Total War: WARHAMMER III

Total War: WARHAMMER III

Deithland Series: The Reiksmarines
141 Comments
PapaBlitz™®© 7 Oct @ 7:10am 
@DivineFury. Read the description. I doubt the author tracks what submods have been made for this.
DivineFury 4 Oct @ 9:03pm 
Sorry to be a bother, but is there a SFO submod for this?
PΛSL 30 Sep @ 3:31am 
love this one too
GodEmperor 22 Sep @ 7:58pm 
Having an elite late tier "rifle infantry" would go hard, kinda like a kasirkin
CreamSandwich 18 Sep @ 11:17am 
Hi, I've translated your mod into Russian. Please add a link to the description :D https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3570428307
Doktober  [author] 12 Sep @ 2:15pm 
I've got ideas for something similar but it won't be a 1:1. I wanna maintain the balance that Deithland's infantry aren't that great, but have guns and strong artillery/war machines.
Willow.Wisp 11 Sep @ 9:01pm 
Will this mod, or something along the lines of it (more elite troops, akin in my eyes to what nuln ironsides are to handgunners) be implemented into your main deithland mod?
Doktober  [author] 7 Sep @ 8:38am 
It might not be, I think a few of the unit codes are the same and will crash the game if you use the mods together.
Perturabo 7 Sep @ 8:36am 
is this compatible with the bigger deithland mod you made.
Grug 6 Sep @ 7:22pm 
are they all recruitable from the reiksfort/castle reiksguard only? they should be
Aibreann L'ancien 5 Sep @ 8:48pm 
Can confirm, this fixed it. Really appreciate the quick response
Doktober  [author] 5 Sep @ 4:38pm 
That's my other mod doing that, not this one.

Move it up higher in the load order, it's conflicting with another mod you might have.
Aibreann L'ancien 5 Sep @ 4:26pm 
Mod causes crash on startup:

The following mods cause a crash to the Database: 17C_Deithland_Main.pack
The first invalid database record is 711110883 in table unit_component_animation_table_junctions_tables
and pack file 17C_Deithland_Main.pack
The application will terminate now.
Rí-rá agus RuailleBuaille 19 Aug @ 12:16pm 
Is there still plans to add a Sigmars Heirs submod for this?
norbertgunglecock 12 Jul @ 2:12pm 
do you know how long it will take to get the main mod back up?
Otenba Musume 12 Jul @ 11:31am 
aww no giant knight guys
Doktober  [author] 12 Jul @ 8:58am 
Sorry about the main mod not being up right now, Steam's content checker is stuck in a loop, holding it in limbo. I filed a support ticket, hopefully it gets resolved soon.
Crow 12 Jul @ 8:48am 
hey, i for some reason can't get the actual overhaul mod, it just tells me its hidden or don't have permission to view it
Mike 26 Jun @ 4:44am 
can you compatible the axelock rifles or all the gun with the reload mod ?
AmusableBman 25 Jun @ 5:57pm 
Is this compatible with your Empire Roster Overhaul?
Hurt Cobain 23 Jun @ 4:14pm 
Is there a double or triple unit size sub mod?
Panzerfanlol 23 Jun @ 1:19pm 
:D Keep seeing your mods show up in youtube vids, congrats on making it big my guy
Kevin McScrooge 21 Jun @ 11:55pm 
Is this meant to go with your other, new mod?
Doktober  [author] 15 Jun @ 9:42am 
Hope that helps, lemme know if you want more details!
Doktober  [author] 15 Jun @ 9:40am 
Yeah absolutely! The guns of the two ranged units with rifles are the same as handgunners, but with a slightly reduced reload speed, made up for with the blackpowder discipline passive, which when they hold still long enough, brings their reload up higher than handgunners.

The shotgunners are similar, just a shorter range. The Hatchetlocks are more comparable to free company militia, I think I gave them a higher reload speed, and it's sort of the same deal with the sawed-offs.

For all their melee stats, they hover around the same as vanilla melee units, their weapons generally being around the same as swordsmen if they wield small arms (swords, maces and axes). The only exception would be the axelocks who are a little closer to halberdiers, and the ones with great weapons that are closer to greatswords.

As for their health and defenses, all seven are pretty similar to greatswords, being similarly elite infantry.
tapigyerek 15 Jun @ 3:59am 
Hi! I'm working on an SFO patch right now, I have a few questions regarding how you chose balancing, what vanilla units you used as a benchmark, etc. Could we chat somewhere? I only have a few questions
Buckwild228 13 Jun @ 11:27am 
Ah okay, thanks for the quick explaination!
Doktober  [author] 13 Jun @ 11:07am 
That's because I set LODS to zero on all models, TWW3's level of detail on models is not generous at all, and they start becoming triangles at even a car's length away.

