Total War: WARHAMMER III

Total War: WARHAMMER III

Empire, Bretonnia, Vampires(EBV) Additional Units Mod -Sigmar's Heirs Comp.
65 kommentarer
libērtaŞ  [ophavsmand] 18. juni kl. 16:29 
Updated
libērtaŞ  [ophavsmand] 29. nov. 2024 kl. 10:32 
I wont be back to settle down and set up my pc again till March
Kane Beckett 17. nov. 2024 kl. 2:33 
Will you update it soon? :(
sigmars_disciple 1. juni 2024 kl. 8:31 
Thanks! <3
libērtaŞ  [ophavsmand] 28. maj 2024 kl. 17:15 
updated
sigmars_disciple 26. maj 2024 kl. 20:01 
Hey, is this ready / "safe" to be played in a 5.0.3 campaign, does anybody know the definitive answer? Thanks <3
sigmars_disciple 8. maj 2024 kl. 3:51 
Dear author, I also miss this mod. This will get an update for 5.0 at some point, right?

Hope you enjoy the Wissenland campaign <3

BTW, I really recommend most Sigmar's Heirs users "Sigmar's Heirs Lite" submod by @chopchop. 3 things it does for you are re-uniting the two seperated vanilla und provincial recruiting chains. It also brings back the gunsmoth/armoury instantly - and all the modded units that are still tied to it - it also brings back landmarks SHs messes with like Alrdorf Zoo

Among other things. Recommend 100x more than e.g. the "novanilla" submods (well, nobody here is prob using that as it would make the units from this mod disappear)

Looking frwd to the mod coming back

<3
Kane Beckett 30. mar. 2024 kl. 15:52 
I hope for an update. I love your mod!
libērtaŞ  [ophavsmand] 19. feb. 2024 kl. 18:26 
k
Karl Franz 18. feb. 2024 kl. 21:55 
Hey, we spoke about this unit mod a while back, i was hoping to ask you a few questions about modding, is it cool if i send you a friend request and DM you about the questions i've got?
sigmars_disciple 6. jan. 2024 kl. 13:55 
Oh, just noticed you mentioning a knights unit being added Warband upgrades. I didn't know this was a part of this mod - why? This could possibly be a problem. I found no further info on this speedreading the description.

Maybe this is easier... I try to run this with this life-changing compatibility mod pack:
https://gtm.steamproxy.vip/workshop/filedetails/?id=3111165166 Maybe you'd like to try it out even and have a look? It's really cool, saves you some mods as well (e.g. submods for Warband) and gets some nasty not-100%-4.x ready mods to safely work again
sigmars_disciple 6. jan. 2024 kl. 13:54 
Hey Edmon, I know this is a unit mod and that it should work, but have you or any of your users confirmed it's 100% compatible with the Immortal Empire Extended map by Chaos Robie?

