Total War: WARHAMMER III

Total War: WARHAMMER III

Cataph's Southern Realms (TEB)
1,640 Comments
dragonkingofthestars 2 Oct @ 7:00pm 
having played with this mod, one suggestion i have is please, put Morghur somewhere else. Trying to deal with his army with two spawn, a Razorgor Chariot (both tier 3) two centigors and ablity to just make a low health unit auto expload into a spawn, is a pain with Lucrezzia's or Lupio armies, who he both out numbers by 1, Just, an annoying and awful first fight for the estalia lords
Cataph  [author] 1 Oct @ 1:57am 
yes
Miracle Johnson 30 Sep @ 2:23pm 
Hello! Question, Is it possible like even Im playing as the Empire is it possible to have they're units as mercenaries? Like when you said "Mercenary Camps" do they work like the Ogre camps?
Cataph  [author] 29 Sep @ 7:22am 
the way I work with garrisons is that I make them work on parallel with vanilla stuff, actually for better compatibility. E.g. if you added more greatswords on settlements, you'd get comparable TEB units.
This stops working if you act very invasively on vanilla slots for vanilla buildings. I guess SFO does that too now.

and no, I don't plan on reworking that, overhaul compatibility is up to their submods.
Starvation 29 Sep @ 3:35am 
Author, I found a mod that can cause a settlement's garrison to only have one mortar. It's SFO: Grimhammer III - RISE OF THE RAT.
Other mods that create new factions don't have this problem. I suspect the problem is that this mod tends to replace Southern Realms buildings with its own, perhaps confusing this faction with the Empire and not understanding what units are supposed to be in the garrison.

Please note that this mod causes compatibility issues directly on the Steam page, under the mortar section, so that other people who encounter this issue don't have to manually search through mods to find the one that's causing the error.

And if possible, perhaps you could consider a patch to fix this issue?

By the way, I checked; another Estalia mod (Red's Estalia Overhaul) doesn't have this problem. It also swaps buildings for Grimhammer, but apparently the author somehow misplaced the correct units in the garrison.
Starvation 29 Sep @ 2:23am 
@Dtgob32
Thank you.
Dragon32 28 Sep @ 4:15pm 
@Starvation
Re-read the FAQ
Serious Lee 28 Sep @ 4:05am 
I'd be very interested in that submod
adaalbert 27 Sep @ 1:01am 
Thanks for answer. I really wish to make mod that change starting positions, but it's not that easy as in Medieval 2. In Warhammer it needs coding abilities. I will search for tutorials.
Cataph  [author] 26 Sep @ 11:52am 
not necessarily, and I don't have plans to make unique starts for IMEE. You're welcome to make submods.
adaalbert 25 Sep @ 6:46am 
Hello. Shouldn’t the East Ind Company start the game in Ind?
Karcel 23 Sep @ 8:40am 
I have it disabled as it was causing issues with other mods aswell.
Cataph  [author] 23 Sep @ 8:31am 
do you also have the heroes of legend mod? everyone with that issue so far did.
Karcel 23 Sep @ 3:16am 
Are there any prerequisites to recruit Tortoise tanks?
I got the tech, all of them, I got the Siege workshop, which says it will unlock the tank for recruitment.
And yet I can't recruit Tortoise tanks.
Any idea what could cause this?
Cataph  [author] 19 Sep @ 8:20am 
use the Runcher mod manager if you want to play with tose unit sizes, just use its settings and no submods needed
Dragon32 17 Sep @ 1:15pm 
@z.skau
There's a couple if I search for southern realms unit size
z.skau 17 Sep @ 12:56pm 
@Dragon32 so are there submods for it? because I have several 2x unit size mods and none of them work.
Dragon32 17 Sep @ 11:54am 
@Crabby Coco; z.skau
That'd need sub-mods, either for whatever overhaul you're using or to boost unit size.
Crabby Coco 17 Sep @ 9:21am 
Did i miss something or do the Southern Realms Faction cities have no Garrison Troops by default. I always have to build walls. Otherwise i dont seem to have any garrison in my cities.
z.skau 16 Sep @ 10:42pm 
Any way you can make it compatible with 2x Unit size?
JMMM 16 Sep @ 7:31pm 
Hi guys, playing as border princes can’t figure out how I recruit more dwarves other than the unit you start with?
Asteri✘ 14 Sep @ 10:49am 
great mod, can you add the possibility to recruit gothrex and felix, ulrika?
斯基劳大公 14 Sep @ 7:00am 
This mod has been one of the best in the Warhammer community ever since the Warhammer 1 era, and I hope it will continue to be updated with even more engaging content. For example:
Sub-faction mechanics tailored to each faction, similar to what the SCM mod offers;
Unique overworld city visuals, like the distinctive designs seen in the Lost World mod;
More distinct unit models and UI that set it further apart from the Empire;
Additional Legendary Heroes;
Voice acting on par with mods like Araby and Albion .
malsala23 13 Sep @ 9:31pm 
I 2nd BioVolck's question. This mod looks great, and I'd love to use it alongside the high Gothic mod.
BioVolck 12 Sep @ 3:59am 
I found out which mod caused the unit models of this mod to break (High Gothic Empire Reskin), but the problem is that I really like this mod, is there anything I can do to make both mods work? For example, download a set of textures for this mod to work?
Dragon32 11 Sep @ 6:51am 
@BioVolck
"Culprit" is someone / something that has done wrong. So remove that reskin mod, if you have it. If you do not have that mod it could be another, similar mod.
BioVolck 10 Sep @ 11:42pm 
Do I need to install "Vermintide 2 Cosmetics Reskin" or delete it?
Dragon32 5 Sep @ 8:47am 
@BioVolck
Check two posts down
BioVolck 5 Sep @ 8:07am 
Hello, some units lack a head, that is, just a flying helmet, or sometimes even a torso with arms is missing.
Tag_Ur_It--> 4 Sep @ 11:49am 
I just gotta say, having the horseback missles have such a wide lone of sight is perfect. It's what I wanted outriders to be. They are perfect for doing drive bys against infantry and chaff.
luthurram 3 Sep @ 10:33pm 
In case anyone is having issues with bugged out spear and pike models with missing heads, etc., I have finally found the conflicting culprit: GunKing's Vermintide 2 Cosmetics Reskin. Changing load order does not solve the problem.
SirCamo 3 Sep @ 10:05am 
@Priss Literally did a multiplayer campaign playing as Sartosa and ally was playing a southern realm. We had 0 issues with their AI performing. Please do not put down an active creator of the community because you're misinformed about a mod's functionality. I research for hours on my own as a mod user so mod creators can have more of a break while we can spread good tips / advice to others. Accusing an author of AI issues like this seems unnecessary and just adds unneeded stress to these awesome creators.

