Total War: WARHAMMER III

Total War: WARHAMMER III

Runic Units
204 Comments
benboto Oct 10 @ 2:52pm 
does this still work?
Louie04k Aug 26 @ 4:26pm 
i realized i didnt have thrones of decay and after getting it i could build the buildings?
Phyrex  [author] Aug 26 @ 9:13am 
Odd, mod conflict perhaps?
Louie04k Aug 25 @ 7:23pm 
i have a bug for both tier 3 buildings, it says i need the grand entrance halls to build them but i do have it built?
Phyrex  [author] Aug 10 @ 12:40pm 
Go for it
Jonystarx Jul 23 @ 7:51am 
Hey @Phyrex can I make a 2x unit size mod for this one and the SFO submod?
Paradux Jul 19 @ 7:07am 
Thanks
Phyrex  [author] Jul 18 @ 10:13pm 
Yep, they should
Paradux Jul 18 @ 4:25am 
Does the ai use these new units, too?
Phyrex  [author] Jun 27 @ 8:48pm 
I'll see if I can get the script guy to make that happen
XIII07 Jun 27 @ 7:22am 
Question, last time I tried this mod, I saw that in MCT you could turn everyone off except the ranged infantry unit(Clockwork Thunderers), which is the only unit I actually want to disable!
Could option this be added? Or did I just not see the option?
Phyrex  [author] May 24 @ 10:24pm 
All of the RoR? Were you able to click "Unlock" in the Runic Units tab of the Forge?
Swampcow May 24 @ 4:46am 
I've done all the upgrades but I can't recruit any of the regiments of renown. they don't show up in the recruitment pool. Any troubleshooting advice?
KermitXBL Apr 6 @ 4:00pm 
@Phyrex - Has this had an update or was i smoking? has it always been Gold to increase the cap? if so - this is fine, it works great, for some reason i thought it was 8000 Oathgold not 8000 treasury!!
Phyrex  [author] Apr 2 @ 8:48am 
Grimnir's Vengeance requires the Landmark building in Karak Kadrin as well as having built a Inner Sanctum there in the deeps
Bardin BarDagul Goreksson Apr 2 @ 5:21am 
Been using this mod for awhile, but i cant seem to find the building required for Grimnir's Vengeance? though i could be missing something or just oblivious to which building to get, so if anyone can help i would appreciate it :)
Phyrex  [author] Apr 1 @ 12:57pm 
Thanks for the feedback, yeah this mod kind of need some balancing to be honest, I will come to it eventually
KermitXBL Apr 1 @ 12:52pm 
@Phyrex - been using this mod since it released. While i like the change to the system of recruitment, through the runeshop, the Oathgold requirement is crazy expensive for the reward. It really removes the "Fun" aspect of the mod. sweating out 8000 oathgold for just +1.. can you please consider putting this in the 500 - 1000 mark? (inc balancing the rest)

Great mod, not negative feedback, and im happy to create a sub-mod for lower cost if this isn't your long term plans.
Sosvo Apr 1 @ 10:33am 
the mortis engine effect of la fantasma gives vigour to ennemies.
Oom (Hot_Cold_ToastyTV) Mar 27 @ 2:10pm 
The SFO submod has been abandoned for a while cuz the author has left modding all together.
RV_770 Mar 21 @ 11:29pm 
I see the fun police got to this Brilliant Mod as well.. :steamsad:

Impossible unit caps that take forever and makes player skip unit altogether; which negates the purpose of these Mods..

Woe onto the Turnips that police the comment section of these Mods
Ben Mar 17 @ 2:05pm 
@Phyrex OK, thanks for the info.
Phyrex  [author] Mar 17 @ 1:20pm 
Sorry, the Mechanical Marsmen of Zhufbar isn't done yet, still WIP. Rune Guardians of Karak Kadrin works.

Thank you for the suggestions, La Fantasma should be sneaky yep
Ben Mar 17 @ 9:01am 
OK, that part with the Shard Dragons? Nevermind. Forget it.
Ben Mar 17 @ 8:52am 
I have a suggestion about Shard Dragons.
Remove the whole upgrade stuff for them and have them have all their upgrades included into their profile like La Fantasma does.
In case of La Fantasma to make her stand out, give her further increased speed, Strider, Stalk and a buffed version of the Shard Dragon's Breathe of Nightmares.
She is known to be cunning so her being stealthy would make her much more dangerous.

