全面战争:战锤3

全面战争:战锤3

Southern Realms SFO submod UPDATED & REWORKED (Closer to Empire Update!)
68 条留言
StimbI4 22 小时以前 
5. Multuplayer breaks the .LUA scritps on turn 1, there go your small quests. Not sure if that something you can fix though.
6. Finally the strangest issue I recently realised. The complete inusability of "Military Strategy: Lease Mercenary Contracts". Why would I ever wanted to inflict on my lands 10 turns of desertion attrition? This probably best be redone with something sensible.
Overall keep up the great work!
StimbI4 22 小时以前 
1. Armourer's Guild resource building also needs the correct armor scope.
2. Mercenary Warfare build line has some bonus experience on it that seems to be doing nothing. I recommend setting the scope on it to "all characters in the province" for actual value.
3. Not sure nerfing the loltank was neccesary: I'm struggling to find reasons to ever field it in SFO- along with the Paymaster Chest Wagon both are performing far below than expected. The wagon is never in range to unload it's guns and overall squishy unit while the loltank is slow easy target that never fires all his guns unless completely surrounded and in serious jeopardy already. I suggest adding some contact effects on their shots (staggering shot or something else nasty) or something.
4. Legacy hiring is still an issue for Artillery build line for the subfactions (please check if all units availability are correctly carried over to tier5).
Ysehporp 10 月 29 日 下午 4:43 
Wow thats awesome!!! Thanks so much. Really appreciate you both bringing this mod over to SFO and being so quick on updates like that. This community is blessed to have modders like you.
Paranoidhawklet  [作者] 10 月 29 日 下午 3:53 
@ysehporp
Fixed the unit cap issue
@stimbl4
Fixed the armor issue.
Ysehporp 10 月 29 日 上午 11:03 
Hello! Just wanted to report that the elf units seem to come with no unit cap since they're capped in their original factions in SFO. So although Lucrezzia can see them in the recruit menu, she can't get shadow warriors or sky cutters.
StimbI4 10 月 25 日 上午 2:09 
Newest addition of armour+ on buildings does not work. I think you should set the scope for it to take effect, probably "all armies factionwide"
Seelka 10 月 24 日 上午 6:32 
So I don't know why there's no comment available on the main mod, So i'll just inform here that everytime I play Southern Realm faction. It kinda automatically turn off fog of war on the map showing me which faction is alive or dead when zooming out or looking at minimap
ItsMeYaRids 10 月 24 日 上午 12:44 
hey! firstly, I wanted to say I really appreciate this mod and the time and work you put in. I did notice your updates to ports during my most recent playthrough as Gashnagia and really liked the stuff I ended up getting access to. There was a lot of cool additions you made and I rather enjoyed getting that economy spike just right to overwhelm the world.
I wanted to thank you for giving me a real good time before I started working on another campaign.
I *did* notice a bug where I appeared to have, as border princes, no capacity for Maneaters (ironfists) - it didn't really affect my playthrough because why bring ironfists in an army that could have ogre pistols instead
Šleser food reviews 10 月 23 日 上午 4:32 
@StimbI4 oh okay, my bad then. Shame i wont get my steam tank
StimbI4 10 月 23 日 上午 12:40 
@Šleser food reviews Wrong mod - this happens because Caravans Of The Old World mod gives you access to "Nuln Elector Count unit" that is a steam tank in vanilla but it is the wagons in SFO.
@Paranoidhawklet I almost forgot one more thing - please add some extra effects for East Ind Company Spices resource building (as per description), it has extra growth and money in parent mod but you can do something else.
cibbonator9000 10 月 22 日 下午 12:59 
@Šleser food reviews get scammed fkin bozo lmaoo :steamlaughcry: :steamlaughcry:
Šleser food reviews 10 月 22 日 下午 12:56 
Im wondering, this is most likely a bug, but im playing an MP game with a friend as the empire and myself as Estalia, and i did the trade contract that let me recruit a steam tank in my RoR pool, but instead of a steam tank i got the Wissenburg Welcomers. Why is that?
