Total War: WARHAMMER III

Total War: WARHAMMER III

"Realism" mod
551 Comments
swag-dawg  [author] 8 Mar, 2024 @ 2:16pm 
This mod has been updated! New link found in description of the mod or here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3175631132
KookieBogey 6 Mar, 2024 @ 4:11pm 
I have high hopes for this
KookieBogey 3 Mar, 2024 @ 2:15pm 
Let’s hope for a comeback of this great mod 🙏🏻
swag-dawg  [author] 3 Mar, 2024 @ 2:01pm 
Okay, thank you for your help! I will hopefully see you on Wednesday!
kubuntu1  [author] 3 Mar, 2024 @ 2:00pm 
Sure, I can try to explain how I implemented this feature. I'll send you a friend request. However, wednesday is the earliest date when I'll have enough free time to elaborate on this topic.
swag-dawg  [author] 3 Mar, 2024 @ 1:01pm 
Hello, I was able to modify some files and run this mod in the newest version of the game without any errors, but I still have yet to properly enable retinues for the new lords added to the game. I would be willing to continue to update this mod for future updates but I would like some help explaining how the retinue feature is implemented, if we could get into correspondence I would very much appreciate an explanation of how some of the tables work. Great mod btw!
SaveThePandas 2 Mar, 2024 @ 7:48am 
Thanks for your work man. I hope that in the future CA will come to their senses and fix this piece of crap game, so that modders like you will have a motivation to come back
KookieBogey 28 Feb, 2024 @ 12:56pm 
I honestly haven’t been able to make any unit size mods to work at all. Always crashes on startup. This one included
swag-dawg  [author] 28 Feb, 2024 @ 12:20pm 
😢😢😢🥺🥺🥺😭😭😭
skidrow8080 28 Feb, 2024 @ 6:58am 
Well thank you a lot for your mod and trying to keep it up to date, it was really great!
kubuntu1  [author] 28 Feb, 2024 @ 3:47am 
While I was trying to update this mod I encountered some serious issue and now the game crashes on startup with this mod enabled. Sadly, I haven’t been able to identify the cause of the problem. Due to the shortage of free time, I’m unfortunately unable (and frankly not particularly willing) to investigate this further and thus with a heavy heart I decided to give up on this mod. I’m sorry to disappoint you.
kubuntu1  [author] 27 Feb, 2024 @ 11:42am 
Oh, sorry. I completely forgot to update it. I might be able to do it today
Faleg 27 Feb, 2024 @ 8:33am 
Also waiting for an update, it's my favorite mod!
swag-dawg  [author] 25 Feb, 2024 @ 1:01am 
Thanks man!
void554 23 Feb, 2024 @ 5:54pm 
Thanks dude.
kubuntu1  [author] 23 Feb, 2024 @ 11:32am 
I'll update the mod over the weekend.
void554 23 Feb, 2024 @ 7:41am 
Will this be updated?
It's not working after the current patch.

(great mod btw)
kubuntu1  [author] 9 Jan, 2024 @ 12:31pm 
Thanks. I’ll try to decipher this somehow.
DarkStar 9 Jan, 2024 @ 12:13pm 
If it helps any, looking through the crash logs shows a line warhammer 3 text and then a ntdll error and then another wall of warhammer 3 text.

Kinda like this
Warhammer 3
Ntdll.dll
Warhammer 3
Warhammer 3
Warhammer 3

Only have crashes and this error in the crash log while using the mod. It can be turn 125 or turn 10. The longest I've gone is a archeon turn 145. But campaigns ultimately end with when that happens, because if it happens once it start happening every other battle.
kubuntu1  [author] 9 Jan, 2024 @ 8:45am 
@David von Carstein: It’s not fixed as I can’t pinpoint what exactly is the culprit. My diagnostics tool shows that everything is fine, but crashes still occur occasionally. I have only noticed that casting Searing Doom spell causes crashes more regularly than other actions, but I don’t know how to fix this honestly.
David von Carstein 9 Jan, 2024 @ 8:28am 
Excellent mod, do you know if it still causes a memory leak or is it fixed?
SirSchmoopy 22 Dec, 2023 @ 11:42am 
This mod is better than SFO3 in my opinion. please never stop updating this mod.
kubuntu1  [author] 22 Dec, 2023 @ 8:08am 
@BlackJack: They should now be able to recruit allied units.