BTW, something is either bugged or something ain't right what I'm doing.
I build the Ancient Vault in Zhufbar to get the Mechanical Marksmen of Zhufbar, but they don't appear. I should've gotten their dormant bodies, but I instead get the usual ones only. Hencefort I can't unlock them in the Forge because their bodies don't appear.
Hoping I won't get the same with the Kadrim RoRs.
Roque the Rogue Mar 2 @ 12:45pm 
Have you seen that automaton and steamplate dwarves mod? I think that they would fit this mod like a glove
ZhangJao Feb 19 @ 6:29am 
I can provide a few suggestions if you want
-All runics units should be recruitable on the building chaing of the runesmiths, there are many mods that adds golens that do the same, usually they are at tier 5, you can leave the first automatons at tier 2, the dragon tier 3, the guardian tier 4 and the golens tier 5
-The regiments of renown locked on the level cap of the main character of the faction as they usually are, or you can also put on the same building
-Check the habilities that some of the units have, for example the "overheat" for the automatons I think it don't increase during battle even though i'm killing units with them
Phyrex  [author] Feb 18 @ 9:33pm 
Thanks for the feedback, I will consider it. I've been playing a fair bit lately and they are hard to get for sure
ZhangJao Feb 18 @ 6:52pm 
Is there a way to ease up the recruitment maybe? Just putting behind a building tier and using oathgold probably, paying 8k thousand just to increase one golem capacity is kinda high, maybe away to ease up the recruitment of this late tier units would be helpful
SloppyJoppy Feb 18 @ 5:04pm 
just a wild idea, donno if it makes sense both game and lore but, a runic artillary piece of some kind, like big runic power explosion projectile or something? mby being pulled by 2 rune guardians :D?
Phyrex  [author] Feb 12 @ 9:10pm 
As far as I know, no. If anyone have any information on new potential units that could be added please do post
Krakenous Feb 12 @ 8:04am 
Out of interest...are there any other units from lore, semi lore or spoken about that could be added as part of this current mechanic? From what I can tell...I think we have pretty much everything now from lore so anything new would have to be made up.

Apart from some of the wall defenses and artillery platforms and batteries and other "magical things/spells/effects" that may be hard to represent in this game, I can't think of anything else lol that hasn't already been covered in all the dwarf unit mods we have.

However I specifically meant anything "construct like", such as this mod.
Phyrex  [author] Feb 12 @ 3:34am 
https://we.tl/t-w1CwUVea0J

yes, here, get it while it's still available
matheusgames Feb 12 @ 12:57am 
Good morning, do you have the previous version of the mod?
Phyrex  [author] Feb 10 @ 10:04am 
And for the love of Grungni, post some balance feedback here, people! I'm sure the units in this mod has balance issues that needs to be corrected
Krakenous Feb 10 @ 8:32am 
Awesome, I shall test and see, thank you!
Phyrex  [author] Feb 10 @ 7:54am 
Thanks for the bugreports, the script-guy(Grackul) has supplied a fix. Let's hope that solves the issues you're having. Please post here if issues still persist!
Krakenous Feb 10 @ 2:22am 
Sorry for spam, I activated the debuggers but I can't see anything that references this mod directly, however, it's also causing end turn crashes/instability etc. I think it needs a patch.
Krakenous Feb 10 @ 1:31am 
Hi Phyrex, this mod is also causing "in battle crashes" playing as dwarfs after a few minutes. Probably related to the script error I think something is trying to be called when it can't be. I hope that helps. When it happens again i'll get debug info.
Krakenous Feb 8 @ 2:39pm 
Hey Phyrex, regarding ZhangJao's comment, I also have the same script log error at new campaign star. It reads exactly as follow:

"SCRIPT ERROR:"
'[string "script\\campaign\\mod\\phy_runic_ror_add.lua"]:373: attempt to call a string value'

No immediate observations seems present to the effects from this, doesn't cause a CTD or campaign lockup but I am not currently playing a dwarf campaign. That's all it seems to say. Hope that helps!
Viral Feb 7 @ 8:47pm 
oh thank you so much that worked out
Phyrex  [author] Feb 7 @ 11:45am 
Hello, check the Runeforge. It has a new tab called Runic Units, that's where you can increase the unit caps
Viral Feb 7 @ 7:49am 
Hello, I have a question why only Clockwork Thunderers are available to me, and the rest of the units are not in the recruitment reserve, that is, I built buildings, pumped them up, in my recruitment reserve everything is at zero, and it does not increase, tell me maybe I did something wrong
ZhangJao Feb 6 @ 5:56am 
I don't have nothing specific, just using my modlist to test and at the beginning of the campaign it shows that big X of the lua script error when you enable the option in game, because of that the missions for Malakai wasn't working properly, not completing objectives and all, I tested each mod individually, and this one was the only one that caused it
Phyrex  [author] Feb 6 @ 5:50am 
@ZhangJao Any more info I can send to the script guy? What does the errors say? Anything special happening? Does it crash the game, etc?
ZhangJao Feb 5 @ 6:33pm 
Please update this mod, it's causing Lua script errors
Fargus404 Jan 16 @ 2:21am 
Friend, please make a mod that allows you to hire a thunder barge for the Empire of Sigmar
Mandalore the Ultimate Jan 14 @ 9:09pm 
Update?
Phyrex  [author] Dec 18, 2024 @ 7:39am 
Mod has been updated, it should work now.
TeamSpeakUser12 Dec 17, 2024 @ 3:06pm 
Amazing mod! No rush, but I think I speak for everyone when I say that an update would be greatly appreciated whenever you find the time