Total War: WARHAMMER III

Total War: WARHAMMER III

🦀The Crustacean Nation🦀(Now with🦞 faction)
243 Comments
Guts The Black Swordsman 24 Oct @ 1:57am 
Please make it Comaptible with ChoChop's building slot mods
Eugene di Crabbio 23 Oct @ 6:29pm 
i think the new lobster faction should have the horde mechanic
Bacon God 23 Oct @ 11:45am 
NOOOOOOOOOOOOOOOOOOO :sacrificed:
Krakenous 23 Oct @ 10:10am 
That's fair enough I actually forgot this had custom VCs already so I'll go back to sleep 😂.
danielscw1 23 Oct @ 9:53am 
The mod that was already a 10/10 continues to improve upon itself? Brilliant and wonderful, continue the fantastic work!
Pegaz  [author] 23 Oct @ 7:25am 
@Krakenous
I have given every faction custom victory conditions in line with their playstyle and location
I have no interest in devoting development time for more fluffy VC's
Krakenous 23 Oct @ 7:11am 
Wonderful update! Thank you! Question, regarding victory conditions. Now that the mod author has released a guide on how to add custom VC using the VCO system, will you look to consider adding specialist VC for these factions? I think it would be a fantastic cherry on top to a superb mod!
Rosminn 23 Oct @ 12:57am 
Lobsters' rune mechanic somehow make all of your lords more customizable and fun than CA's official daemon prince. Another Pegaz W.
Pegaz  [author] 22 Oct @ 11:11pm 
@Bacon God
No
Pegaz  [author] 22 Oct @ 11:11pm 
@Pfleger Von Yggdrasill
OvN has a fishmen mod already
I believe there is a guy working on a sharkmen mod
and another dude is making a fishmen race as well

I don't think there is any need for this mod to overlap with existing or upcoming stuff
Pfleger Von Yggdrasill 22 Oct @ 8:44pm 
Any chances for non crustacea sealives?
Bacon God 22 Oct @ 4:22pm 
Feedbackl: Add Mega giga crab okey?
Pegaz  [author] 22 Oct @ 3:35pm 
The 🦞 faction is very experimental, and their balance state is not finalised.
so feel free to leave feedback on them either here or in the discord linked above
2Scribble 22 Oct @ 3:31pm 
Total Crab: Crabhammer 3
kobi 30 Sep @ 6:26am 
my god i thought thats just a meme mod, and then i see 5 lord each with unique twist, thats more than most dlc
Bacon God 21 Sep @ 9:18am 
I don't really understand why this mod doesn't feature a massive titan crab
Shepherd_KORP 18 Sep @ 4:16pm 
can you make a shrimp one please i beg of you
Pegaz  [author] 18 Sep @ 7:45am 
Appearently the thing where flying units die if they are standing on a wall when it is destroyed, is normal behaviour. Happens to every flying unit in the game.
The Beautiful One 10 Sep @ 5:23pm 
I have no idea but he died with the nemesis crown on the same turn he became immortal and now has a permanent nemesis crown despite it being elsewhere in the game so that's neat. Also the flying dragonshrimp mount can capture city defence points which makes it beyond busted I'm going to have to refrain from cheesing that xD
Pegaz  [author] 8 Sep @ 5:55am 
Lol, that is mad funny.
Given how janky this game can be at times, I am not even sure if that is a bug specifically with my unit or just a vanilla bug.
The Beautiful One 8 Sep @ 3:46am 
A video of the rise and fall of the amazing troop battering dragonshrimp hero who once saved all of crustendom from darkness https://www.youtube.com/watch?v=uDYrWBZBDEE
The Beautiful One 6 Sep @ 12:54am 
Much like many a crab I would also seem to be cooked damn, even rolling back the game version doesn't help oh well hopefully they wont decide to release a game update right after I start a campaign this time.
Pegaz  [author] 5 Sep @ 7:43am 
Then I think at this point you're cooked
Holtzmann 5 Sep @ 7:15am 
Damn, finished all step 1 quests a while back. Not possible to spawn them in via command? Perhaps a swing of the wand or a Wurrzag-like dance in my livingroom?
Pegaz  [author] 5 Sep @ 7:11am 
@Holtzmann nice catch, it's fixed now if you update the mod.
(If you already missed a followup quest, It's gone for good I'm afraid, but if you reload a save before finishing any of the tier 1 quests, and then finish one, the followup quests will trigger propperly)
Holtzmann 5 Sep @ 6:38am 
Great update, love the new heroes. It does seem like Old Kelpbeards legendary lord missions fail to continue after the first step though, unless you introduced something new for these quests.
Pegaz  [author] 5 Sep @ 4:25am 
@The Beautiful One
Yeah, there were some compatibility issues with the latest patches of Mixu's unlocker, but they should be fixed now.
You can try unsubscribing and resubscribing to both this and mixer to force an update to the latest version.

