Total War: WARHAMMER III

Total War: WARHAMMER III

Deithland: An Empire Roster Overhaul SFO SUBMOD
46 kommentarer
Ghostgg10 For 15 timer siden 
ok:steamthumbsup:
Agraell  [ophavsmand] For 19 timer siden 
@Ghostgg10
Ty for the feedback.
The cofferglare unit card indeed shows 275 range, even though it doesn't correspond to anything real, as rockets are 500 range and the throwing net projectile is 165. Short range mode is also not 275 range. I'll look into it, that's a bit weird.
Ghostgg10 7. okt. kl. 11:19 
thanks for the mod. one issue though cofferglare rocket battery(275) and cinderbell howtizer(450) range are very less compared to hellstorm rocket battery(475). can you look into it. cinderbell howtizer was supposed to have the longest range as per the base mod author video.
Agraell  [ophavsmand] 2. okt. kl. 11:37 
Updated. Artillery HP should look nice and clean now, except mountain guns because they're weird. Cinderwind damage over time effect buffed.
Agraell  [ophavsmand] 2. okt. kl. 3:19 
@Ghostgg10
Nope
Ghostgg10 1. okt. kl. 19:29 
Does this mod affects smoke vfx of base mod?Just a doubt because for me it's not working
hitherebyethere 27. sep. kl. 23:43 
Nvm for some reason the health seems to be fixed now
hitherebyethere 27. sep. kl. 7:22 
Ye most of the roster are too squishy, even in a range battle they get squashed. The only ones that do somewhat ok in terms of survivability are the Power armour units but even they are underwhelming.
sinh 27. sep. kl. 2:33 
So I was recommended checking this mod out, and naturally I looked for an SFO submod. I'm just curious about few things. I see some units with 20 entities and 4k HP, or 40 entities and 9k. I have to ask, are these units just that strong or maybe a few numbers were forgotten?

Because I'd imagine, in SFO, if anything even looks at any infantry with this low hp, they would just fall over.
ARANBABA 24. sep. kl. 16:17 
I don't know if this was intended, but all of the diethland infantry has like half the HP of normal state troopers, at least with grimhammer enabled. I understand theyre supposed to be a bit more fragile because they are also ranged but they get melted very quickly compared to other units because of their very small HP pool.
F4NT4Si 22. sep. kl. 1:36 
feel like most of the artillery are underpowered, for example the rocket pales in comparison to the default hellstorm, both in range and damage
Agraell  [ophavsmand] 20. sep. kl. 9:21 
Update is out. Balance might be off for now, it needs further testing ; but it will work.
If you crash on startup, unsubscribe then re-subscribe to your mods.
Ghostgg10 20. sep. kl. 8:43 
awesome thanks mate. much appreciated
Agraell  [ophavsmand] 20. sep. kl. 6:28 
Aight, I was away for a bit (and missed SFO release, of course lol), update should be out in a moment.
Ghostgg10 19. sep. kl. 6:07 
Possibility for an update? lot of units are missing imperial allegiance trait that belongs to empire units
Agraell  [ophavsmand] 9. sep. kl. 3:50 
The artillery update should be up when SFO gets updated.
BUT (and it's a big but) as I could not really test it with the current version of the game, I will really need input on the balance. It is also a lot of artillery pieces to test (there's 10 of them) and I hope my guesswork will at least make them viable in SFO, at least until I can do a fine balance pass.
Crimson Moth 5. sep. kl. 11:33 
@Sqidman, try place submod above the main mod. It works for me
Sr fred 11. aug. kl. 19:52 
damn i really want a mod like this but with cap
Agraell  [ophavsmand] 11. aug. kl. 14:12 
@Sr fred
Not yet. Trying to figure this out has been an absolute pain lol
@Sqidman
4400 ? There must be a mod conflict somewhere. They should have 13200hp.
Sqidman 11. aug. kl. 12:29 
Hello, I just wanted to point out in your SFO submod the pyrehulks have pretty low hp values compared to other units that fill a similar niche (4400). Is this intentional?
Sr fred 11. aug. kl. 12:23 
Is this mod has units caps?
Agraell  [ophavsmand] 11. aug. kl. 7:30 
@SFH
Nice.
@WarBlackstone
Compared to the base game, everything is stronger in one way or another. But it is a very well balanced overhaul. Unless you go up against late game wood elves lol
WarBlackstone 7. aug. kl. 19:41 
is everything stronger or weaker in sfo?
SFH 6. aug. kl. 5:29 
Hello, i made 2X unit size submod for yours submod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3543290273
IT JUST GOT REAL 28. juli kl. 12:53 
Thank you for the answer
Agraell  [ophavsmand] 27. juli kl. 15:35 
@IT JUST GOT REAL
Technically, maybe. But I'm not sure it would work at all.
Deithland and these two other mods are essentially overlapping each other. And if you don't run all three, the missing dependencies of the submod will make the game crash. But if you run all three, Reiskmarine and Steam Suits content will overlap with Deithland.
So it's technically possible (20% certainty, so not much) but I would advise against it.
As Deithland essentially adds both steam suits and reiksmarines, albeit in a slightly different and more refined way, the best of both world would simply be to run Deithland and wait for Doktober to add more units to the overhaul.
The simplest solution would be to make a submod for each mod.
IT JUST GOT REAL 27. juli kl. 14:32 
Thank you for the mod. Would it be possible for this mod to also include the 2 other mods from Doktober? Reiksmarines and Steamsuits.
Agraell  [ophavsmand] 27. juli kl. 14:08 
@Tachyonic Mouse
It aligns the units' stats and design philosophy with SFO. More health per entity, number of entities per unit, some abilities/passives here and there, tons of little adjustments.
Some changes are listed in the change notes (look next to the picture).

