Total War: WARHAMMER III

Total War: WARHAMMER III

Armourygeddon - Unit Upgrades & Resources
537 Comments
BLM's Strongest Warrior 14 hours ago 
Hey hey ! There were some new units added in version 6.3 of Warhammer. 'Blessed Chameleon Stalkers', 'Blessed Sacred Kroxigor', and 'Blessed Ancient Stegadons'. Currently, they cannot be given unit upgrades.

Are you planning on adding unit upgrades to them in the coming patches?
ChopChop 16 Sep @ 10:10am 
Exactly, especially that my built-in submod in Expanded Building Overhaul to Johnny Advanced Buildings worked independently with and without the mod enabled so its even more confusing to me. There is a chance of keys overlap as your mod had many built in submods which is great. I will move my submod out of the way and keep cooking 🙏
RagnaroK  [author] 16 Sep @ 10:00am 
Hey mate, yeah not sure what is going on at the moment, mod being dependant on completly random mods it has nothing to do with. I am baffled at the moment as to what is going on :retreatordie::ratcoon:
ChopChop 16 Sep @ 9:55am 
Hi :) My mod Expanded Buildings Overhaul edits attrition taken by forts under siege and cost & time of allied outposts, however this is not the issue of incompatibility. I had great help from @Yumi finding the problem, which was the fact i had a no dependency submod with buildings_levels and building_chains to another mod Johnny's Advanced Buildings, that after recent update of your mod caused crash on startup. I am not sure what would cause that as we dont share same table names even if you would mod the same stuff that i do which i am sure you dont. I will be updating my mod though and moving the submod to my other submod, so our mods will work together again with no issues :TalismanCrown:
Count Noctilus 16 Sep @ 9:42am 
Oh I see, I missed te part for example with iron and other stuff - thanks a lot for the patience, you are the best (I am extremely aggresive in my campaigns but not to that level yet :D)
RagnaroK  [author] 16 Sep @ 9:16am 
Do you have the right resources marked by yellow in the flavour text? :)

They are indicators while trying to maintain some kind of immersion. You need the right ones for each upgrade to unlock and it usually take some 20-30 turns to get some in the hardest difficulties unless you play extremely agressive.
Count Noctilus 16 Sep @ 8:40am 
Hello mate - love the mod and idea however after quite a lot of turns I am still unable to upgrade my fNurgle units, not even nurglings despite having lots of trade agreements and resource providing building - icon is still greyed out and I am wondering how much exactly it would take to make any upgrade for lets say Rot Knights?
Am I doing something wrong?
G0DLIKE_ 16 Sep @ 6:40am 
restore old version please. your mod broke my long company
Ganon Cannon 16 Sep @ 4:06am 
Hopefully you still have yesterdays old file of this mod? I spent 9 hours + on my file
Ganon Cannon 16 Sep @ 3:59am 
Everytime you update your mods I lose my file man, love your mods but god I cant stand losing my files every time, like no other mods botch files when updated.
Ganon Cannon 16 Sep @ 3:55am 
Can you reupload the old one please? yesterdays patch destroyed my save file on turn 114 on the old world mod. Pretty upset.
RagnaroK  [author] 15 Sep @ 10:41am 
this mod adds custom resources to a lot of vanilla buildings, that may be where the issue lies if chopchops mod alter vanilla buildings or something along those lines. :steamsad:
Yumi 15 Sep @ 10:15am 
This mod somehow is not compatible with Chopchop's Expanded Buildings Overhaul. It is causing crash on launch
RagnaroK  [author] 15 Sep @ 6:00am 
@ScaryPunkGhost - No idea how you noticed this, but thank you, no crash occures with SCM Marienburg & Cataphs TEB enabled alongside IEE. It still puzzles me as I don't do naything with those 2 mods either and my mods runs fine without IEE.

Very puzzling, looking into it. :spacemarineskull:
RagnaroK  [author] 15 Sep @ 4:16am 
:steamthis:Big Update:steamthis:

:sealdeal: Fixed the sigmars heir palace bug.

:sealdeal: With sigmars heirs, some assets of iron colossus goes invisible, but works with original snek iron colossus. running sneks colossus alongside sigmars will also fix this.

:sealdeal: No clue what latest IEE update changed to make the mods crashing together at the moment.

:sealdeal: Added upgrades for a bunch of missed or later added vanilla units.

