Total War: WARHAMMER III

Total War: WARHAMMER III

Deithland: An Empire Roster Overhaul
441 Comments
Cyborg_Priest 5 hours ago 
I just saw the YT video and I cannot believe I somehow missed this mod here. Looks amazing, I can't wait to see what you have planned for artillery.
Floor 5 hours ago 
Any info on the mortar musket bug?
Svobius 13 hours ago 
i really love this mod. but i have one little question. how about make the color of coats unique to factions.. so nuln will be dark red, golden order yellow etc. it would look so much better in my opnion. aesthetically. There is a mod for blue color for Reikland so if you guys want blue coats (after change) you can have with that. Thank you for responding.
CGR-01 | Libertyprime 15 hours ago 
Is there a way to change my Garrison units to mod units? I find it very distracting when all of the sudden I have swordsmen and crossbows in my roster.
Doktober  [author] 22 hours ago 
It's not listed anywhere but the HEAL ammunition has a significantly smaller explosion radius. It's damage is concentrated into the enemy it hits, instead of exploding outwards and hitting surrounding units.
Whitelight54 19 Aug @ 9:47pm 
I think the HEAL ammo type for the Hellbores might have wrong damage numbers. HE ammunition has 10 base missle, 2 ap missle + 22 base explosive, 51 ap explosive.

While HEAL has 50 base missle, 90 ap missle + 22 base explosive, 51 ap explosive.

If numbers are intended then I'm not sure why anyone would use HE instead of HEAL, I feel like HEAL's explosive damage numbers are supposed to be a lot lower.
Commander359 19 Aug @ 7:56pm 
To clarify, this unit would also be equipped with a rifle, making it one of the few gunpowder based units in the vampire roster outside of levied hand-gunners.
Commander359 19 Aug @ 7:09pm 
Actually, while I am here. I have a request for a future mod if you might be interested. It occurred to me that the vampire counts currently lack any meaningful ranged weapons, which puts them at a major disadvantage to pretty much any faction with flying units or decent artillery. So I thought to myself "What would make a thematically fitting unit that could address this?" Then it hit me, a huntsman.

Think of it kind of like the vampire equivalent of a Chaos Dwarf Castallen. A hunter vampire that has had centuries to perfect their aim, augmented by vampire power to give them incredible range and accuracy. This would give the vampires an effective range counter to powerful artillery and large monsters while still staying in line with their focus on lords and heroes over general units. What do you think?
WarBlackstone 18 Aug @ 10:37pm 
idk if its just me but the hulks when broken just walk in circles and dont rally they dont even try to leave the battle just walk in circles
Floor 18 Aug @ 6:32pm 
Mortar musket projectiles seem to expire before they land when they do their arcing mortar attack
Commander359 18 Aug @ 3:15pm 
So, just as a question in case the mod creator is still looking at this. Is the AI smart enough in this game to make use of these new units? I only ask because I rarely play as empire (which might change now that this mod is out), but I wouldn't mind facing them with other armies and I am curious if I can expect to see them on the battlefield.
Doktober  [author] 18 Aug @ 8:36am 
Oh thanks for reminding me. I gotta see if there's a way to have the Pyrehulks able to be put on walls but not able to climb ladders. I'm unsure if climbing ladders is something I want them to be able to do.

As for an Iron Colossus of Nuln-Adjacent unit, nothing I make is gonna be a direct rip from someone else's work. I bet if you're patient though, something just as good or better might come your way :)
WarBlackstone 17 Aug @ 11:16pm 
matter of fact can i pay you for that titan???
WarBlackstone 17 Aug @ 11:15pm 
you cant put hulks on the walls in sieges is this intended? ps please please please make a version of that imperial titan of nuln mod but with this style would be cool to see a x class titan from 40k but steam version
Doktober  [author] 17 Aug @ 12:12pm 
Glad you like it! You'll be making better use of Gelt's rocket battery buff real soon!
Shaggy412 17 Aug @ 11:44am 
Playing as Balthasar Gelt, I sat playing for 8 hours straight.
This mod is absolutely amazing, love every bit of it :emofdr:
Croatoan 16 Aug @ 8:50am 
Would be awesome to get Imperial Armoury compatibility
Doktober  [author] 16 Aug @ 6:49am 
Oh I beg to differ, making a standalone faction would be the hard part. I already like Wissenland's campaign mechanics, they're the ideal way to play, if you're not also running a mod that ports over the gunnery school to the other factions. I think I'd prefer to just keep making the units I have ideas for, for the time being.
goatlegs 15 Aug @ 10:10pm 
These units are epic, but I also like to beat up on Karl Franz. What do you think about replacing a minor empire faction and making them separate? You've basically done the hardest part!
Doktober  [author] 15 Aug @ 2:35pm 
Read the above.
Kae 15 Aug @ 9:37am 
Would there be any chance that this could get a submod made to work with Radious? I'd love to incorporate some of these units into my empire campaigns without having to individually overhaul each nation.
Saeko 15 Aug @ 7:29am 
Right, i didn't notice, after rewatching the animation is indeed a little wacky, love the unit though!
Doktober  [author] 15 Aug @ 7:22am 
I'm not too familiar with dwarf infantry animations, but I'm sure if you loaded a bunch of dwarf and chaos dwarf units into a custom battle, you could spot an animation set that's suitable. The ones I used for the hellbores is just the master engineer with grenade launcher, I didn't even have to mess with the animations.
Saeko 15 Aug @ 2:04am 
Did i download this mod ? No.