I'm having mysterious end turn AI crashes, and this mod is one of 3 or 4 mods left that could possibly be the problem. Sorry for not having more info and some guessing being involved. Appreciate you, love the mod! <3
Mosketero 28. dec. 2023 kl. 6:59 
Incredible work, thanks :Honored:
libērtaŞ  [ophavsmand] 8. dec. 2023 kl. 23:05 
Updated units cards and introduced Blazing Sun Knights to warband upgrade system, however you can recruit them the normal way if you want
libērtaŞ  [ophavsmand] 19. nov. 2023 kl. 10:24 
updated melee weapon on reiksguard cav and reiksguard(claymore) better distinction now between them, improved stats, also the 2-handed sword wielding reiksguard have a very small splash attack, max 2 units at once
libērtaŞ  [ophavsmand] 19. nov. 2023 kl. 7:40 
Update, completely reworked the stats on demi-grpyh weapons and inner circle knights weapon and melee/defense stats, a lot of math was involved....a lot, and I used the grail guardians in my mod as a base, first calculating weapon damage to be on par points wise after factoring in the unit size difference, then reducing it by 20%, then taking into account the vanilla ratios, then keeping the ratio in damage between halberd and lance to calculate the halberd stats, but fixing something regarding the lance(the lack of bonus vs infantry) that made it pointless to ever hire lance over halberd demis..and then did the same with the inner circle only I reduced the damage by 10% after doing the prior math instead of 20% and their bonus vs is split nearly half and half.
libērtaŞ  [ophavsmand] 3. nov. 2023 kl. 10:12 
I know what happened now.
In my mod I went through the trouble of giving WH1 assets blood textures, spears and swords and other things didn't have them
the file is pointing to a wsmodel instead of a rigidmodel but it doesn't exist, for w.e reason I missed that, so give me a moment I'll fix it immediately
sheaim 3. nov. 2023 kl. 5:56 
their spears go invisible. From what I've seen deleting the variant mesh definitions for spears_1h and spears_2h fixes the issue. Some mapping problem there I suppose.
libērtaŞ  [ophavsmand] 2. nov. 2023 kl. 11:03 
the heck? lol, like physically drop their spears? I'll check it out later don't worry
sheaim 2. nov. 2023 kl. 2:38 
seems to cause spearmen to drop their spears for some reason.
libērtaŞ  [ophavsmand] 24. sep. 2023 kl. 17:39 
Um, no that's a separate standalone mod.
♠Kn1gHtFuRy♠ 24. sep. 2023 kl. 10:52 
Does this mod need this mod to be subbed - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3035260025
libērtaŞ  [ophavsmand] 23. sep. 2023 kl. 12:43 
hotfix
libērtaŞ  [ophavsmand] 23. sep. 2023 kl. 12:14 
Huge update, I added(cause I forgot) blood textures to all the custom units in this mod and even WH1 assets(some used by the mod) that CA never added blood textures to(like swords, spears, lances, wreaths, some shields for the Empire). Also blazing sun knights no longer have fire swords as it is not lore friendly at all, it was my misunderstanding cause CA gave them fire lances.
sigmars_disciple 21. sep. 2023 kl. 3:45 
This is cool, I didn't know that this existed - now compatible with Sigmar's Heirs!
libērtaŞ  [ophavsmand] 15. sep. 2023 kl. 13:00 
Also it shouldn't cause a crash, the units are still existing, only the permissions changed, whoever recruited the units should still have them when loading a save file, and they will lose them once they lose them in battle. Kind of like when you confederate a faction that has DLC units or unique units belonging to that faction only (say you play as Tyrion and then confederate Alith Anar, and get his elite shadow units, and you get to play with those units but you can't recruit them. So the update should be save-file friendly.
libērtaŞ  [ophavsmand] 15. sep. 2023 kl. 13:00 
So update, I fixed it so that only Vampire Counts in Sylvania get the Sylvanian state troop units. There were only 2 factions I think, one containing Vlad, Isabella and some other guy, and the other containing Manfred, so I think I got them all.