I'm being more diligent about it going forward with my new mod, making each LOD nicer by hand, zeroing them out on this one was a stop gap solution that will resolve itself as time goes on with more people upgrading their PCs.
Buckwild228 13 Jun @ 11:03am 
Any idea's as to why if I have more than 3 units of them in an army it starts to lag my game out? I drop frames really bad if I have multiple of any unit
Marilion 9 Jun @ 11:25am 
Hi.... you will update it?
Doktober  [author] 17 May @ 11:46am 
Somebody didn't read the description~
pschmidt85 16 May @ 3:24pm 
Could we get a compatibility patch to make your mods work with SFO please?
Doktober  [author] 12 May @ 8:01am 
Well I can see why, that buff is meant specifically for free company militia, not all ranged infantry. The table that controls who gets what buff is extremely tricky, and all firearm-wielding variants of the Reiksmarines have all of the same records as free company militia, handgunners, and swordsmen.

As for scrap mods, I don't use those because they usually end up making units overpowered anyway, and they tend to not receive continuous support from the creators. I won't be the one to make those, but anyone else is welcome to add my units to theirs.
notToday 11 May @ 5:34pm 
just wanna say the reiksmarines dont receive buffs from volkmars blessed bullets but get the frenzy buff and unbreakable. also is it possible for them to work with scrap mods one day? thx for a cool mod. no one makes troops for poor volkmar.
Doktober  [author] 7 May @ 10:31am 
Alright it's up, enjoy!
Doktober  [author] 7 May @ 8:51am 
Ah I see. Well like I said in the description, I'll only make submods for mods that I use, but I like the millennium mod, and I know the creators, so I'll see if I can throw together an all-in-one. Not a difficult mod to make.
LOLOlex 6 May @ 7:21pm 
No man they dont crash its only that Millenium changes the empire buildings so we can't recruit any of them.
Doktober  [author] 6 May @ 5:55pm 
Do they crash the game when loaded with Millennium? Otherwise there's no need for a submod unless Millennium introduces new buildings in campaign.
LOLOlex 6 May @ 3:57pm 
Hey man can you make a submod for your Reiksmarines, Warmachines and Bruno the Goat to work with TW Millenium.
Doktober  [author] 1 May @ 5:23pm 
Just use the vanilla recruitment submod for that one, it's simpler.
GhostDragonz2000 1 May @ 5:08pm 
Hi I was just wondering, were you still planning to make that Sigmar's Heirs submod?
Kane Beckett 28 Apr @ 2:30pm 
Please make a submod for millennium!
Doktober  [author] 11 Apr @ 8:14am 
I dunno what I'd have to do to fix the thing with the axelock rifles not having muzzle flashes. If anyone tells me what to do I'll look into it, but guvs gunpowder is an easy fix, and frankly looks amazing.
GodEmperor 10 Apr @ 9:15pm 
Also, is there any chance these guys can get the proper muzzle flashes instead of having to use guvs gunpowder? its a good mod, but maaan its a bit laggy lol
GodEmperor 10 Apr @ 9:08pm 
Yeah that makes sense honestly, sometimes i hunger for sheer power but these guys are absolutely awesome, keep up the awesome work bro
KennyKen11B 8 Apr @ 10:29pm 
lol they perfect the way they are. heavy armored, decent melee, and separate buff outside of what the lord can give. use karls ability mod from singe and these guy are pretty much unstoppable.
Doktober  [author] 8 Apr @ 2:31pm 
I should say, check the missile stats themselves. The missile damage is the same, but reload speed is factored into missile strength as a total stat. For the Reiksmarines, they have a lower base reload speed than handgunners, to compensate for their melee potential. However, they all have the Blackpowder Discipline passive, which when it activates, makes their reload speed slightly higher than handgunners, it's just conditional is all which, I feel is a balanced and interesting tradeoff. Couple that with buffs from lord perks and technologies, which, they benefit from handgunner and melee state troop buffs, and they become a highly formidable force.

I hope that helps explain the design philosophy a bit. I took many things into account in the effort to try and not break the Empire's balance.
Doktober  [author] 8 Apr @ 12:50pm 
I'm not interested in making them overpowered, thanks. You can edit the mod however you like if you want them to mow down anything that comes their way, while also being extremely melee capable.
GodEmperor 8 Apr @ 12:14pm 
Fair, fair.also didn't mean opposing force meant the other guy my bad, but yeah mayhaps them doing a little more damage than standard hand gunners would give em a little more punch
Doktober  [author] 8 Apr @ 11:59am 
I'm not sure what you mean, the rifles do the exact same damage as vanilla handgunners, and they number 100 instead of the handgunner's 90.