Total War: WARHAMMER III

Total War: WARHAMMER III

The Hung – Lords of the Steppes
293 comentarii
TryxiWytch cu 7 ore în urmă 
Heya, my boyfriend made a submod that disables the friendly fire. Here is a link. If you have a problem with us making this, please let us know. We will happily pull it. Thank you so much for your mod btw, they have become one of our favorite factions. <3
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554367898&searchtext=the+hung
blackiswhite1 cu 9 ore în urmă 
liking what i see so far, but if i may throw my hat into the ring, i feel like the tier 2 horse archers should have armor piercing ammunition and the horsemasters should have AP and magic ammunition to give them some real oomph that doesnt rely on the shaman sorcerers, kind of like sisters of avelorn...but evil
Mightguy cu 11 ore în urmă 
"they said you was hung" "they were right"
Louiseo 27 aug. la 3:38 
Holy shit the new patch is a god send for this mod. Not only are they fixing mutliple hero army abilities overriding eachother, theyre also fixing multiple army abilities on a single hero resetting constantly. I hope it fixes itself for your heroes automatically, if not i would say that would be a priority for you since its so annoying to deal with in this game
henry 27 aug. la 2:54 
would love to have a standard stance in the world map that applied attrition to enemies within a sphere of influence as a way to harass bulkier and slower enemy armies while playing keepaway and avoiding direct combat
Okoii 26 aug. la 13:20 
Hope to see a render model distance optimisation soon, the fps is abysmal with too many units on the field even with a giga pc
josetrabajoarcos 26 aug. la 5:32 
The lag is to much
nurlan.ezizli.95 25 aug. la 17:01 
It would be great if it were possible to form a confederation with other factions, for example with the Empire.
Salty Old Fisherman  [autor] 25 aug. la 16:34 
@sword of war You'd be surprised how many requests I've had to make them "more Mongol", or to add actual Tengriism to the game.
sword of war 25 aug. la 15:57 
why on earth do you need a disclaimer that its not a real world faction? is real life copyrighted?
Doomed World 25 aug. la 14:46 
Any chance of a slight rework to Beneath the Hoofs i find myself never using that spell maybe adding a bit of melee attack
We have come for you 25 aug. la 11:08 
Not gonna leave this as a bug report. Its just a conflict. All Diplomatic Options, Vassalize, etc. That one conflicts with Grond and makes it so you cannot attack any of their former settlements without resurrecting the Grond faction.
Not The Hung mod! Just a conflict. I love this. <3 *Throat singing intensifies*
Homuya 25 aug. la 1:51 
@Salty Old Fisherman

OHHHH since it specifically says 50 by turn 100 I thought that the failure condition is met if you have less than 50 by turn 100 and that turn 100 has been chosen to align with the timeline when Chaos attacks the empire in mid-late game.

My bad 100%
FennixThePhoenix 25 aug. la 0:48 
I don't know if anybody said anything about it, but I was playing yesterday and got the final special trait of Zao Korr, which should decrease upkeep and give lord recruit +4 just didn't work. I got the trait, but nothing happened after I got it.
Salty Old Fisherman  [autor] 25 aug. la 0:42 
@Homuya The mission doesn't expire if you don't have 50 by turn 100. You just need to reach 50 at or after turn 100.
Kamen Rider Nexus 24 aug. la 22:43 
@Salty Old Fisherman - You could just...make getting vassals HARDER for the Hung; make it more rewarding as you have more people spreading things, but make it more DIFFICULT to get the vassals to begin with.
Homuya 24 aug. la 20:04 
@Salty Old Fisherman

Its just really unrealistic and annoying when my VASSALS aka my SERVANTS work against me and not for me, you know what I mean? They should boost me, not stand in the way of my objective. Like, bruh im your overlord dont make my life harder xD

And if I just dont make them I loose out a big chunk of income /= I wish I could just take capitals instead to boost me.

