Total War: WARHAMMER III

Total War: WARHAMMER III

Hashut's Gunpowder Units ( Vanilla 6.X.X ) ( MCT/TTC )( REQURES CHD ASSET PACK )
435 Comments
石井雪 19 Aug @ 12:26am 
How can I increase the recruitment capacity of tanks? There are no buttons for tanks to press at the melting pot, resulting in the tank's capacity remaining at 0
Yumasai 17 Aug @ 3:04am 
The mount tanks, are they also meant/planned to become recruitable tanks, or are they meant to stay exclusive as mounts/garrison?
elitekillerjks 15 Aug @ 8:51am 
the infantry trains should have the ability to unload troops like you have for the carrier tank. would be great. not sure about the extent you are able to do it but maybe they could spawn more than the tanks.
DocHolliday 10 Aug @ 4:14pm 
The chaos dwarves have the coolest bad guy drip hands down... It's a shame I can't take them seriously being a bunch of angry midgets who wanna conquer the world XD. Regardless, this makes them a super fun enemy when playing as the empire with the "Guns of the Empire" mod and your empire tanks mod! Thank you for the hard work!
石井雪 7 Aug @ 3:22am 
坦克单位无法在大熔炉里增加数量,玩了100多回合准备出坦克了发现坦克增加的按钮出了屏幕点不到,哭了。
mashed_potatoes 4 Aug @ 2:52pm 
@Starlightdragon26
From the description:
"NOTE #1
DO NOT USE HASHUT'S TANKS WITH THIS MOD
This will definitely cause crashes, use that if you want the tanks only :D"
Comedy Knight 4 Aug @ 1:00pm 
@German Orca not the cost reduction, but there are mods that boost economy, for example "Slightly OP Player Economy". If you have modding skills you can mod-out what you dont need and leave only gold for example
German Orca 4 Aug @ 12:25pm 
Brilliant, brilliant mod. Top notch in all aspects. Runs beautifully with old word+Radios+30 or more other mods. One decision does make me sad though. The upkeep costs are outrageously expensive. 800-1000 upkeep per turn for some of the high tier goodies! Perhaps if the faction was Empire, which in my last play through with old world I was making in the high twenty thousand gold a turn, even with 7 or 8 fairly decent armies. In current play through, with 17 settlements, I make under 3k a turn with 5 and a half full armies, with 60% orc and hobgoblin units. I struggle to see how I could afford, even late game, more than a few of these magnificent machines. Why not unit cap instead of astronomical upkeep? The chaos dwarf economy is different, but not to the point where I think you need to be an economist. Is there a way to reduce the cost via mod or alteration of some file or such? I want to afford these beauties! Thank you for your efforts and providing us these superlative mods.
Starlightdragon26 1 Aug @ 4:28pm 
The gunpowder mod is conflicting with the Chaos Dwarfs tank pack, I think it's overlapping files and arguing with them. I don't know if the other derpy mods are arguing with each other because I can get them to play nice with the Detihland mod and the lizardmen mods I have, but for some reason the derpy mods might not be playing nice with each other.
MackReaper 29 Jul @ 7:35pm 
@AMARASHI it most definitely crashes on any kind of start up. not sure why MCT seems to be broken too, but i cant get it to work and play :(
AMARASHI 29 Jul @ 9:14am 
same for this mod it says outdated for the version and might crash
highfalutinman 28 Jul @ 12:11am 
My god. I've played well over 7k hours between all three games in this series, and this is by far the most fun I've ever had with a mod. Jaw-dropping work. Thank you so much for this mod
torcher0ender 27 Jul @ 11:41am 
update plz
Чеснов сос 19 Jul @ 1:00am 
Not sure if the MCT works with this mod. Units are disabled and in the same time i see them available
DekSulsGod 9 Jul @ 8:36pm 
Super fun mod. The Drazh-Zull Haraz RoR giga nuke launcher can wipe out multiple whole units in a single well-placed shot.
North-Irish 8 Jul @ 11:55pm 
Since the latest update last night my game crashes when I try to load up a battle. I have a feeling the problem unit is the train with the infernal gunners unit as it only seems to crash when that particular unit is in my armies
Cyno 1 Jul @ 1:48pm 
The AI builds the units even when they are disabled in the Mod Configuration Tool, is that suppose to happen?
Lilcav669 28 Jun @ 11:52am 
The units in this mod are invisible, anyone know how to fix it?
DroidBishop 28 Jun @ 9:33am 
Any chance you could make the number of ROR units we can recruit uncapped?
ldude5014 28 Jun @ 3:23am 
okay i need halp game quick crash me out for clickng play on launcher i need understand having mods outdated cause crash instant? i got hashut but it crashes why? idk ;/
LazyRat23 27 Jun @ 11:33am 
So i have noticed that the unit in this mod do not have that green highlight effect on the unit card stating like "Armored" "Blunderbuss" "Decent melee" "Flaming attacks" etc...