@McDili
Hey, I'm but a humble submodder but thanks, I appreciate it :)
Tachyonic Mouse 27. juli kl. 6:36 
Hi, what changes does this submod actually make? I can't seem to find a list. Thank you.
McDili 25. juli kl. 16:18 
Just stopping by to say thank you for this mod. I love it.
Agraell  [ophavsmand] 19. juli kl. 6:41 
@Crimson Moth
It works fine on my end. If the problem persists, check that the SFO submod is indeed active, and maybe try to reset load order (bottom left of the launcher, the little gear icon.)
Also, update:
Added imperial allegiance to danzigers, mortar muskets, tiller guns, hellbores.
Increased gallowdogs unit size (and health, bc of the increase in models), they should feel like a true penal battalion now lol.
Agraell  [ophavsmand] 19. juli kl. 5:30 
@Crimson Moth
huh. That's not supposed to be the case. They should have the same HP as chosens. Let me check.
Crimson Moth 18. juli kl. 12:50 
Hello. Purehulks has ~ 8400hp against other sqads the same size and weight. For example trolls has 14k, Chosens 13k. Vanilla gunners has 100 men and 10k hp deithguiard are same squad size but 8k hp. Was it meant to be this way?
331 | Shiftingfaith64 13. juli kl. 4:29 
It's working again! Thank you for the reply!
Nachtelf Irokese 13. juli kl. 0:54 
Oh boy, i hope the Iron Hulks are tanky!
lewski19 12. juli kl. 10:49 
i would like to ask a question about the units themselves i've watched the video and i would like to know are the ranged units using actual rifled barrels or no
Agraell  [ophavsmand] 12. juli kl. 4:38 
@Shiftingfaith64 the only stupid questions are the ones you don't ask.
And Deithland seem to be delisted for now. Don't know why.
Jeremy Lin 12. juli kl. 0:19 
the mod seem to be down
331 | Shiftingfaith64 11. juli kl. 23:25 
I had a question. I would like to play this but need the 'Deithland: An Empire Roster Overhaul' which i am not allowed to access. Is that on my end? Am I doing something wrong?
Sorry for the stupid question.
Came here after seeing MonsterAbound play this campaing on his yuotube channel and it looked amazing!
Agraell  [ophavsmand] 7. juli kl. 4:03 
@spieker.christopher
Must be a mod conflict on your end, it works fine with me.
@Jeremy Lin
Stats-wise pyrehulks are in a good place I think, as they are a tier 3 unit with melee stats comparable to a (slightly worse) aspiring champion. But they actually have the same health as aspiring champions unit lol. Also they do splash damage in melee, and their projectiles go through multiple units (fusilaxes projectiles go through large units too). Might add missile resistance on top of physical resistance.
I'll take a closer look at the gas though. Balance is a bit iffy with damage-dealing passives as it can quickly become overpowered. Thanks for the feedback!
spieker.christopher 6. juli kl. 13:54 
keeps shutting down upon launch
Jeremy Lin 6. juli kl. 4:23 
i feel like the Pyrehulk should have more health, compare them to a normal dudes without a power armor and the normal dudes have more health lol or maybe increase the defense. The gas and poison stuff should probably get more buff too, i feel it's useless to use that ability sometime compare to the base game.
Agraell  [ophavsmand] 29. juni kl. 7:57 
@Sollandel
Thanks for the feedback ! I adjusted values, changed some attributes here and there.
Tell me how it feels now !

@Pravmlormd
Hm. Maybe ? I'll take a look, but no promises.
Pravmlormd 29. juni kl. 5:56 
i guess next submod request would be warband compatibility
Pravmlormd 29. juni kl. 5:55 
ohh daddy thank you for this one
Sollandel 29. juni kl. 0:44 
My input for balancing, thanks for the submod mate!

All Units: Probably could use a hefty HP boost, 20-30%

Deithguard Axelock/Blasterkey (Rifle shot): Should have ranged power roughly equivalent to Handgunners, add shieldbreaker as well? Charge Defense vs. Large for Axelock

Pyrehulks (both): Add Area attacks, Small physical resist buff (5%?) and missile resist (10%?), Charge Defense vs. Large for Fusilaxe

Tiller Guns: SFO Steady Aim buff (Hochland Long Rifles have it)

Chemlancers (both): Double missile resist

I almost want suppressive fire on the Danzigers, since they are a pseudo replacement for the Nuln Ironsides that also get it in SFO, not sure if that's to much though