@SaveThePandas: I actually had been planning to rebalance all units in order to make their stats more logical, but then I got occupied with more important things than modding, and have been ever since, so those plans had to be scrapped. Also, even during my leisure, I hardly ever play Warhammer 3 any more, so my motivation to implement any significant changes to this mod is absolutely minimal, as selfish as it may seem.
SaveThePandas 17 Dec, 2023 @ 11:55am 
This mod is damn near perfection imo. You should be paid for this stuff man. I only had an idea lately - I kinda feel like the shieldwall ability for high elven spears should make them a lot better at killing... in books and tabletop they really slap if attacked from the front, and they are elves after all. No problem if it makes them more expensive. Dwarf infantry should probably also kill more. For both of these factions, only the ranged units are actually killing smth. Same goes for dark elves and wood elves. They should punch waaay above goblins and clan rats. In vanilla the Tier 1 units are just put on nearly same level for balance sake, even tho it makes 0 sense from logical or lore perspective.
DarkStar 1 Dec, 2023 @ 10:58am 
The Chaos Dwarfs cant recruit allied units through the outpost mechanic. And there doesn't seem to be any way to increase the unit capacity for the outpost units.
Imperial Jiv 24 Nov, 2023 @ 8:25am 
Thank you for the quick update honestly can't play the game w/o your mod
kubuntu1  [author] 24 Nov, 2023 @ 5:32am 
@Imperial Jiv: It should work properly now.

@Jeforbeulus Xaymaica: Thanks for the report, I'll look into it.

@BlackJack: I'll think about it.
Imperial Jiv 23 Nov, 2023 @ 11:04pm 
Mod keeps crashing on startup even when it is launched by itself
swag-dawg  [author] 20 Nov, 2023 @ 2:56pm 
Great mod but some visual glitches. Foot Squires are invisible in this mod, RoR Kislev Strelski have no heads, selecting the warhorse mount for Cathay Celestial general adds 90 models of celestial generals on horses instead of dragon guard, and possibly more I have not noticed.
DarkStar 19 Nov, 2023 @ 6:34pm 
@kubuntu1 would you know if its possible to introduce rank based accuracy for missile units. The higher the rank the more accurate and at the lower ranks they would fire less accurately. Even more so then is currently implemented. This would make veteran units more important as well as veteran artillery. Might also tone down some of the artillery that currently over performs and make ranged more risky to take.
DarkStar 13 Nov, 2023 @ 7:43pm 
I wonder if the mod causes a memory leak. Or doesn't it work like that? I monitor my hardware and my memory just shoots up and hits a ceiling whenever I load up with the realism mod.
DarkStar 13 Nov, 2023 @ 7:38pm 
Yeah it does. There's no rhyme or reason to it beyond happening during battles.
David von Carstein 13 Nov, 2023 @ 4:52pm 
Does it happen to you that the mod crashes from time to time? Sometimes when launchin an spell other times no trigger apparent
kubuntu1  [author] 8 Nov, 2023 @ 11:17am 
I don’t know, I hardly ever use them. They probably perform the best as support for infantry units.
David von Carstein 6 Nov, 2023 @ 3:49pm 
Hi Kubuntu, how should I use single entities. It looks like they underperform both in charge and prolonged combat vs sword infantry
kubuntu1  [author] 31 Oct, 2023 @ 5:55am 
@BlackJack: Ok, I’ll try to do something about the upkeep cost of retinues and heavy cavalry.

@Kaziraka: Unfortunately, I have not.
Kaziraka 30 Oct, 2023 @ 8:04am 
Hello.
Have you yet found any fix for recruitment for The Changeling?
DarkStar 29 Oct, 2023 @ 9:56am 
Hello, no problem at all. Heavy cav I feel will always be worth recruiting, but early game they just dominate and if you can't afford as many then that should temporarily fix the issue.

The thing is, money isn't much of a issue in WH3, some factions start making tons after turn 40 and through battles. The gunpowder issue is of no consequence, guns should be powerful, its too bad you can't turn off fire all ranks, that would somewhat counter the cost/effectiveness ratio.

