Total War: WARHAMMER III

Total War: WARHAMMER III

Deithland: An Empire Roster Overhaul (Artillery Update!)
684 Comments
Bilbo Of Smashington 4 Oct @ 3:26am 
Just finished a whole campaign using only these units. Really good fun. Enough variety that it never felt stale and I could have Lords with different armies. More powerful than vannilla but not 100% overpowered is a nice balance for this mod. Look forward to more updates.
ClockJerk 3 Oct @ 9:04pm 
Provided you havent already adding a cinderwind toggle to the master engineer leader type added with Elspeths DLC would fit right in seeing as they also use grenade launchers
Ann 2 Oct @ 4:48am 
ima be real, im SUPER hyped for lords and heros of this faction. im one of those nutters who love lords all about buffing their army and am very excited to see what madness doc makes for the commanders of his faction.
Trollboy-Truthmaster 2 Oct @ 12:17am 
oohhh gawddamn i love this mod! just being able to fuk around with these beautiful units is so good. currently doing a camp as wulf and planning to larp the D-day landing because the empire and the french (brettonia) lost pretty much all of their land to other factions. I hope the Dev considers doing a kislev one because a soviet build would be fuckin awesome!
Ghostgg10 1 Oct @ 7:30pm 
@norbertgunglecock try searching for custom starting units mod
norbertgunglecock 1 Oct @ 2:26pm 
does anyone know if theres any mods to add a starting army so i dont gotta recruit one and miss out and 10 turns or if theres any mod to let me make my own statrting army
ebonmaw 1 Oct @ 12:53am 
Amazing mod, a hollow square formation would be incredible with those units! Keep up the good work!
Reggie 30 Sep @ 11:28pm 
@PrimordialLiger Thanks for the answer! How should I work my load order then?
cbwilliams555 30 Sep @ 10:47pm 
Does this work in multiplayer? my buddy and i want to try it but cant for a few days so i thought i'd ask/
Ann 30 Sep @ 8:28pm 
@Wiking. i believe its because the arbalest is not firing a normal bolt, but a big bag of chemical weapons. the cinderwind projectile is SIGNIFICANTLY less aerodynamic than a crossbow bolt and as such does not have the same range.
Code 30 Sep @ 7:48pm 
@PrimordialLiger Yes it does
PrimordialLiger 30 Sep @ 7:43pm 
Question: Does this mod have any interaction with the Gunnery School? Will decide to buy that DLC if it does.
PrimordialLiger 30 Sep @ 7:42pm 
@Reggie I am using that mod with this one. That's a yes, but you gotta mess around the load order.
Reggie 30 Sep @ 11:03am 
Question for Doktober, is this mod compatible with High Gothic Empire Reskin?
Ghostgg10 30 Sep @ 7:16am 
did the smoke effect work properly?can anyone confirm.
Wiking 30 Sep @ 7:10am 
Shouldn't the arbalest crossbows have more range than 100? Doesn't make sense that their huge arbalest crossbows have smaller range compared to regular crossbow men. As of now they almost have to be right on the front line to be able to provide support fire.
Crimson_Coins 30 Sep @ 3:37am 
Will there be a form of a vehicle? Like a tank or car?
PΛSL 30 Sep @ 3:31am 
fvcking love it man
Ranu 29 Sep @ 2:35pm 
@Doktober / @Ann
Hey thanks for the explanation, now that I understand your vision (and future plans) I see it better and retract my previous comment about design.

I'll look forward for the more 'devious' weapons you'll add so I can keep fighting the enemies of the Empire with more technology, fire, faith and steel. Can't wait to teach Skavens and Nurgle worshipper what chemical warfare is (non magic one that is).

Keep up the good work and stay awesome.
Jack 28 Sep @ 8:14am 
Nice mod. How about some compatibility with the unit upgrad mechanic, wich allow to promote to another unit ?
Doktober  [author] 27 Sep @ 8:22am 
That is completely correct. The men's clothes and gas masks keep them from inhaling the coal ash and getting burned by the living embers. There's not a lot that can be done against magic acid gas that melts anything it touches. And yes there's only one setting for wether or not something does or does not hurt an ally. I could've made a custom passive for every infantry unit in the mod that makes them immune, but that would get super annoying if you use vanilla units and units from other mods that don't have it when they take damage and debuffs from it.
Ann 26 Sep @ 10:26pm 
I think more units using cinderwind/flamethrower/other chemical weapons are already planned. Besides is specifically stated that everyone is equipped with gas masks *specifically* so commanders can be liberal with cinderwind deployment. The masks are the reason the chemical weapons dont hurt allies. Tho, the fact that it doesn't hurt allies who dont have masks is do to game limitations if im not mistaken.
Ranu 26 Sep @ 6:39pm 
Hey man, been playing with your mod for the last couple Franz campaigns and I got to say that it's been a blast. I genuinely think that your mod is a good "what if the Empire kept modernising" like it was hinted at multiple times in lore before being taken away from us with Endtimes. It really strike the vibe of it.

Now there is one thing that bothers me and that is the gas mask. While it sells the feeling of the units, it has no real use for them as they don't manipulate chemicals or gas weapons (for the most part). Just adding a smoke grenade to the units or adding a couple more units that interact with such weaponry (like the flamethrowers and chemical artillery) would work. And it would go from "it looks cool" to "it serves the purpose and looks cool".