StimbI4 10 月 19 日 上午 12:05 
5. Channels of Miragliano landmark could have anti scaven corruption effect, since it's so "accurately safeguarded from infiltrating ratmen".
6. Armorer's guild could have +5 armor all armies factionwide, because it's a very rare location to have Iron in the capital region (for tier4 building).
7. Cooperative Latifundiua could have it's +70 growth replaced with +10 or so growth for all provinces, since you no longer need local growth at tier5.
StimbI4 10 月 19 日 上午 12:05 
Greetings, more thoughts here:
1. Shieldbearers, Noble Retinue and Knights Encarmine are requiring Smithies building, unlike any SFO units.
2. Deepwatch and Fortified Acropolis landmarks still need "Hidden armies will be visible" feature.
3. It would be nice to have camps provide more caps to units, even as simple as main tier5 building giving +1 to all Southern Realms units.
4. Borgio The Besieger in main mod now has only 1 unit of Breganza's Besiegers at the start and he has his personal trait giving +1 cap for the unit, meaning he can hire second after unlocking and rehire them later.
Bareback Hussein Obama 10 月 15 日 下午 5:39 
@paranoidhawklet i figured out the problem. this mod is incomptabile with "Nanu's Dynamic Regiments of Renown - Yet Another Compatibility Megapack" it changes the stats of the southern realms units.
Tsunami 10 月 15 日 下午 1:26 
some dwarf units of the border princes have their stats balanced to sfo -others not ( for example 2h units balanced 1h and rangers not)
Paranoidhawklet  [作者] 10 月 15 日 上午 10:08 
@bareback hussein obama,
Republican Guard and Blackwatch have 13,800 HP with this mod...
Maybe they need a little boost but I think you're having some other issue.
Bareback Hussein Obama 10 月 15 日 上午 4:20 
all of their avaiable infantry melee units have <10k HP, when the average SFO melee unit has 10K+ HP
Bareback Hussein Obama 10 月 15 日 上午 4:17 
some units are not brought to SFO balance. republican guard (very expensive halberdier) only has 8k hp and worse stats than empire halberdiers (who are cheaper). blackwatch, very high tier halberdiers only have 7k hp. pls balance the units for southern realms.
StimbI4 10 月 14 日 上午 11:07 
@Paranoidhawklet
Maybe a better solution would be adding Montantes to a universal structure/camp structure between all subfactions, but it's ok anyway.
More troublesome is an issue with TEB allied recruitment being capped at 0 for respective SFO units, so you can't go 4 elite ally units. So far I've been cutoff from dwarf, empire and bretonnia units, I reckon same is true for all other designated allies. Is it possible to untie those factions from TEB subfactions, at least ones that are not cooperation intended (like Tilea-Bretonnia) or maybe apply some forced caps?
Paranoidhawklet  [作者] 10 月 13 日 下午 7:08 
@Stimbi4
Fixed most of these.
For your final one it would require me to either make new buildings or make a new unit afaik.
Brok 10 月 13 日 下午 5:36 
Fix for Knights of Origo ROR: mod pack file had: teb_origio ROR unit has cavalry types in its unit line, departing from the infantry type in vanilla southern realms. Once resetting those to "vanilla", battles can launch again, not causing a CTD.
StimbI4 10 月 12 日 下午 11:36 
6. Tichi-Huichi's Raiders just need a copy/paste from SFO Lizardmen.
7. Allied outposts have weird tooltip - you have 3 units at t1 and 1 unit at t3, should be opposite of that.
8. The Survivors lord's skill grants 1% ammunition per unit rank - 9% extra ammunition for elite units is too little with huge SFO health pools, should be at least 2%.
Finally I'd like to ask for all mod factions getting access to Montante Swordsmen at tier5 capital (just 1 unit cap). Those guys are too good to not have, especially with Master Duellist hero in the army.
