific one in the db to them, and not unique(an LL's item, etc), it goes in regardless. For Def this basically = the entirety of the mod. For Hef, likewise, for skaven...not so much and even more so for Greenskins. So I've taken a que from Nat's mods and tried to flesh out the lists to about 7-9 for each category, except banners which I'll let ride at around 5-6 usually. In part to keep it from being a never ending doom scroll to get to the higher tiers, and also, I want the lists to be some what thematic for each faction. Right now until I come up with some substitutes primarily for the Orc crafted items, we're not quite 100% there, but that is the spirit of these mods.
All that being said, if you have a suggestion to swap out, not add, an existing vanilla item in a category already "at the limit" for another you think would be better suited along these lines, yeah, let me know your idea.
</massivethoughtworddump>


Last edited by MrSoul; 30 Apr, 2023 @ 6:06pm
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Showing 1-3 of 3 comments
CMDR Youth 28 May, 2023 @ 11:34pm 
If you're still working on Vampire Coast, I feel they could use a unit speed banner craftable. It's all too often that you notice a lot of Coast units being just a smidgen too slow to catch or pursue something, and you'd figure that's something the Necromancers would want to alleviate, even if just for one unit. Sometimes you can find a Banner of Swiftness or Ranger Banner as a magic item drop, but those are unreliable drops, and with ruins no longer searchable for treasure, it's hard to collect banners at all - especially as Vampire Coast - unless you spend all your time collecting sea treasures and fighting battles every turn.

Perhaps they could have a craftable Ancillary, something like "Maintenance Crew" or "Whale Oil", just to keep all the Zombie joints lubricated and the cannons from rusting more than they already are. Something in the small range of +5% Speed for the Lord's Army, to make sure the lads can get where needed a little bit faster.
MrSoul  [developer] 29 May, 2023 @ 8:20am 
Hmm good thoughts, thx for sharing some valid insight on their balance, I’ll keep that in mind. Banner of swiftness should be one can add in for them, but I’ll look into that idea too for their other items like suggesting, without obviously going over board, heh
places to take to make legendary items
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