Total War: WARHAMMER III

Total War: WARHAMMER III

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Medallion of Chaqua - SFO Submod (Version 1.0.1) (Updated for Patch 6.3)
   
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508.956 KB
Apr 21 @ 12:03am
Sep 10 @ 5:05pm
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Medallion of Chaqua - SFO Submod (Version 1.0.1) (Updated for Patch 6.3)

Description
Overview
This submod ensures that SFO and the Medallion of Chaqua are compatible. The Medallion of Chaqua Primeval units have been adjusted to meet SFO standards for unit health and stats. While the SFO specific Lizardmen units can be affected by bonuses provided by medallion fragments.

* Eternity Guard:
Affected by Temple Guard, Melee Infantry and Saurus bonuses.

* Red-Crested Skinks (Shields):
Affected by Skink, Red-Crested Skink and Melee Infantry bonuses.

* Giant Ripperdactyl:
Affected by Skink, Flyers and Ripperdactyl bonuses.

Other Submods
Here are several other submods supported by the Medallion of Chaqua.

- Lustria Rises Submod
- Lost Calm Jurassic Submod
- Engine of the Stars Submod
- True Unit Size X2 Submod
- Radious Submod
- Crystalback Submod


Load Order
While using this mod together with SFO and the Eternal Dynasties (Medallion of Chaqua) mods the following load order is advised.

1. SFO
2. Eternal Dynasties (Medallion of Chaqua)
3. Medallion of Chaqua - SFO Submod

13 Comments
Killing Joke Sep 28 @ 9:12am 
Thank you for the mod, but there is still a big issue with SFO compatibility - army caps are not applied for any of mod units
greyTiger  [author] Sep 1 @ 4:30pm 
I can not prevent the Alignments not be displayed on the bar. I have given my Tablets and Astromantic power their own controls to not interfere with other resources (as can be seen when playing with the Lost Calm Jurasic).
Big Bad Wolf Aug 14 @ 3:03am 
There is an mod conflict between the SFO Lizardmen mechanic of Alignments between your mod and SFO. The Alignments currency is not being tracked on the top bar because now with the Spawning Pool Tablets, Astromantic Power and Sacrificial Offerings, the Alignments are not being tracked. Also currently I am playing Kroq-Gar and I cannot access the SFO Vengeance of Xhotl mechanic.
bstar Jul 25 @ 1:58pm 
I just recruited my first Primeval Spawn (a Carnosaur that was supposed to have +bonus vs large +bonus vs infantry +armor), and it seems to have none of the upgrades. I checked both on campaign in battle.
Midnight sun Jun 7 @ 9:03am 
@greyTiger Hello! I found that your SFO Submod and the current version of SFO are not very compatible. So I optimized it based on your SFO Submod. If you update your SFO Submod later, it might provide some convenience for your work. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3494846965
UncleanlyMetal May 16 @ 6:04pm 
I think you gotta include the special passives for some of the lizardmen units, like feral call for the primeval horned ones
greyTiger  [author] May 14 @ 11:01pm 
Yes. Their missile damage has not been altered. I'll increase one of their defensive stats to give them a small boost, as the socketed tablets will handle any offensive stats.
pepemattos17 May 13 @ 6:47pm 
one thing I gotta ask, are the primeval ranged skink units (including terradon) supposed to have the same amount of missile damage as their normal counterpart? cause having a lower model count makes then actually a bit worse if that is the case
greyTiger  [author] May 5 @ 3:41pm 
@Tevesh
I shall investigate the issue. Are you able to tell me what other major mods other than SFO you were using at the time?
greyTiger  [author] May 5 @ 3:40pm 
@Venris
Indeed. Been a long time coming though ;)