Total War: WARHAMMER III

Total War: WARHAMMER III

SFO: Grimhammer III
14,959 Comments
Tranok 9 hours ago 
I'll take that as a definite yes.
Venris  [author] 9 hours ago 
Horned Rat only knows.
Tranok 9 hours ago 
Is the Skaven update coming in the next patch?
Ingovwetrust_1984 10 hours ago 
dev if you really wanna accept the new lizardman update, I hope you can provide much more Blessed Tokens than original 6.3, CA gave too little in 6.3
Ingovwetrust_1984 10 hours ago 
thats fine man, the lizardman update this time kinda bad, I mean compare to Tombs
Venris  [author] 12 hours ago 
SFO wont work next week, check why!

https://youtu.be/pJIoRmJdlnQ?si=480XM2WdC8qY55HC
FloridaBum 17 hours ago 
do what you got to do venris yalls mods is the best for this game IMO and I can wait
Toka 22 hours ago 
Take your time on any updates for 6.3, we love you! SFO is the best, I'll wait.
masu91 22 hours ago 
Do what you have to do Venris
Venris  [author] 23 hours ago 
SFO does not and will not work with 6.3 on the release next week. Changes are just too big to be done in a week.
AoffyDosy 28 Aug @ 9:36am 
How does SFO have a plan for 6.3? They change Tomb King and Lizardmen a lot
Mr.Freud 28 Aug @ 9:35am 
Is it compatible with beta?
relgonn 27 Aug @ 1:46pm 
There are some artifacts for Vampire Counts at least.
please tell me - does sfo add artifacts? I went into an old save after the patch that updated the artifacts and encountered incorrect display of some artifacts, I'm trying to understand what it is....
BearWithHorns 26 Aug @ 4:01am 
I just wanted to say, I love this mod and really appreciate the work. I don't know who else does this, but I changed the population and corruption (per turn) values and feel like I'm playing a new game.
Small tweaks, big impact. Thanks.
Homuya 25 Aug @ 10:22pm 
Any way you can fix it that Khorne AI cant just endlessly sack one city after another with one stack while I can literally never catch up? Its annoying chasing one army forever and what completely ruins any nation building in this game in general cause in one turn anything you made in the last 20 turns is gone. Not fun at all and completely unrealistic that I cant catch up as they just sack over and over for the next 50 turns until I dedicated 2 full stacks to stop one shitty army so it wont outrun me. F u n

Man I miss Medieval 2.
Kaio615 25 Aug @ 11:58am 
is the hung mod compatible with SFO?
Venris  [author] 24 Aug @ 11:57pm 
@12 -Volt+ RaBBiT: No, we dont give any artifical buffs to AI. Alas AI can cheat with its army abilities since Warhammer 2.

@FaeriFrie: Celestial Dragon Crossbows have two bolts instead of one like normal Jade Warrior Crossbowmen.
12 -Volt+ RaBBiT 24 Aug @ 5:55pm 
Was just wondering does this mod effects the amount of nukes Clan Skryre can drop on you?
FaeriFrie 24 Aug @ 2:54pm 
Hey there @Venris I was using the mod in a Cathay - Miao Ying campaign and noticed that the Jade Warrior Crossbowmen unit currently has more DPS than the other crossbow units, including the Celestial Dragon Crossbows. Just wanted to check if this is an oversight or an intentional implementation. When I looked into the stats, it seemed like their reload skill was way lower than their shield variant too. It sits at 6 seconds right now which is lower than the Celestial Dragon Crossbows who suppose to have "Repeater styled crossbows" according to their description. I would prefer if the highest tier crossbow unit had the highest damage with armor piercing, but that is my personal preference!

