Total War: WARHAMMER III

Total War: WARHAMMER III

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Singe's Units for the Empire
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28 AGO 2022 a las 5:12
29 ABR a las 15:44
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Singe's Units for the Empire

En 2 colecciones creadas por Singemeister
Singe's Unit Collection
28 artículos
Singe's Playlist of Aggregated Units
118 artículos
Descripción
PSA: I am not making 200 variations of this mod, it's just too much of a pain to consistently update. The old Hunters and Archers are dead, mourn them and be done with it. Same goes for the Pistolmen (redundant, pointless) and the Repeater Handgunners (did not work as intended).

Free Company Militia (Dual Weapons) - From the army book, useful as a screening force that can put out some damage.
Light Lancers - Tier 1 Shock Cav. Not great at fighting if I'm honest.
Shielded Halberdiers - Slightly better at dealing with missile fire
Imperial Footmen (Spears) - Solid spear infantry (Receives buffs to State Troops)
Imperial Footmen (Swords) - Solid anti-infantry infantry
Imperial Halberdiers - Solid anti-large AP infantry
Imperial Halberdiers (Shields) - Solid anti-large AP infantry that can survive missile fire
Grenadiers - Very powerful. Probably too much, despite me taking down their damage from Outriders
Empire Knights (Great Weapons) - From the army books again, some nice anti-infantry potential
Imperial Pegasus Knights - Recruitable from the Tier 5 Cavalry building until I make an Empire version of the Peaks of Parravon. Not as good as Bretonnian Pegasus Knights, but they'll do.
Imperial Griffon Templars - Badasses on Griffons, but not as good as Royal Hippogryph Knights. Recruitable from the T5 Temple of Sigmar building. I edited them from Guv's 1 model version because I am stubbornly sticking to my "2 wyverns per unit is fine" decision from the Greenskin unit pack and will not be budging or taking further questions.

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Singe's Unit Compilation
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2790061057
96 comentarios
broncos1600 8 JUL a las 20:24 
update?
TeamDoggo 28 MAY a las 11:43 
causes crash to desktop from version 6 and newer
Borris the Conqueror 4 NOV 2024 a las 22:40 
when update?
Dairak Logrus 18 OCT 2024 a las 12:21 
Is it balanced?
Yes, I followed the vanilla style reduced by 25%. So all of the additional points are 25% weaker than the vanilla ones.
Example:
[Vanilla] Melee Defence: +4, +8, +12
[Vanilla] Weapon strength: +6%, +12%, +20%
[EHST] Melee Defence: +3, +6, +9
[EHST] Weapon strength: +5%, +10%, +15%

Does the AI use it?
Yes, copied the vanilla style on what the AI will take -aka avoids taking blue tree and focuses more on the yellow and magic trees.

Save game compatible?
It will work with no issues BUT it will reset your blue tree skillpoints on all heroes and it will not give you the skillpoints that you lost on those back.
Dairak Logrus 18 OCT 2024 a las 12:19 
the balance will be vanilla, like in the Devon scheme and unique?
Singemeister  [autor] 18 OCT 2024 a las 10:29 
I'm slowly tweaking my old Heroes skill mod.
Dairak Logrus 18 OCT 2024 a las 10:23 
I asked because many mods give units, but they lack some uniqueness, either much stronger and without balance, or slightly better than the original (I want something really interesting in builds and balanced for vanilla, by the way, have you considered the skill tree for heroes? otherwise a good mod from Devon was abandoned(
Singemeister  [autor] 18 OCT 2024 a las 9:52 
@Dairak Logrus
Nope, I ain't touching MCT. Just one more thing to go wrong. You can always edit the file so they don't show up in game.
Dairak Logrus 17 OCT 2024 a las 14:49 
man can use mct for delete units?not all units good(
Singemeister  [autor] 12 OCT 2024 a las 23:57 
@wheidt1998
Not this mod unless it hasn't updated properly for you. Redownload and try again