But all your other mods have this like the pole-arms and helicopters, is this a bug or have you just not added that to these units in this mod.
Kangaroo Salesman 25 Jun @ 9:41am 
After testing everything, half of the units are just bad for some reason? A T4-5 unit performs worse than a base game T2-3. Some of the units are just awful and some are very strong have you had anyone balance this?
Hussein Salami 22 Jun @ 3:00am 
shit fcking mode
EnumaEllis 16 Jun @ 5:12am 
Some suggestions:


1. More gold-armored Legendary Characters, maybe replacing existing ones, for thematic reasons.
2. The chinese Chaos Dwarf Legendary Characters have a pistol legendary lord Ghorth the Cruel with a shield as well, if you have the time I think that's also something you should include in some units. It's cool as heck.
3. Put a darn warning on your mod advising people not to drop their life in a bucket and go play this mod for hours! I almost lost my job, damn it! This is getting out of hand! 7 hours on a sitting!?
EnumaEllis 16 Jun @ 5:10am 
Derpy, from the depth of my heart, and my loins for good measure, THANK YOU!

I LOVE thematic units, I love the consistency in the way you portrays these units with some flairs and ostentaciousness to the bannermen and officers. I also love that some artilleries looks similar to be streamlined, which works very well for their industrial image. I am disappointed CA don't have half of these in their rosters, they are so cool! I also do a lot of kitbashes, but this is next level!

Everything in your entire roster have their use in term of gameplay, but I think they are a bit too multipurposed for my taste. They basically nukes everything, and I mean EVERYTHING, on other factions' artilleries and missiles troops. Only weakness they can have is against fast and heavy flying, which you can mitigate by downloading your other mod as well to level the playing field. I usuallly gravitate towards certain units, but they are just too darn fun not to mix and match!
TSFWoosie4L 13 Jun @ 6:55am 
Please can you make a slide bar UI for the new units so that we all can use your incredible mod on campaigns?? I want to use this mod so badly, but I'm hindered rn because of the fact that when you try to upgrade your units using the Hell-Forge the new units seem to go off the screen,
LiQuiDaToR 31 May @ 9:05am 
Absolutely spectacular mod o(≧▽≦)o