Just remember what you say is seen by the modding community as a whole; respect goes a long ways with networking! :WH3_greasus_rofl:
Cataph  [author] 2 Sep @ 3:16pm 
no way I'm doing that.
Priss 2 Sep @ 12:50pm 
For some reason this mod completely breaks Ikit Claw's and Sartosa's AI. Sartosa freezes and doesn't do anything, Ikit claw recruits a lot but never leaves skavenblight. Such a shame.
Cataph  [author] 30 Aug @ 8:37am 
@larcon
re: techs. No. I think you and others really need to re-evaluate how universal most of those effects are, and that on average they do wrap 15 turns of vanilla techs in one button, for what it's worth since vanilla is uber inconsistent at best, but I did comparisons multiple times.

Also, you can lower that time to 8 turns in my direct experience, you don't need merchant prince blue skills. Get Art workshops, get the high elf bundle in plutocracy, ancillaries and whatever else I'm actually forgetting. Myrmidian temples iirc. If I can do it without cheesing or painting the map you can do it too.

And get the wizard contract on cooldown. You have the advantage of not having to build anything at all for them.
MERPHY 30 Aug @ 2:30am 
I think I need an update. Thanks for the amazing work!
StimbI4 27 Aug @ 9:21am 
Why summoned Wizards have no pegasus mounts?
Larcon 25 Aug @ 12:24pm 
I really want to like this mod. At this point I played more of it than any of the new wh3 races

Please do something to the tech tree. 15 turns is diabolical, since you can't consistently increase your research rate . Some feel extremely underwhelming for a 15 turn investment. The techs locked behind researching 2 from same row could also give a bit more oomf.

If you don't have access to merchant princes (you are not a tielan faction) you're screwed in terms of research rate and wizard cap.

I miss just being able to recruit at least an organ gun. Tanks are very inconvenient to recruit unless you enjoy turtling and gallopers\light cannons are rather weak. Mortars are just bad in wh3, you have to work too hard to make them worth it.

Was handgunner range nerf warranted in any way? The used to be my go to unit in wh2 for Catrazza, now I just never recruit them. Also, I wish I could start as him in Tilea :( He used to be my favorite.
ᛣ Munin ᛉ 22 Aug @ 1:55am 
Is there a true unit 2x sfo submod for this?
Oz 21 Aug @ 8:30pm 
This looks sick as fuck big dog, going to give it a whirl.
Cataph  [author] 20 Aug @ 3:54am 
idk, do you remember where you put it last time? trace back your steps, I find it helps.
cibbonator9000 19 Aug @ 8:51am 
What happened to MP compatiblity?
Cataph  [author] 18 Aug @ 7:15am 
vanilla bug, happens with ogres too
Solmyr 18 Aug @ 4:36am 
Just wondering if mercenary camp construction needs to be tuned? I have AI Estalia building a million merc camps all around their settlements.
BigRedAym 15 Aug @ 12:05pm 
@tehjdot I'm working on it
glab 15 Aug @ 7:04am 
My bad. Tested with only mixus and southern realms. It was mods. I thought they had access to caravans, but it was a mod enabling them. So nothing to do with this one. Sorry. .
Cataph  [author] 14 Aug @ 8:42am 
can you guys do some troubleshooting please? at least get all those 200 other mods out of the question beforehand?
Yeah Bwoi 14 Aug @ 8:32am 
Hello i encounter a problem. When starting immortal empires campaign as estalia for example i get vanilla general, one unit of spearmen and no cities. Can anyone help?
glab 13 Aug @ 6:49am 
Guys, i have a question. Not all the factions have access to the trading contracts pannels and the caravan mechanics? Or is it a mod conflict on my part?