Regarding red skill tree or technology tree buffs I just checked and I had added these units to the unit sets that belonged to skeletal warriors and the like so that they would be affected by related technologies and red skill points.
libērtaŞ  [ophavsmand] 15. sep. 2023 kl. 12:46 
Already did, uploaded elsewhere, similar name.
Lys Albus 4. sep. 2023 kl. 13:52 
it is possible to make this mod without sigmar heir's?
Ciaphas Cain 2. sep. 2023 kl. 16:05 
Can you upload your changes of Vampires & Isabella please? I'd like to see if she has been made into something I'd rather not have to see or not...
libērtaŞ  [ophavsmand] 16. juni 2023 kl. 16:45 
Updated the mod with Ulrika Magdova getting the same vampire running stats
libērtaŞ  [ophavsmand] 22. apr. 2023 kl. 11:35 
Sry I took so long to update, some tables changed and attribute group names had changed so you must of seen units lacking any sort of buffs and the like. Anyway the mod is updated now.
Judge Dred.Fr 8. feb. 2023 kl. 9:37 
we need Valten!
FreeMayk 1. feb. 2023 kl. 18:12 
Valten! :)
libērtaŞ  [ophavsmand] 27. jan. 2023 kl. 17:35 
Updated unit upkeep for knight units and lowered defense stat on the 2 handed mounted reiksguard unit
tongmaster 23. nov. 2022 kl. 7:09 
Valten!
libērtaŞ  [ophavsmand] 22. nov. 2022 kl. 12:00 
I've been busy with other games but yeah I definitely want to do that eventually, I love Valten.
Carsyn 15. nov. 2022 kl. 18:57 
Definitely add Valten, it'd be a unique mod and one i'd really love to have! make sure to give him Ghal Maraz and to give the emperor his weapon Dragon Tooth :D
libērtaŞ  [ophavsmand] 18. okt. 2022 kl. 10:45 
yeah I'm reading it right now..........screw it then, I will remove the secondary building requirements then
888 18. okt. 2022 kl. 7:02 
gg meanwhile patch 2.2 removed secondary building requirements completely ...
libērtaŞ  [ophavsmand] 17. okt. 2022 kl. 16:46 
that's how it is in vanilla, there's also the gameplay aspect to these things the notion is that a good heavy tier 3 infantry is not something that you should unlock overly easily for gameplay reasons, I know it doesn't make much sense but that's how it is
888 16. okt. 2022 kl. 8:40 
@edmon:
dont know if intended or not by you:
Reiksguard cavalry vanilla and claymores dont have any smithy requirement (so you can recruit them pretty early)
libērtaŞ  [ophavsmand] 15. okt. 2022 kl. 9:35 
na I haven't touched the boyz
888 15. okt. 2022 kl. 8:03 
@Edmon:
just experiencing human and woodelf factions (I also have your elf redone active) perform better in my campaign with Franz (couldnt see they recruit any other than vanilla units)...also have an AI potential mod active (which I have since IO release)
specially Huntsmarshall Wulfhart and Volkmar are expanding fast now altough I have garrison mod for all non order factions and several other buffs. (last campaign they had harder time)

It is impossible that one of your last updates makes greenskins to not attack settlements and only besieging it....is it? (I go trough the last updated mods I´ve subscribed since I encounter this behavior as none should make changes there...)
888 13. okt. 2022 kl. 8:40 
@Edmon:
Thx for explanation, just playing with Franz now so it wont be an issue I guess (Have to keep an eye on Volkmar, Gelt, Huntmarshal)
libērtaŞ  [ophavsmand] 12. okt. 2022 kl. 15:31 
yeah they can I believe, I gave the recruitment to all of the empire culture, I have yet to see them because nobody bothered building a reiksfort in my campaign so far, so I guess the chances are random, and with Festus and Beastmen on the loose they seem to have a hard time staying alive unless I'm controlling an Empire faction and go save them. It ought to help them but it will be a while before they can build a reiksfort and armory lv2 and there's no assurance they get the chance.
But assuming they do, what matters is the melee combat potential of units for auto resolve in AI battles, and the values are very slightly higher than a greatsword unit for all these dismounted knights, meanwhile on the field the situation will be a different story, they aren't difficult to bring down but they aren't weak either, they can more than go toe to toe with chaos warriors(but not chosen unless well buffed by lord skills and spells).
888 12. okt. 2022 kl. 12:39 
@Edmon:
question: can AI recruit your Reiksguard units (foot) from Reiksforts? (cause this would buff AI significantly...wouldnt it?)
888 12. okt. 2022 kl. 12:22 
@edmon:
thx nevermind, great mod anyways .... again :-)
libērtaŞ  [ophavsmand] 12. okt. 2022 kl. 11:27 
I like to keep things cool looking but not at the cost of authenticity, I based it on models or artwork I've seen, which is why I rather keep all the other helmets the reiksguard have.

As for the ror cap and exp mod, I never really believed in that, sry I rather keep the RoR feel unique plus they are called Regiments of Renown for a reason.

Thank you for your suggestions though.
888 12. okt. 2022 kl. 8:23 
@Edmon:
Oh and Zintlers Reiksguard also has the RoR mod problem, but I think there is no way around when changing them to sword.... except you add those RoR changes too (xp gain and cap increase, this way also any stat changes would be unneccassary? as the RoR increase their stats trough XP gain/ranks then??)