Total War: WARHAMMER III

Total War: WARHAMMER III

Formations
64 Comments
slingle37 6 hours ago 
if you could. i know this is a huge request but could someone here or you please make this mod compatible with radious please????
TheRexYo 8 hours ago 
@Arcaion All Saurus units are instinctively able to use formations. They can also communicate what formation to take without even speaking, so in a way they are actually better at it than most other race's infantry due to how fast they can change formation.
TheRexYo 8 hours ago 
Lizardmen I absolutely agree with, at least for Saurus. Saurus' whole thing in lore is that formations, tactics, and war are baked into their DNA. It might be instinctual, but functionally they operate just as tactically as any Dwarf or Man. They absolutely should be able to use formations.
Coolgatty 11 hours ago 
long posts, read from up to down i posted them in reverse order so u can read better :D
Coolgatty 11 hours ago 
hey @Arcaion, so lizardmen have skinks and saurus (+temple guard) the rest which are all humanoid lizardmen, and also kroxigor and Cold Ones which are monstrous infantry and cavarly respectively.


more specifically:
Saurus warriors and Spears and Temple Guards are the most disciplined and bulkier looking warriors. They are the bread and butter and Saurus Spears would benefit a lot from formations (warriors and spears have a shielded variation aswell)
So IMO and lore accurate all these should have formations:
- Saurus Warriors
- Saurus Warriors (Shield)
- Saurus Spears
- Saurus Spears (Shield)
- Temple Guard

The warriors use some kind of sword so probably no phallanx and other formations that need spears.
Coolgatty 11 hours ago 
On skinks: you have the basic trash and some chameleon units

- Chameleon Stalkers: Shock Infantry
- Red Crested Skinks: Great Axe Infantry
- Skink Cohort
- Skink Cohort (javelins)

The first 2 are mid game units, they are very small models and look like they both use axes, so im not entirely sure if theres any formation that would be applicable

The other 2 are you basic trash units, the first ones use sword and shield so they might have some formations make sense for them.
Coolgatty 11 hours ago 
Finally the Cold ones:
- Cold one riders: Melee cavarly (they have swords and shields, if u have cavarly formations these guys would qualify)
- Cold one Spear-Riders: Melee anti-large cavarly (they have spears and shields so these might also apply more formations if you have cavarly formations)
- Horned ones: Also sword and shield cavarly but they are tier 4 units so stronger of all

Then you have the kroxigor: These are monstruous infantry that look kinda like gorillas. So probably lore wise no formations.

The rest are more dinosaur like so no fomations
Coolgatty 11 hours ago 
I hope this can help you implement formations for lizardmen, as i installed this mod yesterday and didnt understand why i couldnt do formations. Had I not looked at comments i never woulda realised.
Arcaion  [author] 12 hours ago 
@Louie04k I am sorry mate I don't have time to play and examine every mod out there that adds new units, and create a submod for them. Sadly to aply formations you have to edit DB database of units. There is no way to create some sort of script that gives automaticly shieldet units formations or stuff like that. you can eather give it directly the unit as a ability or through tech tree like dwarven testudo (which i dunno how to do) and it has to be done for single unit manualy. I spent emence time just creating this one.
Arcaion  [author] 12 hours ago 
@Werebear I would need more info on lizardmen which units fight in disciplined formations and their exact names in roster and I would gladly add them. The thing is that I have never played lizardmen nor fought them as I have not much free time. I finished Warhammer sadly only once as empire an that was the first game. Full time job and family is freetime killer :D I play it from time to time as empire or dwarves High elves or Kislev. If you help me with identifying those units in lore and game I will add them :)
Louie04k 12 hours ago 
would be cool if these formations mods applied to modded units to
Werebear 12 hours ago 
Could we get the Lizardmen included? At least for like Skinks and so on? They're way less rampage focused then say the beastmen and were known to use formations in their lore, which is kind of why they were so dangerous?

I dont know if Saurus could do it based on their animations? But It'd be sick if we could get them to actually use their cold tactics that they were said to be known for outside of the more wild ones like Kroxigors and Chamelon skinks
davefrags 18 hours ago 
lovely! ty for the mod!
coolguy.25 23 hours ago 
and is it save game compatible
coolguy.25 23 hours ago 
is it compatible with mp?
McBeetle 23 hours ago 
May the savior come. Thank you so much for doing this.
Arcaion  [author] 4 Sep @ 10:31pm 
@[MG] MalhauY I am not sure if bestial units like skaven, orcs, beastmen etc should be using formations as they are mentally more of rushing amok type army, zerging enemy no matter the loses.
Keego Extremo 4 Sep @ 4:01pm 
Will this apply to units added from mods?
[MG] MalhauY 4 Sep @ 9:36am 
what about skaven units?
Arcaion  [author] 4 Sep @ 8:51am 
One day the Steam will ban me for spamming workshop with different modversions...