StimbI4 10 月 12 日 下午 11:36 
Hi again, it's feedbackin' time:
1. Charge bonus on all units needs to be bigger than 5 (empire has only archers and artillery with 5), add extra charge to all units except pavise shields and militia archers.
2. RoR unit Bronzino's Galloper Guns has weaker damage than regular units.
3. Pirazzo's Lost Legion (Detachment) summoned subunit needs to have more ammunition - 26 to match the regular crossbowmen. Also please include them into the Militia Reforms, Dwarfen Allies and Weaponized Fireworks techs.
4. Mengil Manhide's Manflayers should have SFO skill "No Mercy" instead of "Southern Tenacity" (They are twisted Dark Elf butchers not southern residents).
5. Swashbucklers units are too expensive for what they do (poking enemies with their debuff) - they lose melee vs better fighters and lose shootout vs better shooters.
Brok 10 月 12 日 上午 10:02 
For some reason the Knights of Origo are causing a CTD when loading a battle. Not happening in base mod. Trying to look through the pack file to figure out why.
SFH 10 月 12 日 上午 12:30 
ItsMeYaRids 10 月 9 日 下午 11:19 
After playing this for a bit, it seems to be fine, I'll admit I'm not a huge SFO player, so I might be missing something, but it is a bit painful to see ogres have ports that make more income than my own - as the faction that in vanilla has a lot of power in their ports and is meant to highly prize them. any chance that could see a bit of a buff?
Paranoidhawklet  [作者] 10 月 9 日 下午 4:47 
@TriggerP32
Cap on Handgunners removed.
Royal Guard Should have a cap but are able to be recruited
TriggerP32 10 月 9 日 上午 2:07 
I'm not sure if this is an issue from this mod or the main Southern Realms mod, but I can't recruit gunpowder missile units (handgunners, royal guard) as Magritta. My unit cap for them is at 0, but I have the buildings unlocked. Riders, for instance, work just fine though. Is anyone else having the same issue?
Paranoidhawklet  [作者] 10 月 8 日 下午 6:54 
@itsmeYaRids
That is my next major plan for the mod yes. unique techs for each faction both for their new units and original stuff.
ItsMeYaRids 10 月 8 日 下午 3:50 
I Do find it interesting to have these extra units added to my factions, but frustrating to see they really don't get affected by the technologies. Is this something that might change? It's part of my reluctance to get too much in terms of VC recruiting for Gashnagia.
Paranoidhawklet  [作者] 10 月 5 日 上午 10:29 
@Babarigo
Agreed.
Power creep is insane in Total Warhammer 3 at this point. So I'm trying to find new places to give buffs.

I'm still working out getting the factions feeling right, the next step is a tech overhaul.
Babarigo 10 月 4 日 上午 10:20 
I used to play a lot TEB in Total War Warhammer 1 without SFO and back then, the factions were quite balanced. WIth the time, TEB factions have become more and more underpowered.
A good exemple is the massive difference between imperial taxation commandment which gives +20% income and -2 public order.
The TEB version is +5% income for -6 public order, which is terrible.
Their techs take ages to complete and aren't that good, the lord skill trees are underwhelming and their units are sligthly better than the Empire, at the cost of losing the ranged strenght of the empire.
I played TEB so much than it was probably in my top 3 most played factions in TW1, but now they are just weak and never kept up with the power creep.
I would go further and keep up rebalance by buffing TEB factions more, playing TEB after having played the empire is tough.
Paranoidhawklet  [作者] 9 月 30 日 上午 9:44 
Elves are accessed via the Mercenary Camp for Bilbali

The 'Marienburg' Landship is just a Landship in TWW3, just as Marienburg is a different culture from the Empire and competes with them however the Empire has access to the Landship.

As it stands the southern realms completely lack tier 5 units which feels a bit strange, but that's partly due to the power creep of the Total Warhammer series.
luke.sluszniak 9 月 29 日 上午 9:30 
So how to get access to elf units, because i don't see any buildings with elves units? And why do you give Southern Realms special unit of Marienburg - i mean landship, SR and Marienburg compete with each other, these are different cultures. SR have their own special units.