If that doesn't fix it I'm afraid you'll have to start a new campaign :/
The Beautiful One 5 Sep @ 2:12am 
This mod seems amazing but I reloaded my save and it crashes whenever I try to enter a battle, I reloaded an earlier save and it crashes whenever I click save as well any idea whats happened? I only have this mod and the other 2 mods it requires installed.
Pegaz  [author] 4 Sep @ 3:12pm 
Not to my knowledge, unless someone went out of their way to make one that is.
Tal'Raziid 4 Sep @ 12:27am 
Do any of the tier 4 minor settlement mods work with this mod?
Pegaz  [author] 31 Aug @ 8:45pm 
Hm... I never really tested mp, but I recall some streamer doing it a while back with 2 crab factions, and it worked for them. So might be a mod conflict of some sort.

I'd try with ONLY mixer and crab mod, no other mods
IDW da⭕⃤NYAA 31 Aug @ 7:44pm 
Can play MP as long as only its one player as Crab
Pegaz  [author] 31 Aug @ 7:13pm 
@Ch33sySn33z3 If the names aren't showing up, that sounds like you're trying to load the campaign without the crab mod or mixu's unlocker enabled.

If you have the 6.3 update beta enabled that could also cause issues.

Also, idk how old your crab save is, but if It's rly old, like pre Omens of Destruction, it definitely won't work, just due to game version differences.
Ch33sySn33z3 31 Aug @ 3:09pm 
Went to load up my crab play through. The save is there but it lists no faction name and the banner has changed. It says failed to load : (
eXernas in Pearmode 30 Aug @ 11:47am 
I just wanna say, this mod is phenomenal. The amount of work you put into this really shows and it feels like an actual full-fledged DLC like Chaos Dwarfs, genuinely considering trying every legendary lord on legendary difficulty because its just that fun. Great work, this is the most fun I've had with the game for a while.
Sarblade 29 Aug @ 9:06am 
I am usually very critic of all the shitty mods that don't respect the lore and just remove the flavour of a faction...

But this, this is glorious. I will do a run with them, they almost feel like a lost faction, and should definitely be part of Warhammer. Thanks for the hard work!
Pegaz  [author] 27 Aug @ 8:26am 
@Ikrani I don't want to be the "skill issue" guy, but between the 4 starting difficulty options that are provided AND the difficulty settings available in game, I'm pretty sure you can find the difficulty settings that will best suit your playstyle, without needing the entire mod to be altered to suit you. XD
Ikrani 27 Aug @ 7:46am 
Then, may I respectfully request that you beef up the starting buildings for some of these factions? My campaigns for both the Reefkeepers and the Beast Hunters were cut short before Turn 20 when a Khornate army rolled in and completely obliterated me. Didn't yet have any answers for their heavy armor, but they had plenty of answers for mine. Didn't have time to build any, either.
Pegaz  [author] 27 Aug @ 1:41am 
No, all of my mods are balanced for vanilla, I have no intentions of making sepparate submods for overhauls.
If someone else wants to make a stat adjustment submod for overhauls, be my guest.
Ikrani 14 Aug @ 11:31am 
On behalf of troubleshooting things for my friend, I tried playing this mod with SFO: Grimhammer and The Duke's Dark Nations. We tried a multiplayer match and he got rofl-stomped by Simon Crab-Hunter's army on Turn 1. While the Crab people are most definitely compatible in terms of the coding, the unit changes in those two mods make the Crustacean Nations much harder to play. The first few turns for King Crab and Reefspeaker are all but impossible to navigate on a standard difficulty. For example, returning to my friend's massacre at the hands of Simon, Imperial Swordsmen gain the Anti-Infantry trait in SFO.