As a tiny personal Christmas wish, since your models and animations kick ass – have you thought about a chawi unit akin to WH40k Warmaster / Emperor Titans?
I suppose visually they could be in the K'Dai Destroyer vein but bipedal and taller. Slow-moving and super cumbersome, but with obscene amount of firepower (e.g. "heavy" flame turret on one arm, long-barrel dreadquake on other arm, blunderbuss dawi on catwalks)
Alpharius 21 May @ 6:14am 
Any option to reduce the amount of fire on the Tanks ?
LiTe 21 May @ 1:56am 
This mod is incredible, but if I may make a tiny request - please let us put Drazhoath and Astragoth on the sorcerer mounts. It just feels bad having them be the only sorcerer lords without. Also maybe Zhatan and overseer can have train mounts?
sandumarian10 10 May @ 11:33pm 
@gofastskatkat
How did you solve the issue? I am using the 40 units army mod as well
Bucket Crust 5 May @ 1:00am 
Great mod, except for one very large thing that keeps me from recommending it; the Bolg-Zharrgon.
Perfect aim, range larger than most maps, shells that track targets better than Hellcannons, tons of AP and explosive damage, 200 ammo, can summon Shotgunners to defend it, 200+ armor, unbreakable, 70% missile block with a directional shield, and 15 uses of restock.
This thing is so disgustingly overpowered, even more so than the other tanks - which are already insanely overtuned - that nothing but a one man doomstack with the Nemesis Crown and Sword of Khaine can take it down.
Marky Sparky 30 Apr @ 2:53pm 
Heya! Great mod, love the units, but I have a question: Why are the unit entity numbers and HIt Points so low compared to vanilla units? I'm playing on Ultra unit scale and I have blunderbuss units that are three times as large and tough as the new infernal snipers/hunters, etc. THe tanks are woefully weak compared to vanilla monsters too. Is this intentional?
Brummie 26 Apr @ 3:43pm 
As others have said, when using a couple other unit mods the Hell Forge upgrade for the tanks is below the UI and you cannot increase the unit cap. Can you move the UI or add slide bar please?
bwburman 11 Apr @ 2:42pm 
I have noticed that some of the added units have a "Strong Vigour" attribute - does anyone know what it actually does?
bwburman 6 Apr @ 8:26am 
Yes, using mod manager.
TSFWoosie4L 5 Apr @ 6:58pm 
Can you deactivate certain units within this mod?
gofastskatkat 31 Mar @ 12:27pm 
figured out the issue, for some reason whenever my heroes get a new mount they add in like 5 fake hero units, and because I play with the 40-unit army mod, game freaked out
Raven 30 Mar @ 10:19pm 
So I was curious if I could get some explanation for what the units should do? I have the Drazh’Gharakaz in my army and I don't get what it is supposed to do. Doesn't do anything spectacular against infantry or large entities.
gofastskatkat 30 Mar @ 1:46pm 
Im getting a crash when I put the Castilians on either of their new mounts now, I can spend the skill point for them, but as soon as I switch off of them (regardless of if its to a different character, or to the main map) my game crashes. I dont have their standalone mod even subscribed to.
Jolc3r 29 Mar @ 8:14am 
Draz Gharakaz, Draz Gharaki, and the Iron Daemon variants (Gunner/ Infernal Gunner) units are not in the MCT disabler. Will these be added to it?
freverdy 28 Mar @ 10:41am 
yep, damn 6.1 patch
bwburman 25 Mar @ 2:00pm 
Getting CTD on launch after latest update, just FYI.
cabato 20 Mar @ 5:12am 
Hello, I have uploaded a SFO balance patch for the complete Derpy Chorf experience:
https://gtm.steamproxy.vip/workshop/filedetails/?id=3448268092

Thanks Derpy for the incredible mods!
McLovin 9 Mar @ 4:48am 
can i get 2x or 3x unit size mod for this pls
bwburman 6 Mar @ 12:40pm 
I love this mod - my only suggestion would be nerfing the Hellforge armament reductions for increasing unit caps on the buildings. It becomes 0 very quickly (says 99 but doesn't have any cost). Even 1% or 2% for the T5 would be a major boon by late game). Unbelievable work overall, especially with the custom animations.
legenda 6 Mar @ 11:14am 
Is it possible to do something with Bolg-Zharrgron? On the one hand, it is clear that this is a supply tank distributing shells. But on the other hand, it seems to be a death rocket built into the tank. But for some reason, this rocket is incredibly slow to aim at the target, which is why it can’t always use even 10 of its 200 shots, and this despite the fact that its damage is quite low((
LimeUser 3 Mar @ 8:26am 
Did you enable the asset pack as well?
창조의신 3 Mar @ 5:26am 
There's no tank modeling, and the graphics come out