Pepi 9 月 26 日 下午 2:27 
i love the mod, but any plans for making it more inmersive in the future? (thinking about for example, unique Lord/Heroe traits for the faction, sfo style, buffing specific units and whatnot) thank you for the mod, enjoiying a lot
Paranoidhawklet  [作者] 9 月 24 日 上午 5:51 
It happens!
ZZZZZ 9 月 24 日 上午 5:01 
Sorry, my bad, I set it up wrong.
Paranoidhawklet  [作者] 9 月 24 日 上午 4:32 
@ZZZZZ
What exactly needs updating?
ZZZZZ 9 月 24 日 上午 3:08 
update plz!!!!!!
Sumbi 9 月 3 日 上午 1:02 
i dont have Garrison Units in defense Buildings. Is that a bug?
V 8 月 28 日 上午 4:42 
can you fix the mass of Borgio on foot to be more resistant to force?
ᛣ Munin ᛉ 8 月 27 日 上午 12:26 
is there a true unit size 2x submod for this
StimbI4 8 月 27 日 上午 12:07 
6. Tilean Merchant Prince lord doesn't have any Lightning Strike option in his skills. Blue line first skill is swapped on him for +2 hero rank so it's gone. Probably best to just copy Borgio's variant on them.
7. Several landmarks from original mod are totally void of garrison units. Ones I found so far: Luccini's "Fortified Acropolis" this one overrides basic garrison build, gives walls and should have good units inside, Tobaro's "Deepwatch", same deal here - overrides basic build needs ratfighter units. Both of the above also need to include hidden detection and discoverability bonus (because we can't get it elsewhere). Scavenblight's main building is special case with name of New Tylos and no units at all.
StimbI4 8 月 27 日 上午 12:07 
Hi again, striking back with feedback :]
1. There is a problem with arty building - tier 5 Grand Foundry locks out Great Cannons and Mortars from recruitment for Tilea.
2. New cannons added in mod need +100% damage vs buildings, like regular SFO guns for serious business besieging!
3. Original mod has changed Borgio's faction, now he can only deploy 2 Braganza's Besiegers. I think the submod is safe to adopt this now, since no more insanity unleashed.
4. Minor town settlements are but defenceless. While the capital works with 15 units at tier 5 and extra few from various building and no units in garrison building, minor towns are pretty much free cheese with 13 units in main tier 3 and not enough slots to add anything substantial. I recommend putting 1/2/3 top units on garrison structure per tier.
5. Reign of Terror building +3 all units cap doesn't affect Golden Lions.
HolyK. 8 月 26 日 下午 7:51 
My hero
Paranoidhawklet  [作者] 8 月 26 日 下午 7:46 
@holyk. This is fixed now.
Somehow I accidentally made the unit ids for spawning the merc units the unit ids used in Kraka Drak.
@Stimbl4
Did some of these.
Paranoidhawklet  [作者] 8 月 26 日 下午 5:34 
@holyk.
Now I'm intrigued. Let me look into this.
HolyK. 8 月 26 日 下午 12:18 
The funniest thing is the units can show up in the garrison from buildings and are also fully available in custom battles.
HolyK. 8 月 26 日 下午 12:05 
@paranoidhawklet
I’ve checked the integrity of the game files in Steam; I’ve always used WH3 mod manager; I’ve unsubscribed and resubscribed to the mods hundreds of times; I’ve changed and reset the mod settings available in the WH3 mod manager launcher — and after all that, for some reason, the Kraka-Drak runic units just don’t show up in the recruitment pool when I enable your submod.
Do you have any idea what this could be related to, and is there anything else I could try to fix the issue?
proof
https://images.steamusercontent.com/ugc/11896541024375057909/12ACF496B27C5115692A178B8D9130FA530002D7/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false