Besides that, I do have to say that I have been loving the mod! It has been an awesome change of pace for the game! Thank you for your effort on such a high quality mod! <3
Venris  [author] 24 Aug @ 2:33am 
I have one rule: "No update, no talk". There is no reason to talk about things that are not in game.
Big Bad Wolf 23 Aug @ 10:24pm 
@Venris: I am referring to the Wisdom of x Dynasty Tech to increase army cap, Not the Dynasty Lords Tech. I agree that Dynasty lords should have Canopic Jar Cost and take time to get. But to increase army capacity (Wisdom tech) first will need (per the blog post) 250 jars to start research, then another 10 turns to research. Depending on how CA configure jar drops from battles and winning with TK early skele/chariot spam army against tough enemies. Even starting research of Wisdom of x Dynasty Tech will be delayed (if this is not how the tech tree is functioning per new update pls correct me).
On garrisons, while I defer to your expertise. Usually TK buildings give around 80g at T3, 120g at T5 (non modded) and main settlment T5 gives 250g. Settlments also increase unit capacity, so I build garrison buildings. An avg of -30% income reduction per province from even T1 garrisons seems bad, maybe TKs can have the -% income for T3 garrisons only? Thanks for replying man. Love your work!
Venris  [author] 23 Aug @ 2:15am 
@Big Bad Wolf: Hello, Dynasty Lords in SFO are not just better traits generic lords but unique characters on par with Legendary Lords. If you could get them turn 5 it would mean the design is just bad.

As for garrisons. Same as other factions - its a balance mechanic so you dont spam garrisons everywhere.
Big Bad Wolf 22 Aug @ 9:13pm 
I was trying out a Tomb King campaign before the new patch and I want to know @Venris thoughts about the Dynasty tech research having a 250 canopic jars gatekeep and still requiring another 10 turns minimum research duration. To me, this update makes the TK start even slower. Even if Canopic jars can be gotten from battle like meat, How can I get 250 jars prior to Turn 3 to 5 with a TK starting crap stack, surrounded by tough enemies and cities with shit garrisons. If Venris is can do so, pls remove the 250 jars cost for dynasties to the tech tree like before, then the rest can stay per CA design.
Additionally, In your mod like for all factions, imposes a -10% to income penalty for Garrisons. This does not make sense with Tomb Kings because their units have no upkeep. Also TKs have low income starts so its detrimental and even harder in new patch. Pls remove income penalty or only put for T3 garrisons if you can make the garrison army much better.
Venris  [author] 21 Aug @ 11:37pm 
@CARMEN WINSTEAD: SFO does not require any external mod to have its all features. Try again with SFO only.

@[W]icky: :).
[W]icky 21 Aug @ 7:56pm 
You have the patience of a prophet Venris, just reading your replies to many already answered questions, I am amazed at your patience and your clear replies. Wish you Godspeed on the next patch next week. There will be more to come after that :steamhappy:
The Flayed Lord 21 Aug @ 5:24pm 
Why doesn't the SFO campaign settings option appear, even though I have the Mod Configuration Tools? Not even sure if they're specifically needed but in any case I do not have the options available.
Venris  [author] 21 Aug @ 4:32pm 
@Arkandos: That mod is so large that became overhaul on its own so is not compatible.

@oleary7792: Mod does not edit Ai in campaign or battles (last one is not really possible) so what you see is vanilla. You can use any AI mods wtih SFO, all will work.

Glad you like the mod btw :). We have a Patreon that allows us to still develop it:
https://www.patreon.com/venris
oleary7792 21 Aug @ 4:22pm 
Just a quick question - I noticed sometimes factions just build up units and don't do anything other than sit around their capital for sometimes dozens of turns. Is that a vanilla issue? Also playing as Tyrion I razed some dark elf settlements on the coast like a dozen turns ago and they keep passing by them on there way to attack me but never rebuilding them. Any idea why? They are quite powerful right now so I feel like they have the funds. Anyways, love all your work thank you so much for making all these games way better!
Arkandos 21 Aug @ 3:46pm 
Is the community bugfix incompatible with SFO? It isn't listed as integrated anymore
Wachi 20 Aug @ 8:01am 
@Venris Thanks it worked turns out my roommate turned unit size to large for some reason
Zak97 20 Aug @ 7:55am 
It would be appropriate to nerf the Dwarfs, and definitely Malakai Makaisson, because other factions have been nerfed, and he’s still just as OP as he was before.
Venris  [author] 20 Aug @ 7:33am 
@Wachi: Means you have incompatible mods or unit size settings changed.
Wachi 20 Aug @ 7:15am 
Is it normal that skavenslaves still are like 100 units or is something broken?
Venris  [author] 20 Aug @ 1:09am 
@奥威尔·切瑞先生: Did you at least saw the video I posted or you are joking now?