:sealdeal: Added integration support for a tigermen of cathay, xou's jade guardians and reikland order, kysaros slaneesh and vampire mods, hobgobla khanate, dead's morr and snail, alshuas squigs and more.
RagnaroK  [author] 13 Sep @ 3:33am 
You are absolutly right, it actually crashes with IEE at the moment, very interesting :parts:
SHADOW2KK 12 Sep @ 11:30pm 
Definitely does not seem to work with IEE enabled, no button on UI for upgrading units.
ScaryPunkGhost 10 Sep @ 12:54pm 
To be clear, I'm not saying that it's anything that you did causing this, or even a problem with your mod at all. It could be some strange issue on my end or with IEE. I'll report back if I find out anything else.
RagnaroK  [author] 10 Sep @ 5:36am 
I am working on updating this and RP, but nothing in regards of this unfortunatly.
RagnaroK  [author] 10 Sep @ 5:35am 
that sounds very weird as I never implemented anything from either of the 3 mods you mention here.

I planned too 8-10 months ago, but health issues hindered me before even diving into them.

Not sure how to approach this, as they run on my end :WH3_psycology:
ScaryPunkGhost 9 Sep @ 9:27pm 
Running this mod (or the combined version) in conjunction with Immortal Empires Expanded seems to result in a dependency on SCM Marienburg and Cataph's Southern Realms.

That is to say, I was unable to get this mod to run on a modlist containing just this mod, its requirements, Immortal Empires Expanded, and its requirements, without also enabling SCM Marienburg and Cataph's Southern Realms.

I have reinstalled all of the mods involved and the issue persists. I am 100% sure of these mods in conjunction being the culprit of this crash. The crash happens during initial loading before reaching the title screen, without an error message. Disabling Immortal Empires Expanded prevents the crash, as does disabling this mod, and the only way I have found to make Immortal Empires Expanded and this mod work in conjunction is to enable Cataph's Southern Realms AND SCM Marienburg.
RagnaroK  [author] 9 Sep @ 4:53am 
Working on an update for this and other mods, as the integration for sigmars heirs is proving problematic on my end.
me llamo sk 6 Sep @ 2:02pm 
update?
Hello sir, i guess you based this mod on the scrap upgrades from vanilla so any mod using based on this is probably not compatible right ? This is concerning mods that add runes to units through this feature. Thanks for your hard work it looks awesome.
Six Eyed Flying Fish 22 Jul @ 6:01am 
Hi, again I want to say this mod is great and I really enjoyed it, but there are an small issue I noticed.

Cathay Jade warriors/lancers have an upgrade called Jade armour, however without the no resource required mod it cannot be purchased because the resource it requires (the jade armour) is not available from the Cathay barrack it suppose to produce (it has the crossbow, dao, qiang and shield, but no armour); also the upgrade Cebu Tamaraw for Wuxing warcompass and Zhangu Wardrum is also not available for some reason despite all resource it requires are available(pasture, medicinal herb and nippon tea from growth building).

Finally I again would like to ask you to remove the sundered armour attack modifier from your upgrades (specifically for Cathay) , because it overrides a lot of other unique attack modifiers (many of them from other mods) that are more impactful in battle than just -30 armour (such as stuns and slow, or damage over time, etc); I would very much appreciate that;
That One Guy 20 Jul @ 9:55am 
@Flasshe @Kylvan I figured out the issue for both of these problems. It seems to be something to do with the built in compatibility to Sigmar's Heirs. Going into the patch tables and deleting any reference to both the Nordland Mariners and Altdorf Palace fixed it for me.
Kylvan 16 Jul @ 10:32am 
*I found a tempory fix by using Sigmar's Heirs mod if that can help. I can upgrade the building now.
Kylvan 16 Jul @ 9:01am 
Hi, great mod overall, but I think I’ve encountered a issue.

When playing as Karl Franz, I noticed that the Palace of Altdorf (the unique Tier 5 building) is showing up early at Tier 2 to tier 4 as a separate building called “Repère d’Altdorf” in french but no bonus at all, and it becomes impossible to upgrade it to the Imperial Palace even when if i have the gold and the capital at T4.

I tested without this mods, and this issue doesn't happen.

Here’s a screenshot showing the problem:
https://imgur.com/hBRv4i3

If this is something you’re able to look into, I’d be super grateful.