Other than that, it is really good, keeps the aesthetic and flamboyance of the Empire while going into a more modern fantasy.
the_Governor 26 Sep @ 7:41am 
geil
CrazyJoeV4 25 Sep @ 5:11pm 
I'd definitely enjoy them as their own faction, like perhaps a collective of Morr worshipers and half mad engineers from Nuln that have embraced gunpowder as Morrs perfect gift to mortals and seek to reform the Empire into some sort of technocracy with the Engineers and Gunnery Schools at the helm. Faith, Steal, and and Gunpowder indeed
Wisp 25 Sep @ 2:34pm 
If you make it another faction, distinctive from Reikland, you'd need to find a spot to put them, so which probably means gutting a minor faction completely or cutting away from someone who has starting area to spare. Would you still keep it an Empire subfaction, aka keep the door open to confederation with the rest of the Empire? Would the rest of the Empire have access to glorious Deith-tech, even on their own, or keep the old roster? Does confederation expands YOUR roster with the nomal stuff, or do you force modernization? Faction mechanics of the Workshop and/or Forge variety... so many options, but damn, don't overwork yourself or burnout your motivation, I rather wait long time for what you are cooking than rush a talent for quick endorphine fix.

I couldn't even decide right now what sounds cooler, and I sure as hell have no idea how large the difference in complexity for implementing is. You already delivered amazing work, it feels almost greedy to cheer for more from you :D
Chatten 25 Sep @ 6:20am 
Please overwrite Reikland. Its not like people load up this mod on accident and wonder why they cant play vanilla Reikland
Doktober  [author] 24 Sep @ 3:33pm 
I do have a couple legendary lords and heroes planned, that's a different ballgame from simply adding units to a roster however.

I'm still unsure whether or not I should make Deithland a separate faction or start overwriting Reikland. I'm leaning towards separate faction, but I'll have to make a poll or two on my YouTube page laying out what each would entail.
Sock 24 Sep @ 2:41pm 
do you plan on making a legendary lord to go with all these units eventually?, or a seperate faction?
Ponce De Le Shon 24 Sep @ 2:09pm 
thank you Code I was gonna ask bug reports
Code 23 Sep @ 6:33pm 
Just adds to the recruitment pool, not enough for a full army roster. But some skills do buff them, mainly volkmar. However eslbeth buffs them.
ProximMaximus 23 Sep @ 6:32pm 
If you start an empire campaign with this mod, does it replace all vanilla empire units, or just add the mod units to the recruitment pool?
Doktober  [author] 23 Sep @ 8:29am 
Move the mod higher in your load order, and remember to check the FAQ's page for bug solutions before posting.
Anax 23 Sep @ 4:09am 
the danzigers are t pose why can you fix it please?
[ORDER] Lorne 22 Sep @ 6:41pm 
Well that about does it, should be a somewhat entertaining read if nothing else- I bid all the best, and eagerly look forward to the next iteration of Deithland.
As a small request to the community... Radious compat patch? please, pretty please , some fine skilled gentleman could surely manage this task
Doktober  [author] 22 Sep @ 4:48pm 
Thank you! There's a couple suggestion discussions up already so, feel free to throw whatever you can think of in there. I do check them sometimes.
[ORDER] Lorne 22 Sep @ 4:21pm 
Exceptionally noble, particularly with the stain of paid mods in other circles; I will consider donating for certain, as I consider the work to be well worth some compensation.

As for the ideas, that is quite likely the case- but, be that as it may, were I to say.. make a discussion post on it, would you mind just giving it a once over?
No commitments of course, if your vision has brought you this far it will most certainly take you even further, the youtube videos are also a joy to watch, so my compliments there as well.
Doktober  [author] 22 Sep @ 4:10pm 
That's very generous of you, but my mod's always gonna remain free and I'll never compel anyone to give me money. You can of course always subscribe to my Patreon if you wanna support me that way, I appreciate everything people give!

As for what people wanna see in the future, I haven't seen a single idea mentioned that I don't already have planned or didn't think of. Nobody's gonna be disappointed I think.
[ORDER] Lorne 22 Sep @ 4:02pm 
I would pay a not insignificant amount of money just to have the ability to suggest some units for the backlog, this is by far my favorite faction roster overhaul mod and with a couple more units it'd probably be best on the workshop easily
Code 22 Sep @ 12:15pm 
Naturally, only with faith steel and gunpowder shall we obtain victory, mainly gunpowder however. In reality It's unity, no good way to make the Hochland long rifle and the most powerful spell... Gun.
BliVru 22 Sep @ 11:15am 
So I was just asking for this mod to have its own faction, ironally it already has with Volkmar of all people.

It's because almost every unit is considered Free company militia. It's really funny that he also buff the Steam Suits units to the point they become Space Marines

Now if we could only get steam suit Flagellants
GodEmperor 22 Sep @ 11:03am 
MECHA FRANZ HELL YEAH
Mazort 22 Sep @ 10:47am 
What are the chances that you could work on a similar mod for TEB?
Pizzawed 22 Sep @ 8:14am 
tanks and mecha karl franz
♡ EXTRASEX ♡ 22 Sep @ 7:52am 
Simulator Krieg
Is Simpada, yes 22 Sep @ 1:03am 
Yeah, I'd love to see this as its own standalone faction with a mechanic focused around all its gunnery stuff. Could probably pull some inspiration from Nuln and the gunnery schools. And honestly, for roster, you are real close to Empire already. After latest update when I play with your mod I basically never field any empire units and feel that is is perfectly viable. War machines would be fun though. Imagining some cool ass tanks or maybe Chaos Dwarf like train stuff, excited to see what you have in the works. <3 Much love to my absolute favorite mod for this game.
Kaesoron 21 Sep @ 2:43pm 
Having issues with unit sizes only getting 12 units in ultra settings for basic infantry
CONKY 21 Sep @ 12:39pm 
Fantastic Mod one of the best I've ever seen, well done and keep up the great work.
Ann 21 Sep @ 10:20am 
im very eager to see what you do for lords/heros. no idea what you got cooking, but i KNOW its going to be good~
Code 21 Sep @ 9:30am 
Awesome