By the way if you fail the quest what happens? Do you just never get the choice? I feel like 120 turns would be better or maybe it re-checks every 10 or 20 turns if you got enough steppe. Cause 100 is at least in my opinion too tight. Especially cause you also have to sometimes go back to get the plunder to your camp.
Okoii 24 aug. la 19:32 
@Salty Old Fisherman My own standard units specifically Dismounted Heavy Archers, taking basic campaign map attrition in the warpstone desert specifically, at the beginning of the next turn deletes them all. this happened 2 or 3 times and i had to fully re-recruit them from the horde camp.
Salty Old Fisherman  [autor] 24 aug. la 19:10 
@Homuya Ah, yeah, that is one of the challenges of the system, trying to "get out ahead" of them. I may consider having vassals apply it in some way that doesn't make a Mung campaign easy mode for the player.
Salty Old Fisherman  [autor] 24 aug. la 19:08 
@Okoii Your own standard units? Taking vanilla attrition there? Or do you mean the attrition caused by one of the Hung sources to enemies?
Okoii 24 aug. la 17:45 
Taking attrition in the warpstone desert in Cathay deletes all units below tier 3 instantly, wiped them out completely at the start of the next turn
Homuya 24 aug. la 16:45 
I gladly come back to this in the future though, everyhting else was super lovely and I enjoyed the battles and theme :) Insane too that this is free.
Homuya 24 aug. la 16:44 
@Salty Old Fisherman

I was playing as the faction that starts above Naggaroth in the top left corner. The guy that can turn into a demon once he's high level.

I found it impossible to reach the main quest (50 Steppe regions in 100 turns) because your vassals can take land that you then cant turn into steppe and if you make someone your vassal the land also won't become steppe. I was close don't get me wrong but the mechanics work against each other.

My issue is not that the vassal removes the steppe but a settlement captured by a vassal is not a settlement I can plunder anymore thus apply steppe so they "steal" the settlements thus making me travel farther and trying to outplay my "vassals"

(those issues kinda happen too cause the vassal system in general is really bad from CA)
weaselwolf 24 aug. la 14:11 
This mod is phenomenal, thank you to you and the others for your time and effort. Apologies if this isn't the right place for this, but I've always thought it would be cool if there was some mechanic for nomads to be able to withdraw from a battle without it necessarily be counted as a defeat. So you could for example attack another force, use up your arrows and maybe hit a few exposed units and then withdraw without your lord getting any negative traits for it. Thanks again!
Salty Old Fisherman  [autor] 24 aug. la 14:11 
@Krusarinn No, the Hung are full-horde factions. You have access to "Tribal Gathering" camps which simulate settlements of a sort. I may have a form of occupation in mind for one of the faction expansions in the future.
Salty Old Fisherman  [autor] 24 aug. la 14:10 
@Homuya Understandable! Still ironing out various bugs and the 6.3 patch will likely break the mod, so hopefully you can return once it's been polished a bit! If you were playing the Mung, while vassals do no apply the Endless Steppe mark, they also do not remove it like neutral or hostile factions. Regarding the quest chain...what happened? Did you encounter a bug within the battle itself? Or are you referring to the Narrative Mission (50 steppe regions in 100+ turns)?
Krusarinn 24 aug. la 14:08 
Are you able to settle down at any point?
Homuya 24 aug. la 13:56 
Feels too buggy for me, impossible to even fulfill the main quest and vassals just steal your land and dont become steppe.

