Total War: WARHAMMER III

Total War: WARHAMMER III

TW Millennium: Modern Warfare
2,467 Comments
RiChar 28 Oct @ 5:31pm 
Is there a submod or way to modify the files so that the mod only affects the Reikland faction?
CampinKarl 28 Oct @ 4:19am 
you don't get enough compliments, thank you for the 11/10 mod :steamthumbsup:

best isekai power fantasy to pair with the All Quiet Western Front OST on youtube
croissant78 27 Oct @ 8:10am 
cool mod but the infatry refuse to shoot sometimes and the machine gun nest direction is inaccurate
GhostDragonz2000 25 Oct @ 1:15pm 
Hi, so I've finally figured out which mod was causing the issue, I would never have thought it, but it looks like the "Heraldry, Flags & Banners" mod by RobinHat is what is doing it. I don't... know why, but something there is disabling Millennium's units.
Jensehc  [author] 25 Oct @ 12:22pm 
@Dawnstar
There are lots of teasers of the upcoming content on our Discord server. It will still take a while, but we are working on one last major update for the Empire before we continue with Bretonia.
Dawnstar 25 Oct @ 12:05pm 
Loving the mod so far, looking forward to running this as a coop game lol

Any insights to what you might be working on next? You mentioned maybe giving the other human factions the same treatment, and I notice Bretonia already has rifles late into their tech tree. They up next for a makeover?
Jensehc  [author] 25 Oct @ 11:32am 
@GhostDragonz2000
If nothing else works, you can always deactivate all your mods and enable them one by one until you find the culprit. It takes a lot of time, but it is the safest way. Otherwise it is hard to tell, what other mod might cause this.
GhostDragonz2000 25 Oct @ 9:45am 
That's the funny thing, I don't have any other mods left that should be touching the empire, it's bizarre.
IronWatchmen 25 Oct @ 1:35am 
if you have any empire mod that is a overhaul with this one they will conflict 100%
GhostDragonz2000 24 Oct @ 8:24am 
So I put this mod and it's submods at the top of the load order and still the units were not showing up. How can I check which mod would be affecting the Empire military group factions_tables ? I tried looking around with the wh3 mod manager compat checker but couldn't figure out if there were any conflicts or overights.
JackYo 24 Oct @ 12:34am 
how to start this mod?
Jensehc  [author] 23 Oct @ 2:03pm 
@GhostDragonz2000
You said in your other comment you can recruit spearmen? This sounds like some mod changed the Empire military group in the factions_tables. Have you tried to give our mod the highest priority in your mod list?

@Tired Machinist
Thanks, we are doing our best and are already working on the next major update.

@poet of latin
For the vanilla wizards you can build the special building in Altdorf. The modern ones currently need a special tech and one of the tier 5 buildings, if I remember correctly.

@Global elite -1
Dou you own any Empire factions?
GhostDragonz2000 23 Oct @ 1:09pm 
Hi, I'm currently bug testing for a Elspeth campaign, and for some reason none of this mods units are able to be recruited from their modded buildings. The custom buildings are appearing fine, even using to some submods like adding Derpy's tanks actually adds them to be recruited, but for some reason the base units aren't showing up.

I was just wanting to know what type of mod could be disabling the units? I know it's an issue on my end, was just hoping you might know what type of thing could be conflicting.
Tired Machinist 22 Oct @ 7:13pm 
just wanted to let you know, I bought the TWW trilogy solely so I could play this mod, well worth the price to gas some medieval knights. thank you for your hard work.
Global elite -1 21 Oct @ 9:57pm 
i have disabled all other mods except this one but i ts not working
poet of latin 18 Oct @ 10:45am 
How can I get a Battle Wizard?
Jensehc  [author] 10 Oct @ 7:52am 
@GhostDragonz2000
With one of the recent updates from CA, we might be able to increase the compatibilty with other mods again in future versions. Until then you can simply add the building chains yourself by opening the packfile of the relevant mod with the RPFM and change all "wh_main_bas_emp" to "wh_twm_base_emp" in the db/building_chain_availability_sets_tables.
GhostDragonz2000 9 Oct @ 8:02pm 
Concerning the replacement of vanilla buildings, do you guys think that Landmarks and consequently mods adding landmarks could be re-added? I just think that having them in the game would be better then without.
Jensehc  [author] 9 Oct @ 4:03pm 
@DocHolliday
We replaced all vanilla units and buildings with update 1.6. Other Empire mods will most likely not work and need a compatibility patch.
DocHolliday 9 Oct @ 3:56pm 
Yeah my bad I've had this mod downloaded for I while I didn't think to reread the description for some reason. Thanks though, also do you perhaps know why I cannot get any heraldry mods to work? I thought I remembered using them just fine with this mod but now they seem to cause a weird bug where non of the troops show up in recruitment buildings, only vanilla spearmen.
Mr Devious. 8 Oct @ 11:35pm 
is Kislev version next? In the name of the Tsar i wish to unite all of Kislev with the modern Tsars army :D
Jensehc  [author] 8 Oct @ 6:25pm 
@[ Force ]
To some extent it's the edited textures, but most of it are our custom models. The largest ones are the battlefield buildings from the Base Engineers with roughly 1,5 gb. The rest are the other vehicles, aerial units, artillery pieces, etc.
The_Lord_FØrce 8 Oct @ 6:10pm 
may i ask..why is this mod 4 gb like isnt it models maybe sounds and animations..how are they that big
Jensehc  [author] 8 Oct @ 5:36pm 
@DocHolliday
Well...Did you read the mod page? The FAQ maybe? It's kind of not far above your comment. Someone told me this might help.

