Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Elf Manticore Rider Units
37 comentarii
sEcOnDbOuToFiNsAnItY  [autor] 15 sept. la 10:22 
Done :)
aurore.auger 15 sept. la 3:07 
Please update, thanks
sEcOnDbOuToFiNsAnItY  [autor] 9 mai la 6:56 
No idea!
mister.monroeville 8 mai la 17:53 
Is this save game compatible?
sEcOnDbOuToFiNsAnItY  [autor] 27 mart. la 11:39 
Works now, CA broke something and has hotfixed
agent.theory 25 mart. la 16:32 
Crashes the game in version 6.10. Worked great before that.
sEcOnDbOuToFiNsAnItY  [autor] 15 dec. 2024 la 3:55 
Sure
GlacialSpectre 14 dec. 2024 la 19:17 
I have a patch ready, but I just need your permission to borrow some of your screenshots for the upload. Cheerios and I appreciate your units, because they fulfil a much needed gap in the DE roster, a high tier flying attack unit.
sEcOnDbOuToFiNsAnItY  [autor] 31 oct. 2024 la 10:56 
Make a patch if you want it.
farsani 30 oct. 2024 la 9:55 
SFO?
AwDiddums 20 oct. 2024 la 16:02 
Thanks for your reply! I figured I'd ask just to make sure. I can always get used to it haha
sEcOnDbOuToFiNsAnItY  [autor] 20 oct. 2024 la 15:56 
It's likely going to require a compatibility patch. I don't use that mod and I don't really want to maintain a patch, but anyone has my permission to create one. My mod exclusively uses vanilla unit visuals though, so it might be something is afoot in how that mod works for corsairs which only becomes apparent when mounted on a monster.
AwDiddums 20 oct. 2024 la 15:29 
Hi, brilliant addition to the Dark Elf roster. I've been using this for a while now but I have a graphical issue with a Corsair rider variant. I think it's due to "Tabletop touches for Elves Reskin" mod. It's odd that it's only affecting one rider for one unit - it's causing a blob of pixels to float above. I'm not technical with modding, is there anyway to fix this? I like both mods and want to keep them :(
sEcOnDbOuToFiNsAnItY  [autor] 8 oct. 2024 la 16:30 
No plans and isn't one to my knowledge, but anyone is free to make one if they want.
GlacialSpectre 8 oct. 2024 la 10:48 
Is there any mod/submod or plans that makes this SFO compatible
sEcOnDbOuToFiNsAnItY  [autor] 21 aug. 2024 la 10:37 
Or you could just wait a day like a normal person.
Smoking Gnu 21 aug. 2024 la 6:36 
I stumbled on an easy fix for it, published for the meantime here
Smoking Gnu 20 aug. 2024 la 14:01 
Hello, 5.2. broke this unfortunately, crash on startup.
Evil Tiger 17 mai 2024 la 1:53 
I concur with themobgobbler. The mod is wonderful and the units can be used to great effect, but for their cost they need a lot of babysitting.

I think the DKnights should have 300 weapon strength and the corsair lords should have more models but as a result, they are individually less strong.

Just my two cents though. Still love the mod!
sEcOnDbOuToFiNsAnItY  [autor] 24 ian. 2024 la 9:42 
It works. Like it's still not balanced because I haven't found the time to, but it functions just like it did. CA's hotfix spam has made everything look out of date even if it isn't, odd problem to have lol.
2729787308 23 ian. 2024 la 16:28 
Please Update
themobgobbler 15 apr. 2023 la 22:22 
No worries! Your doing God's work lol and sorry about the word vomit. I was just trying my hand at giving some positive feedback and trying to not come off as a jerk.
sEcOnDbOuToFiNsAnItY  [autor] 15 apr. 2023 la 14:08 
Noted, I'll make some tweaks and see what works - never really balanced units before in a mod.
themobgobbler 15 apr. 2023 la 11:58 
Respectfully, I think the solution would be to swap the stat lines making the Dread Knights mirror Tor Gaval and give the Corsair Lords more models. If you didn't want to take away the dread knights armor, make them more expensive than Tor Gaval for sure.
themobgobbler 15 apr. 2023 la 11:49 
The Dread Knights with the Hippogryph weapon stat isn't worth the cost. They could probably use more melee defense to make up for the lower damage. They lose to Hippogryph Knights 8 out of 10 times. They lose to Tor Gaval 10 out of 10 times **decisively** at the same cost. When compared, the corsair version does better against both winning half the time against Hippogryphs, and winning 3 out 10 matchups against Tor Gaval.
sEcOnDbOuToFiNsAnItY  [autor] 15 apr. 2023 la 5:47 
Updated, I'm experimenting with giving the Dread Knight version the Hippogryph Knight weapon stats, and the Corsair Lord version the Griffon Knights of Tor Gaval weapon. The Corsair Lords in particular should hit like a truck, though as mentioned are squishier, though the Dread Knight ones are pretty beefy on the damage as it is now. Let me know how it goes.
themobgobbler 14 apr. 2023 la 15:36 
Sweet! Can't wait! Thanks for the quick reply
sEcOnDbOuToFiNsAnItY  [autor] 14 apr. 2023 la 15:26 
I'll be doing an update pass of all my mods with the chorfs release, it might be an over the weekend thing, depends when I get around to this one.
themobgobbler 14 apr. 2023 la 15:21 
Any update on this mod? It works fine, but that damage is very low
Ki Adi Hoontang 5 febr. 2023 la 0:26 
You can make your own weapons
Redbeard 2 febr. 2023 la 22:09 
So I tested it the units in 2v2's versus hippos and KnightsOTG, dread knights got em down bit less than half, corsairs got em down bit over a quarter. Though when I first hovered over them in custom battle screen for some reason they said -263, then we I hovered again that was gone. If we add that to 263 to the 42 though we get 305, right in the ballpark of KnightsOTG. Think the full WS is just partially registering for whatever reason? Though they did perform really quite well if only 42 is registering? Not trying to bother you, do what you feel.
sEcOnDbOuToFiNsAnItY  [autor] 2 febr. 2023 la 16:10 
Knights of Tor Gaval at 4-man at ultra, 3-man at high, same as this manticore riders - it's the same entity per unit stat. Weapon is the cold one rider lance (how the game works is you assign weapons which have their own data). They did kinda wipe the floor with a test boris toddbringer so I was hesitant to change it, will see if I can be bothered to experiment.
Redbeard 2 febr. 2023 la 11:03 
Although I didn't fully read description and that it is a 3 man unit on large unit scale which means they would need to be at least in the same ballpark of knights of TG around 300 weapon strength.
Redbeard 2 febr. 2023 la 10:57 
Well if you are looking at the knights of Tor Gaval, a 3 man unit, their weapon strength is 300. So I wouldn't expect it to be that high with a 4 man unit but even my "at least 3x42" is definitely not enough. They would need at least 200 weapon strength to be worth fielding, hope that helps.
sEcOnDbOuToFiNsAnItY  [autor] 2 febr. 2023 la 10:20 
Yeah I've never made a unit mod so yaknow. I based a lot of the stats off the Griffon Knights Eltharion has so don't know if that translates well. Might tweak it if I can ever summon the will, depends how much feedback I get.
Redbeard 1 febr. 2023 la 21:19 
First off, dope mod. 42 weapon strength on a 4 man unit though is extremely low. I would think it would need to be at least triple that compared to other units in the game. I haven't tested it but I imagine they hit like wet noodles. Otherwise dope mod is dope, thanks.
Wand_Face_ 1 febr. 2023 la 14:22 
Awesome units thanks for making this.