I thought it would be a lot of work. So maybe just increasing the price for some bodyguard units, those that are easy to get just by leveling up without any downsides, and which would be considered late game units.
kubuntu1  [author] 29 Oct, 2023 @ 5:39am 
@David von Carstein: I don’t know who they are, I am not collaborating with anyone. Frankly, I just wanted to make a mod for myself, but when I finished making it, I thought, that it had turned out pretty good, so I decided to share it.
kubuntu1  [author] 29 Oct, 2023 @ 5:39am 
@Blackjack: First of all, sorry for the extremely late reply. Let’s start with the heavy cavalry, I know that it is powerful, and I tried to diminish their might using the unit caps to limit the number of heavy cavalry units one can deploy, but honestly this system is rather irrelevant in the late game. I’ll consider increasing its upkeep, but I fear that it will make heavy cavalry units not worth recruiting at all. As for gunpowder units, they have relatively low upkeep as I wanted to reflect, that it was actually much cheaper to produce bullets than arrows, and I don’t know if I want to change that. As for the retinues, I considered adding more levels of progression when it comes to them, but It would mean that I’d have to add at least 300 new units and I don’t have time nor the motivation to do that.
David von Carstein 22 Oct, 2023 @ 4:34pm 
Hi! I've noticed this mod has quite a lot of things in common with the mod Warhammer: Total Rebirth for Warhammer 2 made by @juggernaut9994

I am curious if you both are collaborating. If not, maybe you could benefit from sharing ideas as it looks like both of you are trying to create a Total War experience more similar to that of Shogun 2.

Good mod, tons of fun.
DarkStar 8 Oct, 2023 @ 8:55am 
Those warhammer entities dominating battlefields is what turned me off to the whole game the longer I played. I'm glad I found this mod, it kept my interest alive.

But I understand what your saying and i say to each their own. But I doubt the author will make a submod for it, too much work.
MichaelGFI 8 Oct, 2023 @ 7:21am 
Well, I'll definitely defer to you on the lore, since I've never played tabletop nor read the books. As I said before, I love literally everything else in the mod and respect what kubuntu has done here. I'm not the sort of player who says "please change your mod to fit my exact tastes", so all I'll say is I wish the retinues were a toggle in MCT or something along those lines. As it stands right now, it's enough to keep from me from using it, because I don't like to give up that Warhammer feeling of powerful single entities I've gotten used to.
DarkStar 7 Oct, 2023 @ 7:33pm 
Taurox actually didn't have one. Not towards the end anyway. A chaos being crept into his camp, where he and his minotaur followers and presumably bodyguards were camping, and he swept it up and bit its head off. After that he slaughtered all his followers and a multitude of other souls for a year and day before collapsing from exhaustion and waking up with a brass body and the only weakness being the Achilles-esque spot on his neck.

But he did have one at first.
DarkStar 7 Oct, 2023 @ 7:21pm 
Taurox i cant say for sure. His thing was being a Achilles like being with one weakness that a dwarfen sharpshooter or high elf or wood elf could have taken out.
MichaelGFI 7 Oct, 2023 @ 3:03pm 
Did Taurox, who I just played?
DarkStar 7 Oct, 2023 @ 2:43pm 
@mokojb sorry but in the lore supplement all the lords had bodyguards and retinues, even the likes of vlad von carstein and grimgor ironhide. This mod makes more sense then the game ever has.
MichaelGFI 7 Oct, 2023 @ 11:32am 
Love everything about this except the retinues. IMO making lords and heroes feel weaker doesn't fit the Warhammer universe.
DarkStar 15 Sep, 2023 @ 9:35am 
The same idea really applies to heroes and lords getting their elite mounts and bodyguards. A exalted horror or whatever on disks of tzeentch by turn 20 is powerful and a blood reaper on blood crushers.

There really aren't any downsides to taking these things. The only other would be a hefty price increase.

Same with archmages, couldn't you start them out with Spearman for example, and at around level 5 upgrade them to Phoenix guard. Not sure how much work that would be.
DarkStar 15 Sep, 2023 @ 7:51am 
Could you increase the cost and upkeep of heavy cav units by maybe 450 or 500 or so, gunpowder units by 250, and flying large entity heavy cav units like griffons for karl franz and like hippogryphs and units similar to them by about 650 or maybe even more.

The amount of damage these units are able to inflict is too cost effective for the low price point I think.