Total War: WARHAMMER III

Total War: WARHAMMER III

Cela's Overhaul
94 Comments
Cela  [author] 18 hours ago 
xD hard to deny they're among my favorites
Hess 19 hours ago 
This feels slightly biased for he druchii, and i'm all here for it.
Cela  [author] 6 Oct @ 9:51am 
thx Ratman it was fixed! Also updated/changed some shared traits and names of power for the dark elves
Ratman 5 Oct @ 1:23pm 
After reloading just now they appear to be fixed sorry my mod must have been updated late sorry. Still a Great mod though, something else i notice is the wargrove of woe treekin have 3200 less health than the other varients not sure if thats intended.
Cela  [author] 5 Oct @ 12:31pm 
@Ratman I can't see any issues with Gelt's commandments? What exactly is messed up about them?
Cela  [author] 5 Oct @ 12:33am 
Thanks I will have it fixed by this evening!
Ratman 4 Oct @ 2:28pm 
Got another set of messed up comandments on Gelt. But even with those its still the most fun I've had in an empire campaign in a while
Cela  [author] 3 Oct @ 1:16am 
yes anything additive works but may not be balanced well as this mod changes the stats of all units to a somewhat new base
Ciupca, the Sequel 2 Oct @ 7:58pm 
or lords?
Ciupca, the Sequel 2 Oct @ 7:17pm 
Is this compatible with mods that add skills to heroes,also amazing overhaul thanks for your work.
Cela  [author] 2 Oct @ 5:49am 
Only very selectively
Shadowslasher 2 Oct @ 1:36am 
Does this mod alter garrisons?
Cela  [author] 1 Oct @ 2:16pm 
alright there is a lot wrong right now. I think I will have to roll back and do this stuff manually. I hope to patch it up by friday guys, thx for your patience
sincitio 1 Oct @ 1:41pm 
Hello! Here reporting some stuff as requested in your previous message. I have just started playing as chaos dwarves (Drazhoath), and so far I can see that the commandment "masterful architects" shows nothing on the description and had no effect on building cost. For the infernal castellans, the ability "inspiring inferno" also has no description and seems not to have any effect. Keep up the good work, I really like playing TOW with your overhaul. I´ll keep an eye for more thing to report! o7
Cela  [author] 1 Oct @ 8:18am 
@Vincent That's very helpful thx!
It's really important that people report this stuff because the last patch broke a lot of things for my mod and I don't have the time for extensive playtesting atm! I will fix it asap
Vincent 1 Oct @ 7:19am 
@Cela no problem, I am surprised there aren't more people playing it. I noticed commandments/edicts whatever they're called now either do not work (Khorne) or provide only maluses (dwarfs) I imagine the one for dwarfs is intended as the tech tree gives them buffs later on, but the Khorne ones provide nothing at the moment, thought I'd let you know.
Cela  [author] 28 Sep @ 1:55pm 
@Shadowslasher yes

@Vincent much appreciated <3
Vincent 27 Sep @ 4:25am 
Best overhaul on the workshop. Amazing work.
Cela  [author] 25 Sep @ 8:34am 
Still trying to weed out various bugs. Nothing game breaking. Be aware that the mod isn't 100% fixed yet but it is operable.
Cela  [author] 24 Sep @ 1:32pm 
Updated the mod for 6.3.1.
CA gave modders a very cool new tool for removing effects without importing database tables but converting to the new system is very messy. Please report any bugs and I will fix it asap :)
the most likely bug to appear would be missing effects accidentally blocked by the new feature.
[F.I.S.T] diva.Y.J 22 Sep @ 5:12pm 
Take your time - looking forward to playing again with your Overhaul :)
Cela  [author] 22 Sep @ 7:07am 
I'm finally able to look into 6.3 and this is not going to be an easy patch for me sadly. Lots of new stuff that is undesignated in the files and also lots of cool new possibilities for innate traits that I have to rework now.
bigfruitpie 8 Sep @ 6:37pm 
Awesome work on this mod, Cela! I just wanna second what Kaijin was saying about making a standalone version with only campaign changes. I usually play with a few other mods that add new units and factions, and those feel underpowered due to battle rebalancing. But I'm digging the campaign side of things a lot though!
[F.I.S.T] diva.Y.J 5 Sep @ 8:51am 
My comment wasn't for you Cela, just for anyone who's wondering if others got the problem too.
I'm able to read :)
Wish you a wonderful trip. Looking forward to the update :)
Cela  [author] 5 Sep @ 12:59am 
Yes I am aware it crashes after the update, unfortunately I cant update until later this september, as Im on a business trip for three more weeks.
Appreciate the kind words :)
[F.I.S.T] diva.Y.J 4 Sep @ 7:50pm 
Love this Overhaul! Great work! Unfortunately, 6.3 crashes it (at least for and that is what the crashmessage said).
Cela  [author] 2 Sep @ 7:17am 
Also a small announcement: it seems update 6.3 is on the horizon, I wont be able to update the mod before late september as Im on a trip!
Cela  [author] 2 Sep @ 7:15am 
@Kaijin thanks for your feedback! I hear you and will check leadbelchers soonish. But crossbowmen are intentionally fragile

@Corb appreciate it mate!