Jokes aside, the answer is yes. We already have some prototype units for Bretonia in the mod.
DocHolliday 8 Oct @ 5:20pm 
I feel like I might have asked this but it was a while ago so I don't remember unfortunately, do you guys plan on overhauling any other human factions down the line when your finished with the empire itself?
LOLOlex 5 Oct @ 5:33am 
Discovered that the mods ie: Heraldry by Robinhat and the Techtree Compilation New version are incompatible with TWM. So if any of you are like me downloaded a bunch of mods then notices it late or if you want to play with these two mods here you go
Heraldry makes it that you can't recruit units and the Techtree messes with the well techtree
Jensehc  [author] 4 Oct @ 5:56am 
If anyone wants to still be able to recruit the vanilla units in our modern buildings, there is now a submod for this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3579728944
rustydragonling 4 Oct @ 3:08am 
@Jensehc Thank you for the answer. :)
Naughty Mouse 4 Oct @ 2:20am 
I dont post very often. But this Mod deserves a praise. The amount of work you had to put into it is staggering.
IronWatchmen 3 Oct @ 9:57pm 
@BastingLeech yeah that is a glitch its mainly funny cus you dont suffer that casualties but yeah its a funny bug
BastingLeech 3 Oct @ 6:52pm 
Um i had 269 troops with many being motorized infantry with 4294965473 casualties
Jensehc  [author] 3 Oct @ 1:29pm 
@rustydragonling
A certain amount of units should be recruitable this way, yes.

@the critter
I can't promise anything, but I'm sure Nightsaber will see what he can do.
rustydragonling 2 Oct @ 7:03am 
Dunno if this had been asked, but I'm curious whether an ally outpost in an imperial settlement would offer a different racial faction an opportunity to recruit these units.
the critter 28 Sep @ 2:04am 
can you remake this mod but all the units are naked and buff and oiled up too? even the vehicles preferably?
Menroth 27 Sep @ 10:02am 
@Jensehc
I gotcha! All in all the mod is great and it's been a source of tremendous amount of fun for me in WH3. Keep up the good work!
Jensehc  [author] 27 Sep @ 6:47am 
@Shepherd_KORP
Depends on what kind of mod you would want and how much work it would need. We are already very busy with the next major update, but you can contact me if you want.

@Ryan
They have different purposes and different ammunition. You can’t exactly compare the two except for the HE shells, which I can guarantee you is doing more damage if its 10,5 cm.

@Fengxian0830 @Menroth
A lite version of our mod would require extensive amount of work, since you have to undo most changes, we made to the campaign. Since we are focusing on the next major update, we don't have the time to create and maintain such a version. Anyone is free to create and upload one. We can even answer any questions, if you contact us on our Discord server.
Menroth 27 Sep @ 5:47am 
Is there a way to make only the player faction have the mod's functions while the rest of the Empire factions remaining the same as in vanilla game?
Streamkill 24 Sep @ 5:04am 
does it have x2 unit size ?
Fengxian0830 21 Sep @ 4:58pm 
Any chance we could get a lite version of this mod one day? Would love to have some of these units without it messing around so much with the legendary lords/existing heroes. Make it more compatible for other mods sort of like what Heirs of Sigmar did?


Regardless thank you all so much for this mod and keeping it alive.
Star1337_online 20 Sep @ 6:20pm 
yeah
Ryan 20 Sep @ 2:48pm 
7,7 field gun is stronger than the 10,5 nothing else. Makes no sense
Shepherd_KORP 20 Sep @ 5:29am 
Is there a way i could fund or get a mod made from yall
Boom_Sverige 19 Sep @ 7:30am 
@Dog of War I usually keep my heroes and lords behind instead of putting them in combat, unless the enemy is weakened or the lord has either an armored car or zeppelin.
Dog of War 19 Sep @ 6:57am 
been loving this mod! it's a blast! Only gripe is that my heroes and lords get killed very easily and seem to always be the first ones to get sniped out of the bodyguards.
Boom_Sverige 19 Sep @ 5:48am 
@Jensehc I see, thank you, i'll change it and see if it works!
videogameenjoyer 18 Sep @ 4:37pm 
@Jensehc thats what it should be, but i have max acclaim and all the tech required, but when i go to build a tank factory/anything more than the scout airship the buildings have a red X over them, telling me i need more acclaim and to research the tech.
Jensehc  [author] 18 Sep @ 2:51pm 
@Boom_Sverige
Have you checked your unit size setting? If its on ultra you should always have 4 guns per unit.

@videogameenjoyer
Strange, when I tried Wulfhart's campaign, everything worked normally. You just need a certain amount of acclaim and the tech.
Boom_Sverige 18 Sep @ 2:44pm 
I remember my Field Guns, Howitzers, and HMG's had 3 pieces per unit during my first run, but in my 2nd run I only have 2 pieces per unit. I also feel like I remember the Infantry having 100 instead of 80. Is this an issue, am I missing a technology, or wasn't it even supposed to have that much per unit in the first place? Sorry if I sound like an idiot, because I am one.
videogameenjoyer 18 Sep @ 12:36pm 
for some reason i am not able to build tank factories, even though i have all the required technology and acclaim
is there something im missing?
Jensehc  [author] 18 Sep @ 12:54am 
@Tank Enjoyer
Multiple people started working on a Lite version in the past, but it never got finished by anyone. It is a lot of work to undo most of our changes to the campaign and maintain the mod afterwards, so we won't do it ourselves.
If anyone wants to do it though, they can always ask for help on our Discord server.

@Fastmover15
We are working on the last Empire update and will start to work on Bretonia afterwards. There are already a few prototype units available for them.