So, are there plans for an SFO or Dark Nations variant of this mod? From what I've seen, the Crabs play fine on campaign. It's only their units that would need some rebalancing.
Sin 13 Aug @ 7:13pm 
Is it intentional for Ancestral offering "Scuttle Onward" to only work on land? Wont let me target my army when at sea
Holtzmann 13 Aug @ 7:20am 
Thanks for the clarification, Pegaz. And let me echo Quimuts sentiment, this is probably the most enjoyable campaign experience I have had in a long, long time, so cheers for making it possible. A tip for anyone interested; paired with the chaos invasion mod, this becomes a truly epic and Old Ones-esque crabs vs chaos campaign that blows Karl out of the water.
Pegaz  [author] 12 Aug @ 2:25pm 
Looks like compatibility with RDLL is doable, but not the highest priority rn, will have to wait until at least after ver. 6.0
Quimut 12 Aug @ 9:23am 
Totally understandable, Pegaz. Appreciate your checking on it. Just wanted to note I'm loving the scope and depth of this mod, finding it extremely fun and well designed. I started it after seeing the MonstersAbound play, thinking it'd be a fun lark, but more of a joke. But was bowled away at the overall quality and well designed variety of units. I'm definitely eager to play again after I finish this first game. (I'm in the final stretch now.) I thoroughly enjoyed playing the King Crab and am looking forward to trying the other included lords.
Pegaz  [author] 12 Aug @ 6:59am 
It looks like compatibility for RDLL might not quite as simple as "works for all lords and heroes regardless whether they are modded or vanilla characters" when it comes to custom races.

I'll check with the guy who does that mod, but if It's a lot of work I'm not doing it XD

I don't think it has anything to do with wheather or not confederation is enabled in rpfm, that only affects diplomacy options, not forced confederation through scripts/events.
Holtzmann 12 Aug @ 4:09am 
@Quimut, I was able to find a diplomatic restriction box in RPFM, which can be ticked, which in turn enables confed via diplomacy. Not sure if that will also enable confeds via RDLL though. This "fix" will be overwritten each time the mod updates unless one makes a submod, which I have no idea how to do. I also get that the mod author wants the faction to be unable to confed, but I think the choice should be up to the player, at least when using RDLL.
Quimut 12 Aug @ 1:01am 
I had a similar question, Holtzmann, as that mod is one of my always-active ones so I can inherit the use of various legendary lords in the faction. Was disappointed it didn't come into play here and wonder if there's some odd issue. (Have played a lot of mod-created factions and this is the first time I've seen it fail to kick in.)
Holtzmann 11 Aug @ 5:01pm 
Good evening, love the mod and the crabby bois, so much that I want all the snappy claws in one single campaign, but Recruit Defeated Legendary Lords fails to pull them in. Should work automatically for modded factions ... unless you have blocked confeds via RDLL somehow?
Doombot 5 Aug @ 7:09am 
MonstersAbound campaign brought me here, love this mod!
ArchSeraph 3 Aug @ 4:55pm 
maybe its a mod conflict then? because im taking it in my game im playing as i type LOL. ignore my initial comment