Total War: WARHAMMER III

Total War: WARHAMMER III

Lost & Found Dwarfs: Mining Expansion
52 Comments
greenphoenix23  [author] 2 hours ago 
Thanks!
They are buffed a bit to be a specialized offensive unit rather than a chaff filler unit.
Pricing and stats around the same tier as Dwarf Warriors.
This was to bring them closer to their tabletop counterparts.
Tag_Ur_It--> 4 hours ago 
Hey! Amazing mod but a question, how are miners rebalanced? Is it just recruitment? Or is it changes to their stats?
greenphoenix23  [author] 25 Sep @ 4:24pm 
Glad to hear!
And yeah. All of those features require a new campaign, with the mod installed from the beginning, to function.
I hope you enjoy all the mining friends!
요술 쓰레기통 25 Sep @ 9:55am 
I tested it with a new campaign and it recruited well. Maybe it's because I played the campaign I was playing.
greenphoenix23  [author] 25 Sep @ 7:54am 
Do you have Mixu's Mixer installed?
You cannot recruit the Prospectors without it.
The Unrad quest issue sounds like a different problem to look into though.
요술 쓰레기통 25 Sep @ 12:37am 
It just doesn't seem to work. The hero recruitment window is empty and no new heroes are created. When I recruit miners for the Unrad Grimbeard quest, the number of miners is stuck at 5
greenphoenix23  [author] 24 Sep @ 6:15pm 
Did you have Mixu's Mixer enabled?
And I will be working on an SFO compatibility patch for Lost & Found Dwarfs this weekend.
요술 쓰레기통 24 Sep @ 11:59am 
It seems to be incompatible with SFO. There is no problem with unit stats, but there are no heroes in the hero recruitment window or the legendary hero quest is not completed.
greenphoenix23  [author] 7 Sep @ 9:56am 
It should work, though it won't be balanced stat-wise.
I'm planning on making a Lost & Found Dwarfs SFO submod after SFO gets updated.
Josen 7 Sep @ 7:50am 
compatible with sfo?
greenphoenix23  [author] 31 Aug @ 9:42am 
Second quick update: Added the Earth Borer Mining Drill to lord red line skills properly! Oops!
greenphoenix23  [author] 19 Aug @ 7:46pm 
Quick update: Fixed the display for Sappers incorrectly showing they had 360 degree firing when selecting them. No functionality has changes and is fully save compatible.
Bacon God 8 Aug @ 2:13am 
I wish there was a self propeled drill three times that size
Autumnchain 6 Aug @ 1:09pm 
How were the three mining units rebalanced? Were their stats changed?
Elnestea 6 Aug @ 7:56am 
Rock and Stones to the Bones! My god i never thought i would get some deeprock galactics ester egg in TTW thx bro
greenphoenix23  [author] 6 Aug @ 6:56am 
@Don Patch
Thanks! Sounds definitely like a compatibility issue.

@Black_&_White
Thanks! I'm glad you enjoy!
The new building chain is meant to be basically a blank copy of the mining resource buildings (gold, gems, iron, etc) as a backup for settlements that do not have one to make sure you can always recruit the units no matter the settlements you have.

As for new landmarks, I can certainly look into that! I wouldn't want to spam too many around, but one or two could definitely be fun! No promises, but I will think on it!
Black_&_White 6 Aug @ 1:40am 
@greenphoenix23
Honestly great mod! I love all mod that improve gameplay for Dwarves! Really good job on the units and prospector hero.

Maybe it could use some work on the building chains? As of right now it only give access to the Hero, maybe you could give it some tradeable resources or improve the one produced in the city or add some income, like I think it needs something to justify building it after having in a city?