@masu91: I dont have the update so cant have such info.
奥威尔·切瑞先生 20 Aug @ 12:54am 
Well, that's such a pity. In his previous works, Skavin had an excellent technology tree, but I don't know why it wasn't transplanted. Compared to other races, the current Skavin's technology tree seems weak and outdated
masu91 20 Aug @ 12:49am 
Judging by what's in the update?
masu91 20 Aug @ 12:48am 
Do y'all have a rough timeline for updating SFO after the 6.3 update next week?
Venris  [author] 20 Aug @ 12:44am 
@奥威尔·切瑞先生: No, no plans at all.

https://youtu.be/xlHt78MmjGg?si=bfOGFuQO9kUT8398&t=162
奥威尔·切瑞先生 20 Aug @ 12:39am 
Skavin's technology is so bad. Does the production team have any plans to redesign the technology line for Skavin in the future
Tchweigore 19 Aug @ 8:17pm 
This is the case for both the lore of metal and lore of tzeentch herald lords
Tchweigore 19 Aug @ 8:15pm 
The level 2 of the "Spellfire" skill in the Herald of Tzeentch doesn't add any missile strength from the first level, they're both the same +10% bonus, which is not increased to +20% with the second level. Playing as Kairos
Venris  [author] 19 Aug @ 4:46am 
@K7: Nope, mod does not edit them in any way, shape or form.
K7 19 Aug @ 4:28am 
Is there a chance that this mod kills the books of khorne item? It seems if I raze a settlement with them equipped, the settlement can be repopulated.
flecha 18 Aug @ 11:35am 
I installed this mod again after a couple of years and is getting so much better!
If this mod had the Thrones of Britannia recruitment system it would be so awesome and unique
jam10 18 Aug @ 10:30am 
Hi Derubain, not Venris, but i play tons of high elf's with SFO and they are fine, really. Yes the Averlorn AI can be a dumb ass, but when you get late into a high elf campaign they are so incredibly rich and strong it's almost like the dwarths.

Try this with Tyrion, rush early rubbish nobles (for the replenishment), maybe use the ror phoenix guard (normally available once that dark elf army is dead), setup an ambush with a lord by Lothen, putting a lord outside Lothen and leaving Tyrion in ambush to get the first dark elf army killed then just auto resolve the next two battles, you will probably take some losses but that's fine as once you have your first province sorted its really fun game from then, like its truly my favourite campaign as its such a lovely progression. Hope that helps, its challenging but so fun.
Boesman Koning 15 Aug @ 1:11pm 
Hi, Venris, thanks for the mod, especially I that only play lizardmen. So thanks man.
DaCookie 15 Aug @ 12:25pm 
Hi Venris, setting the game to be settlements only no longer works. Would appreciate a fix
Derubain 15 Aug @ 5:39am 
Hi Venris, have you played a high elf campaign on Ulthuan recently? I am playing as Tyrion and the ai garrison in Shrine of Asuryan is very strong from the start, combined with the ai camping with a full stack it is nigh impossible to overcome early on. As a reference, I am on turn 10 and Averlorn can't even take the first settlement. Needs a serious look imho.
Hadestheroth 15 Aug @ 5:08am 
Hi Venris, I have been a big fan of your mod for a while and I have a hard time to play without it. So thanks for all the good work you are doing.

I have 2 questions/comments.

1) would there be a possibility to have an option to decrease replenishment by 5%? The reason I ask is because the minimum option is currently set at 10% and this is quite drastic.

2) I also wonder about the possibility of controlling the number of characters allowed in an army, similar to table top but for characters. What do you think of it?

@the community anybody knows a mod that does that?