Thanks in advance!
Wauthan 15 Jul @ 8:06pm 
After trying out this mod in my recent Kairos campaign, I got to admit that some of the upgrades feel a bit off. Either the effect is too weak (like Psychic Armor adding 10 extra armor to already heavily armored units), sort of strange for the theme (like Distorted Axes adding Axe of Khorne) or adding no actual benefit (like Immaterium Marks on the Lord of Change).

I don't want to add to your workload, but after having a lot of fun with this mod playing as the Vampire Counts (were all the upgrades felt spot on and impactful) the tzeentchian side felt like the could use another check.

Hope you won't mind a few suggestions:
Maybe Psychic Armor could add +100 barrier points instead of +10 armor.
Distorted Axes and Fatebringers could add Fire Damage and the Warpflame effect instead of Axe of Khorne (which feels really strong for the price).
Entropy Screamers could add Causes Terror instead of Strider.
Flassche 13 Jul @ 4:56am 
I think this changes the Nordland Mariners, giving them ranged option, but making them t-pose?
RagnaroK  [author] 10 Jul @ 8:19am 
@Xfrost - You also need the resources highlighted with yellow text in the description of the upgrade. It is this way to grant resources a purpose besides income and to add immersion.

@Blissblessed - Yes, provided the AI have access to the required resources, they certainly will upgrade. :_sword_:
ZX 10 Jul @ 5:53am 
@blissblessed yes they do
Blissblessed 10 Jul @ 5:09am 
Do AI use upgrade on their troops actively?
Xfrost 6 Jul @ 8:55am 
Reds out the purchase of unit upgrades yet I have the money
Meisho Doto 3 Jul @ 9:11pm 
@RagnaroK Heyo, yeah i forgot to include the other 2 mods, after enabling them, I was able to play them now, thanks for the reminder!
RagnaroK  [author] 3 Jul @ 10:30am 
@Hide on Rina - Do you have the required mods listed on the right? It will not run without it because I had to make custom resource buildings for many of the evil tide factions to get them proper upgrades like the order tide. :lunar2019piginablanket:
Meisho Doto 1 Jul @ 7:05am 
When I run this specific mod, it just crashes the whole game without even going to the menu, any ideas?
MainTerranGallian 29 Jun @ 3:24pm 
Just the Category is weird still receives the buffs normally.
RagnaroK  [author] 29 Jun @ 5:48am 
@MainTerranGallian - Just the category or are their animations etc weird? I have encountered bugs with this particular units before, could probably dig into it again.

@Louie04k - Dont know mentioned mod, but thank you for sharing the feedback. :steamthumbsup:
Louie04k 28 Jun @ 12:01pm 
this mod doesnt work with the more buttons mod
MainTerranGallian 25 Jun @ 7:58pm 
Trying this mod alone with (+ the require assets) notice playing as the empire that the Reikland knights are uncatergorized.
sarumanthecursed 23 Jun @ 11:06am 
I disagree, you can go into over draft too so you can buff an entire army right before badly,

Personally I fine the mod verges on OP
HolyMolyOllyPolly 23 Jun @ 9:28am 
Would you make a submod that either doesn't apply upkeep increase or lowers the increase to, like, 5% at most? I really love this mod but I just think both the prices of the upgrades and the upkeep increase are way too high for what you're getting in return. Other than the prices, the upgrades are really good and well-balanced.
sarumanthecursed 18 Jun @ 8:03pm 
Excellent mod btw! Well executed, balanced and nice lore connections and flavour
sarumanthecursed 18 Jun @ 1:42pm 
Hi PLEASE put Mixu's Mixer as part of the REQUIRED MODS had to go back into the burried comments to find you suggest it.

The mod DOES NOT WORK AND CRASHES ON START UP WITHOUT MIXU'S MIXER MOD AND EVILTIDE TRADING
sarumanthecursed 17 Jun @ 1:18pm 
Tried with just this enabled and crashes on startup before even main menu


Works without the mod
sarumanthecursed 17 Jun @ 6:21am 
Having difficulty finding out what the issue, even with just this it crashes on startup before main menu,

The required mod works, it’s this that causes the start up crash, don’t know why
TToKKang 16 Jun @ 2:07pm 
When summoning a Slaanesh Exalted host, there is a bug where only the Lord is summoned without any troops! I have tested this with all other mods disabled.
RagnaroK  [author] 15 Jun @ 5:13am 
@sarumanthecursed - 1) Do you have the required mod for it work? 2) Did you test with this alone or having more mods? Might be a mod collission we don't know of yet.