-Version without the new Animations:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3561979869
leezikzik 4 Sep @ 4:29am 
can u made without anmation mod?
jody.turnbull1 4 Sep @ 3:32am 
will this work with the custom matched combat animations mod?
Dinn_Lord_Of_Tinder 3 Sep @ 8:03pm 
Subbed instantly what a fantastic mod. Those changes to Halberds and spinny animations are chefs kiss <3
Havean 3 Sep @ 1:43pm 
Wow this sounds amazing!
Kuikka 3 Sep @ 6:23am 
Sad to hear about the SFO compatibility. I wonder how LEO's formation mod works with SFO though?
Arcaion  [author] 3 Sep @ 5:44am 
Sadly this does not work with SFO. You need to ask SFO team for a submod.
ᛣ Munin ᛉ 3 Sep @ 5:16am 
Does this work with SFO or does it require submod? Should honestly be integrated into the main mod
Medayas 3 Sep @ 3:18am 
sfo submod ?
Arcaion  [author] 2 Sep @ 11:47pm 
Cameron Parris 2 Sep @ 11:30pm 
Oh, and if possible a 'Brace' toggle mod so Units stay in an orderly line and actually brace themselves and their weapons as either a separate mod or in this one?
Cameron Parris 2 Sep @ 11:29pm 
Can you make Formations like Skein, Spearwall, Shieldwall, Testudo, and Circle if possible. Depending on the Unit and it's Weapon Type of course.
Cameron Parris 2 Sep @ 11:27pm 
THANK YOU!!! THANK YOU! BLESS YOU I MISSED THIS!
Arcaion  [author] 2 Sep @ 10:12pm 
Yes, I can upload it separately as well.
Rustic Clover 2 Sep @ 4:53pm 
Could we have the attack/idle animation improvements as its own mod? Because many of the WH1 animations, in particular the animations for Dwarfs and Humans really haven't aged well and yours look great.
Arcaion  [author] 2 Sep @ 2:14pm 
Alternative Versions of the Mod:

-Formations for Norsca and Chaos removed:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3561046436

-Without any Stats-Buffs:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3561037370

-Formations for Norsca and Chaos removed and Without any Stats-Buffs: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3561047985
Arcaion  [author] 2 Sep @ 1:24pm 
@Darkwolf thats Formation atribute where unit keeps the fomration withou compressing or extending, and the try to face centre of enemy unit that attacks them as a whole.
Cell Tv 2 Sep @ 1:03pm 
Nice mod, now it needs compatibility patches with unit mods
Darkwolf 2 Sep @ 12:55pm 
Hey @Arcaion, not sure if it's something to do with mod, but when the shieldwall is active and the unit takes a charge (Speaking specifically of Dwarves in this), the unit in question shifts their position instead of holding where they are (and ofcourse, i made sure the "hold" button was activated). It's hard to fully explain, but it's like they swivel sideways, thus opening up the battle lines.
Texas Space Viking 2 Sep @ 12:44pm 
Alrighty then, thanks for the answer !
Arcaion  [author] 2 Sep @ 12:30pm 
ah sweet new patch is out lets see if the mod still works...
Arcaion  [author] 2 Sep @ 12:29pm 
@TheCreepy in campaign not, Only in skirmish when the balance of power is in my favor then the enemy waits for me to attack.
Arcaion  [author] 2 Sep @ 10:48am 
Thanks chaps for the comments. I will make a version without the buffs, even one excluding chaos and norska units. But as compatibility with other units mods gies, very unlikely as I don't know those mods and I'd have to research them at first and than make a singe version for every single mod that changes those units. It's vastly time consuming. You have to ask Modders of those mods for submod. I am sorry, I don't have so much spare time.
Texas Space Viking 2 Sep @ 9:39am 
Howdy,

Great mod, as a shieldwall enjoyer this is a blessing.

I know it's been asked weither it worked on modded units but I was wondering if you had any plan to make it SFO compatible ( meaning with the units that it adds ) ?

Either way, the Ancestors praise you for your work. :steamhappy:
TheCreepy 2 Sep @ 9:28am 
I'm not sure if it's because of this mod but ai seems to wait a few moments before charging in with its infantry, I assume it tries to get into formation for the buffs and then issues an attack command. Can you please check if this is the case? Happened in my new karl franz save
sephiroxical19981202 2 Sep @ 9:27am 
Is this compatible with ZC animation mod?
LE22081988 2 Sep @ 9:05am 
Finally, a functioning formation mod again.
I still don't understand why this was ever removed from the Total War series.
Skarin Skarinsson 2 Sep @ 6:44am 
Does norsca also get a shieldwall formation for the marauders?
Darkwolf 2 Sep @ 6:22am 
@Stormleo77; I don't, and it is shallow of you to assume that I do. I'm not gonna get into lore this and lore that over a mod. The mod is great, let's leave it at that.
stormleo77 2 Sep @ 6:05am 
@Darkwolf thats not true at all, chaos warriors show discipline rivalling the empire.

dont learn lore from memes.
fneaor 2 Sep @ 5:26am 
Hi, just a request: Could you please make a version without the effects placed on the formations? So that the units just adopt formations and not get any additional buffs/debuffs?.
Yes i know that will not affect the gameplay as much. I just qant to have as few parameter changes as possible in the number department and the formations still should have an effect on block chance and melee, as the angle of the shields and the surroundings during melee already have a rational effect on the combat.

TLTR:DR: A version of Formations without added buffs/debuffs please, thank you.