@ZedsDeadBabe Custom units work with this mod but will ne underpowered if made for vanilla
Corb 2 Sep @ 2:11am 
Really fantastic work, great job!
ZedsDeadBabe 1 Sep @ 1:13pm 
Hecleas slower battles mod also rebalances unit stats, yet it is 100% compatible with custom units. What's the difference between that mod and this one?
CheesyRamen 1 Sep @ 9:07am 
This mod rebalances vanilla units so other mods’ units will likely feel different than they should.
ZedsDeadBabe 1 Sep @ 8:44am 
Is this mod compatible with mods that add custom units? I feel like it should work if the custom unit follows standard unit categorization correct?
Kaijin 28 Aug @ 10:53am 
I really, truly love the campaign changes, but not sure on the unit balancing. Trying it out as Cathay on turn 40, and battles are starting to feel really sloggy, to the point where I'm spending more time on triple speed.

Also Leadbelchers... one of my caravans faced a group with 1 unit of Leadbelchers, and they did 60% hp damage to a group of Jade Crossbows in a *single* volley; meanwhile I had to use 4 to focus fire them down since my flying cavalry got 1 unit stuck somewhere so they refused to move.

If you ever have a campaign-only change submod, it'd be a dream. Though I respect the "total overhaul" aspect of this. Either way, lots of love clearly went into this and it shows.
Cela  [author] 11 Aug @ 4:00am 
Happy to hear it :)
Premier666 10 Aug @ 5:08pm 
@Cela. No problem. So far this is my favorite overhaul so it's nice to see it improving even more.
Cela  [author] 10 Aug @ 7:57am 
@Premier666 interesting find, thx for sharing. I've tested it and you are correct that halberdiers win against chaos warriors (shields). Halberdiers in my mod are on the same tier as greatswords, so it is intended for them to be stronger than in vanilla, but I agree they could be a bit overtuned. I will look into it further and probably nerf their AP a bit and may increase their cost. Halberdiers units (generally, not the empire one) are in an advantageous position against sword & board units because they have armour piercing damage, This comes at the cost of lower attack values and (usually) no shields. It should be a bit more even though imo.
Thanks again for giving constructive feedback!
Premier666 10 Aug @ 5:22am 
I've finished a campaign as the empire, and I noticed I had a way easier time fighting chaos. I did some testing and realized, that with this mod (and no other mod), halbardiers can defeat chaos warriors, this with all things equal.

Is this intentional? If so, it kinda cripples chaos AI.
Everything else seems great, vampires were a proper challenge, so were orcs and ogres. Only chaos felt weak since their main unit they rely to win fights was losing against units they normally would beat.
Dra 3 Aug @ 3:40pm 
Oh, thank you Cela! I'll try that ^^
Cela  [author] 3 Aug @ 11:40am 
@Dra this is because my mod file uses a prefix and sfo doesn't. If you want the Imrik reskin to overwrite my mod, you can simply add a ! to the beginning of its filename. So for example !Imrik_reskin.pack. There is a prefix hierarchy that determines which mods overwrite each other to put it simple.
Dra 3 Aug @ 9:17am 
@Cela, curious it works with SFO and some other overhauls I tried too
Cela  [author] 3 Aug @ 12:36am 
@Dra because it changes his animations which are in the same table as his melee stats
Dra 2 Aug @ 5:56pm 
I found an incompatibility between this overhaul and a Imrik reskin and I'm just wondering why they are incompatible
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3538395634
Cela  [author] 2 Aug @ 2:49pm 
I did some adjustments to some missile units, check out the change notes for more information
Cela  [author] 2 Aug @ 1:47pm 
@Staradder They have 15 more AP than crossbows but you may be right. Handgunners used to have shieldbreaker in my mod but I removed it from them when nuln ironsides were released. They are now part of a weird progression curve, I think crossbows may actually be slightly overtuned instead when compared to militia archers. I'll take another look at them but I'm hesitant to just increase their damage as it has massive influence on auto resolve.

@Felix the Brat I'm not planning to make any custom heroes for this mod right now
Staradder 2 Aug @ 12:37pm 
I don't know if it's intentional but regular hand gunner units seem to be understated in comparison to crossbow units. They have only 10 more AP on shot compared to crossbows, along with a massive range cut down. I'm not really sure why I would upgrade to a hand gunner unit considering they are direct fire.
Felix the Brat 2 Aug @ 8:14am 
the cathay mod gunpowder road also has some cool stuff as well, they add some excellent artillery dm me if you need links
Felix the Brat 2 Aug @ 8:12am 
i think cathay lacks a stong melee hero maybe a Calvary captain? or a engineer type hero, maybe take a look at deer24 cathay overhaul mod for ideas there are some fantastic unit mods for cathay
Cela  [author] 2 Aug @ 2:37am 
@opgplay236 If I manage to make good unit cards that blend in. I'd like to make Bretonnia Men-At-Arms Crossbows and Hangunners for Cathay, probably Dragon Guard tier.
What sort of units do you think are missing?
opgplay236 2 Aug @ 1:01am 
Do you have any plans to add new unit to complete unit roster?