Cool idea, nice roaster but bad execution of mechanics.
Nara 24 aug. la 12:55 
My good blitch, please make this available for old world
Salty Old Fisherman  [autor] 24 aug. la 8:33 
@kp The ratio is the same as the Ogres, but I agree that it can be reduced in accordance with the need to travel.
RuinedMyHoliday 24 aug. la 5:21 
Phenomenal mod. Thank you to all who contributed <3
Owly 24 aug. la 5:21 
Amazing stuff! Cant wait to try it out :)
Anyone working on an SFO sub for this?
Solvem Probler 24 aug. la 4:59 
INCREDIBLE work.
kp 24 aug. la 4:17 
Great mod, big thanks for making it. I've wanted an Atilla style horde faction since the beginning. One question though. Should it cost so much to transfer plunder to your horde? If you have to travel to the camp to transfer it (which makes sense) surely it should be free (no gold that is)?
chaos dwarf 24 aug. la 3:30 
@起床困难户Stan
检查一下你自己的模组列表,大概率是你这边冲突了
起床困难户Stan 24 aug. la 3:24 
打上mod一直在加载页面加载不出来。。。。。
Cezetcezet 24 aug. la 1:16 
Seems like it needs some optimization. Noticable fps drops with Hung army in screen even when zoomed out
Scrimbus 24 aug. la 0:35 
Keeping my eye on this mod, really like what I see here. Some crashes here and there but its nice to see a minor faction from the lore get some fleshing out.
DutchDixieRebel 23 aug. la 23:50 
Zao Korr has been walking to the fight for 95% of the duration of the battles I've done. He's level 43 now, but I've only just finished the third quest. Been on quite a stampede, so I didn't have time to do the quest. Didn't get the mount. This was before the update, but now I've gone back and did the third quest battle again. Same result. Zao Korr will be foot slogging the rest of this campaign.
ErraticPterodactylTTV 23 aug. la 23:43 
Played with the mod a bit today. Looks like it'll be a lot of fun. Minor potential issue: a number of technologies that should affect all Hung Nomad units appear to be affecting the Great Weapon Pillagers but not the Dual Weapon version. Likewise, the first redline skill says it affects Spawneaters, but doesn't appear to in practice.
Okoii 23 aug. la 20:25 
It was coming from the damn pigeon the whole time? god damn it lmao thanks for the heads up i'll be sure to use it properly going forward, for real though this has to be one of the best mods i've ever played for a TW game really hyped to see it get custom voice lines and hopefully music etc
Salty Old Fisherman  [autor] 23 aug. la 20:24 
@Han Swolo Sorry to hear that. I'll keep testing to see if there's something I can do to make that more stable. To confirm, you're able to play it but the battle never ends once you defeat everything?
Salty Old Fisherman  [autor] 23 aug. la 20:21 
@Heyo Okoii! Cool to see you playing! Herald of War is the Chaos Vulture RoR's passive when he is flying, affecting allies and enemies beneath him. It takes practice to figure out how to use him effectively, but I found it a fun tactical element for disrupting enemy formations or causing bloodbaths once melee lines had collided. If it is too difficult to utilize, you can just swap him out for another unit (I've done that myself because sometimes trying to micro that birb can be a bit much).
Han Swolo 23 aug. la 19:34 
Zao Korr's 3rd quest battle still not working, but if its not reproducable I imagine its a compatability clash with another mod. All good, Mod is still very well done and stuff like this is an occupational hazard:steamthumbsup:
Okoii 23 aug. la 19:04 
Yo something called Herald of war keeps popping up on my troops every couple of seconds in battles and forcing them to rampage, +15 melee attack/ -5 melee defence immune to psychology and rampage. It's disrupting battles extremely badly i'm not sure if it's intentional or not but please please if you could look into it that would be huge, this mod is absolutely incredible otherwise actual official dlc quality if not better 11/10
Doomed World 23 aug. la 17:15 
I need to do testing but im not sure if mounted housemaster are worth using over heavy horse archer given you get less models
Salty Old Fisherman  [autor] 23 aug. la 16:33 
@浮夸s It's crashing for you just upon starting up the game? Have you unsubbed/resubbed to get the hotfix update, and do you have the Hung and Mixu's Unlocker enabled?
浮夸s 23 aug. la 13:47 
I think this is the strongest Warhammer mod of 2025,Because of this mod, the world of Warhammer has become more perfect and full. but......Why does the game crash when starting this mod? Hope this can be resolved in the future.:steamhappy:
Salty Old Fisherman  [autor] 23 aug. la 12:16 
Hung Hotfix: 08/23/25
* Man-Chu and Mung Narrative Quests should now properly deliver their rewards/chain missions when completed. Will likely require a new campaign start
* Zao Korr now properly receives his mount, Tsusan, upon completing his third quest battle
* Another attempt at fixing the unpredictable Turn 1 crash (please report with as many details as possible if it persists)
* Reduced the chevrons granted by the "Dolgan Boneknife" and "Kul Greataxe" followers
- Adjustments to Tribal Gathering "Settling" UI
* Added to the "Khan's Hoard" tooltip to make it clearer how to acquire the resource
- Hung vassals are now granted immunity to Chaos Undivided corruption
* "Camp Builder" skill now properly reduces building costs in Tribal Gatherings
* Basic army formations added
* Reduced follower drop rate
* Death worm melee weapon adjusted to yield more damage/kills
Salty Old Fisherman  [autor] 23 aug. la 12:16 
Currently being investigated:
* Adjusting how Hung vassals and the rogue "Hung Warband" faction interact with diplomacy to avoid the player being put in softlocks or strange wars.
* Continued vigilance for the mysterious Turn 1 crashes
* Ur-Khan (on foot and on mount) difficulty landing hits and dealing damage
* Ur-Khan's surplus of abilities causing some to be unusable
* Zao Korr's 3rd quest battle not ending (I've been unable to reproduce, but we've received reports)
* Tier V Tribal Gathering garrisons consume one of the unit capacity for Khan's Guard units