Also, I noticed some changes to landmarks to include your new hero. Maybe you can add a few landmarks related to mining in very important mining cities in the Dwarf lore (maybe add some specific landmarks, both for buffs and RoR to your units) as well as extra bonuses.
I'm thinking about some important settlements like Galbaraz, Ekrund, Karak Eight Peaks, Karak Ankor! Making new landmarks is pretty easy, but they can be extremely fun for mods and new ideas to add amazing lore wise additions!
Don Patch 3 Aug @ 6:18pm 
@greenphoenix23
"To confirm, this is a fresh campaign, not one you added the mod onto partway through?"
Yes it's a new campaign. I play as Zhufbar faction, with mixu mod and "Dwarfs: Make Dwarfs Great Again" , "landmark of legend", "Legendary Characters".
greenphoenix23  [author] 3 Aug @ 4:09pm 
Glad to help!
And he is fun. Super old, obscure lore. Has the elven lantern passed down to him which I thought was neat.
Phyrex did a great job on the model (minus the lantern which I made)! He was actually in an old mod of Phyrex's originally but now he is hanging out with all his mining buddies.
YTMightBeRuku 3 Aug @ 4:04pm 
Ahhh the deeps, literally the one area i didn't check!, all sounds good to me though! Love the themeing of Unrad and his excavators, so much so they are now in my main game xD
greenphoenix23  [author] 3 Aug @ 3:24pm 
Update:
Fixed a small typo, corrected tiers for units incorrectly showing as 1, and buffed the Prospector's health on the Earth Borer mount (as I had forgotten to do so initially).

Potential future update based on feedback:
Swapping Grombold's bombs from a ranged weapon to an ability similar to the Prospectors.
greenphoenix23  [author] 3 Aug @ 2:59pm 
@YTMightBeRuku
Saw you were having trouble getting Grombold. He is unlocked by building the Underdeep Mine building in the Deeps!

I will add how to recruit the two heroes to the mod page.

Other bits, the units are not meant to be labeled as Tier 1 so fixing that. And looking into why Grombold was being difficult throwing his bombs.
YTMightBeRuku 3 Aug @ 2:04pm 
Lovely jubbly, i look forward to seeing it mate!
greenphoenix23  [author] 3 Aug @ 1:52pm 
@Don Patch
Glad to hear! I will check out the RoR to make sure I didn't goof, but that sounds like an incompatibility. To confirm, this is a fresh campaign, not one you added the mod onto partway through?

@YTMightBeRuku
Thanks so much! Glad you enjoy! I have plenty more planned for the Dawi now that I have come back to modding "full" time (or as much as my RL schedule will allow).
YTMightBeRuku 3 Aug @ 10:06am 
Hey Phoenix! I've just released a mod showcase for the mining expansion, as im currently really enjoying using them in my series, keep up the amazing work! Look forward to what you've got planned in the future!
Don Patch 3 Aug @ 9:59am 
Thanks a lot, i have finally unlock him ^^. Maybe it s a conflict with another mod, but i receive the message that i have unlock the RoR Unrad's Excavators and they are not visible on the RoR pool.
Whatever, thx again for your mod, its made Dwarf more fun
greenphoenix23  [author] 2 Aug @ 2:09pm 
@Fargus
Do you mean like a weaker dwarf warrior or something like that?

@Don Patch
Once you reach a certain level with your LL the quest should pop up alongside Garagrim (I think level 8). Then you just need to recruit enough mining units for it to complete, similar to Garagrim's slayer unit quest.
Don Patch 2 Aug @ 12:48pm 
Thanks a lot for this beautiful lore mod. Sorry if is it a stupid question, but how to recruit Unrad Grimbeard ?
Fargus404 2 Aug @ 12:26pm 
Bro, a huge request, you can make a mod that adds very weak dwarves in the likeness of swordsmen from the empire, well, the squad is like cannon fodder.:facepunch:
greenphoenix23  [author] 2 Aug @ 10:43am 
Awesome! Thanks for the confirmation!
I hope you enjoy!
AwDiddums 2 Aug @ 10:14am 
I hadn’t thought to remove Legendary Characters since the Legendary Lord it adds for Zhufbar. But after testing with just Mixu’s Unlocker, the character works perfectly. So it seems the issue only happens when Legendary Characters is enabled alongside it.
greenphoenix23  [author] 2 Aug @ 9:58am 
@AwDiddums
Thanks for the clarification!
Do you have the problem without LC active?
AwDiddums 2 Aug @ 9:37am 
Sorry, I should’ve been clearer - when I said 'load up,' I meant starting a new campaign. It’s probably a compatibility issue, like you said. Looking forward to whatever you’ve got planned next!
greenphoenix23  [author] 2 Aug @ 8:25am 
@AwDiddums
Thanks! Dead was quite encouraging the candles being lit and it was actually the detail that pushed me into making the proper Mining Expansion! I am happy how they turned out!

That might just be an incompatibility between the two mods. Especially if you have loaded it up mid-save. I actually use different keys for Grombold in this mod to help make sure stuff didn't do anything too crazy. But I will look into it further! Sadly not much can be done about LC from my end, but if it is a bug in my mod, that I can fix!
AwDiddums 2 Aug @ 6:11am 
The candles are such an underrated detail. Watching the miners rush into battle with smoke gently trailing from their heads is fantastic - it adds a ton of atmosphere. The soft glow from the flames looks especially great in low light or underground battles. Subtle but really immersive.

On a separate note, I noticed a small issue when testing a Zhufbar campaign loadup (after disabling Legendary Characters' Grombold in MCT). I was just curious how it would behave - and saw that Grombold loaded in with a goblin unit card and no porthole picture. Totally minor and probably just a result of the swap, but figured I’d mention it just in case it’s helpful.
greenphoenix23  [author] 1 Aug @ 11:33pm 
@Louiseo
The miners got buffed, so are no longer tier 0 units. I was aiming to make them closer to tabletop where they were similar to warriors stat-wise, but had special abilities. Dwarf warriors being the base unit of the roster.

And not being able to recruit anything from the main settlement would feel bad, hence the warriors moving over.
Louiseo 1 Aug @ 11:29pm 
then the miners being moved is the unnecessary change, most factions have a tier 0 unit that can be recruited from settlement even though the rest of its variants are recruited from buildings. The only faction that doesnt is khorne and thats a dlc issue.

Its your mod do what you want but playing dwarfs back when warriors were base recruitment was silly
greenphoenix23  [author] 1 Aug @ 11:19pm 
@Louiseo
With the miners moving to their own building, it left the base settlement chain with no units you could recruit from them. The warriors got moved to make sure you can still recruit something.
Louiseo 1 Aug @ 11:17pm 
the warriors recruitment change is so unnecesary, why make it a part of the mod?
greenphoenix23  [author] 1 Aug @ 2:34pm 
Another quick update to add the missing descriptions for the Prospectors and Unrad!
Hopefully that is the last I missed!
Rustic "Kalessin" Citrus 1 Aug @ 9:04am 
👀 🍿:steamhappy:
greenphoenix23  [author] 1 Aug @ 7:30am 
Quick update to add the missing descriptions for the mining buildings I forgot to add!

@Regent
Shhh, spoilers...
Leonardo 1 Aug @ 7:26am 
@Regent you can play as any minor faction with Mixu unlocker. There's a chinese dwarf legendary lord mod which add faction leader to almost all vanilla dwarf faction. There is an english translation of it too. I'm currently running it and it still works fine with the latest patch.
Regent 1 Aug @ 12:50am 
Hi, since you're doing Miners, is it possible to make the Greybeard's prospector be playable? I remember a similar mod that does that way back in TWW2.
greenphoenix23  [author] 31 Jul @ 2:43pm 
The Complete Collection does not include this mod yet. Want to make sure I didn't miss any bugs or major issues before porting it in (planned to be in a couple of weeks).

Once it does get ported, it will be fully save compatible from before the port!
achris1206z 31 Jul @ 1:19pm 
ROCK AND STONE

Does the completion include this mod
CeboDeMacho 31 Jul @ 11:17am 
ROCK AND STONE!
Azraël 31 Jul @ 7:27am 
DIGGY DIGGY HOOOOOOOOOOOOOOOOLE
greenphoenix23  [author] 31 Jul @ 6:12am 
They are dwarfs. And they are digging some holes!
NothingFancy 31 Jul @ 2:19am 
@RuDo : To The Bone