Did i watch a 20 minutes presentation video of it on the steam launcher ? Absolutely.


That Recoilless Rifles unit is a wet dream for any chaos dwarf player considering they have a "Bazuka" team on the tabletop https://whfb.lexicanum.com/wiki/Bazuka


May i ask how hard and time consuming will it be to put your animation and a little redesigned recoilless rifle to fit the style of the chaos dwarf, on an infernal Guard ?
Doktober  [author] 14 Aug @ 2:21pm 
I had a thought to run a submod concerning that actually. For each unit I make that supplants a vanilla game one, the submod removes it from the roster to avoid that bloat. I'm not a fan of it either to be honest, it makes it difficult to see what buildings allow you to recruit what units. The next update is for sure gonna bloat the forges building chain.
Tadpole Hunter 14 Aug @ 1:29pm 
You should add to the mod description if this replaces existing troops or just adds to the pool of options. I don't really like mods that just bloat the roster, so I like to know that information upfront.
Doktober  [author] 14 Aug @ 11:40am 
Thanks! I'm glad to hear people aren't finding anything too OP, I'm most concerned about the units fitting neatly into the vanilla game.
Darkaiser 14 Aug @ 8:14am 
Tried it, love it! This mod is fun, but not OP. Makes me fight out many battles that I would either Autoresolve or avoid for some reason. Makes battles fun again.
Darkaiser 12 Aug @ 2:20pm 
Firstly, I LOVED the intro video! Secondly, I'm very excited to try this!
StankLocator 12 Aug @ 9:56am 
Oh it wasn't me critisizing, I actually want it to change the garrisons that would be sick
Doktober  [author] 12 Aug @ 6:29am 
Not off the top of my head, but the solution for a lot of people is to just move the mod higher in your load order. Remember to visit the FAQ's section for bug solutions.
si7h7e 12 Aug @ 1:39am 
I'm getting an issue where the units with what im guessing are custom animations (pyrhulks and danzigers ive noticed) just sort of t pose. they dont shoot or attack, when they move they just slide to the location.

Just curious if there any mods you know of that could potentially cause issues with this mod?
Sudsy 11 Aug @ 7:41am 
Does this mod work with Balthazar Gelt?
StankLocator 11 Aug @ 4:09am 
Does anyone know if this replaces the garrisons too?
Mr.EZ 10 Aug @ 8:42pm 
Same, wanted to know if this works with TW millennium, would love to see power armor with tanks and planes.
demarcusscott06 9 Aug @ 9:33pm 
Is this compatible with TW Millennium?
Doktober  [author] 9 Aug @ 12:19pm 
@craftycraff I haven't seen anyone else reporting that issue. They're set up correctly to benefit from the gunnery school upgrades, you can see them in the UI.

I think your computer is just not being very nice to you. Try getting a mod manager that works for MacOS, Warhammer 3 Mod Manager is what most people use, then put the mod high in your load order. I can't really offer more advice than that.
craftycraff 9 Aug @ 11:14am 
@Doktober, have you had a chance to look into the Gunnery School upgrades not properly applying to the units?
Doktober  [author] 9 Aug @ 6:51am 
Because red, white and blue are the most beautiful colors in the world.
coldwheat 9 Aug @ 6:33am 
Great mod. Yet Why uniform is blue rather red
Your Local Inquisitor 8 Aug @ 11:17am 
Trench Crusade at home
PineappleTyrant70 7 Aug @ 7:12pm 
I love your mod its the only reason I've touched The Empire as a faction will say i cant wait to see more. Love the bear hero
Cool thanks for the response. Yeah i'd prefer no high arc at all I think that would make them a lot more useful
Doktober  [author] 5 Aug @ 6:18am 
@Gio at the Freddy Fazbear's no I have the mortar muskets set to use either the high arc like a mortar or a low arc like a cannon. For the next update I'm switching it to only the low arc so it stops doing that.

@Discordedwhoofs glad you liked the video! I'll be doing a similar one once I'm done making the artillery, I've got a couple more units to get in, get the stats squared away and do the art.
Discordedwhoofs 5 Aug @ 1:28am 
Ok, so literally just brute forced it into working somehow. Didn't change anything at all, but now it just randomly decided to work after like a dozen launches. Going to say that it was something on my end, but I've no clue what it could've been.Either way can't wait to start messing with the mod. I had just saw your video on it like 40 minutes ago and just went "Oh shit, bet." Can't wait to see what you cook up for the upcoming artillery.
Discordedwhoofs 5 Aug @ 1:18am 
I'm not really sure why but I can't get this mod to run for me. I had even tried disabling everything but the mod itself and the required smoke mod, but still it just crashes every time I try to load into a campaign.
I've noticed that mortar muskets will shoot their rounds very high up in the air but when they do this no explosion makes it's way to the ground, if I switch to cinderwind rounds they work fine, am I using my mortar musket explosive rounds wrong or is this a bug?
Doktober  [author] 4 Aug @ 12:46pm 
That's good to hear! I want my units to slot neatly into the vanilla game, but I've been logging suggestions for balance in future updates.
So far I've got;
-Buff Chemlancer armor
-Rebalance Chemlancer Drilling Guns

So far those are the most common suggestions, I only pay attention to ones that multiple people report.
krumla 4 Aug @ 11:48am 
this is .. surprisingly well balanced too xD I do not feel like the units are underperforming or being op in any way shape of form. feching love it :D good job!
Night_Lion 3 Aug @ 7:39am 
OMG this is scratching my KRIEG interrest :steamhappy: