Total War: WARHAMMER III

Total War: WARHAMMER III

Zombie Tide (Waaagh! mechanic for vampires)
45 kommentarer
Soberlife420 22. okt. kl. 15:30 
i forgot the rites mod *facepalm*
anotherpeter134 22. okt. kl. 2:30 
Thanks I didn’t have the rites mode activated
stiginge-oy  [ophavsmand] 21. okt. kl. 23:05 
works fine for me. Do you have rites mod added ?
Soberlife420 21. okt. kl. 22:16 
oddly enough the SFO version is working for me weird
Soberlife420 21. okt. kl. 22:11 
yeah its crashing when i try to run it and i only have a few small mods on
anotherpeter134 20. okt. kl. 1:33 
for some reason it stoped working
okkebeltman 15. okt. kl. 2:32 
Cool mod, quite liking it on my Ghorst playthrough! Any chance of increasing Waagh size with for example research or buildings? Maybe through a submod?
Wildcat™ 14. okt. kl. 12:19 
I haven't looked into the code, but is this faction wide, or can you choose with sub-faction gets this? Earlier in the year I was toying with this WAAARGH! mechanic on one of my mods, but halted because of various technical issues.
Oderisson 14. okt. kl. 9:37 
Good to hear that. This is very interesting concept and frankly something the game was missing in my opinion. I usually have additional zombie army following my real force, but this slaughters supply lines.
stiginge-oy  [ophavsmand] 14. okt. kl. 9:03 
Possible,but difficult. I'm working on that
Oderisson 14. okt. kl. 8:41 
Any way of changing icons from waagh to something more in line with vampires, like skull? Or is it hardcoded?
stiginge-oy  [ophavsmand] 13. okt. kl. 20:18 
yes
Toby2600 13. okt. kl. 15:22 
Can this be used by AI campaign armies?
WatashiDa! 13. okt. kl. 15:13 
I noticed a savage orc minor faction running with zombie units in their waaagh
stiginge-oy  [ophavsmand] 13. okt. kl. 9:25 
No, Did you updated the mod ? i upladed new verson today that should stop that.
Estrogen_Twin 13. okt. kl. 8:52 
i have orc units instead of Zombies etc. is this normal?
stiginge-oy  [ophavsmand] 13. okt. kl. 7:38 
No idea
Ferdinand the Cat 13. okt. kl. 7:25 
This mod is saved game compatible but my faction leader has past lv 10 a while ago. Is there any way to trigger it?
Imp0815 13. okt. kl. 1:51 
"However, in vanilla campaigns, Zombies often aren't worth the recruitment slot, pushing players toward small, elite monster stacks that feel far removed from the promise of a realm-drowning, shambling horde."

Exactly my main gripe and disappointment with the TW design and the fantasy of the faction. Even SFO failed to rework VC meaningfully like this. Great job!

I tried fiddling with modding something like this myself — is there a way to make this permanent for Necromancer armies so they always recruit more and more undead until you always have a 40-unit stack with 20 trained and 20 horde units like Zombies and Skeletons?

For example, I tried to create a system where army slots scale with skill level in Lore of Death and Lore of Vampires, but it ultimately went nowhere as the game is too rigid like that. But having a scaling Waagh! stack based on hero level could be a workaround!
Aghoric Visions 12. okt. kl. 23:16 
Not bad. I already throw a full stack with a master necro at an enemy to warm up.
JakiiGamingTTV 12. okt. kl. 19:35 
Can this be implemented into Nagash as well?
mrosenlof 12. okt. kl. 14:29 
Thank you great mod
RondKrows 12. okt. kl. 13:19 
Thank you!
stiginge-oy  [ophavsmand] 12. okt. kl. 13:09 
Ok. FIXED. Sorry for that
stiginge-oy  [ophavsmand] 12. okt. kl. 12:55 
Ok. that's weird. And I don't know what the issue is. or how is it even possible.
mrosenlof 12. okt. kl. 10:46 
I have the same issue were the greenskins have undead and I'm playing vanilla
RondKrows 11. okt. kl. 16:17 
vanilla
stiginge-oy  [ophavsmand] 11. okt. kl. 15:13 
are you playng vanlla or SFO ?
RondKrows 11. okt. kl. 14:57 
moon goblins had 2 hordes of undead instead of goblins/orcs
stiginge-oy  [ophavsmand] 11. okt. kl. 10:42 
yes
Nivek 11. okt. kl. 10:35 
is save game compatible?
Kellogs 10. okt. kl. 13:20 
Omg yes! this is what was missing from the Faction gj :)
stiginge-oy  [ophavsmand] 10. okt. kl. 11:47 
i will have a look
Lenodiac 10. okt. kl. 11:35 
Actually the Old World Rites push the SFO Rites far from menu. That makes impossible to click the SFO Rites ( at least the 3 from right side cause the first from left is clickable). But this problem can be fix from the old world rites modders. Is it any other way to have both sfo and old world rites playing properly?
stiginge-oy  [ophavsmand] 10. okt. kl. 9:04 
There is a SFO version of Riites
koncik 10. okt. kl. 8:50 
Question - Do I need Old World Rites, if I play on SFO? Do those mod not overlap with rites?
Love your work man.
The Wriggler 10. okt. kl. 6:25 
Glad to see these returning from WHII. MSWGA was one of my favorite gameplay mods
stiginge-oy  [ophavsmand] 9. okt. kl. 21:07 
Yes, Ai uses it
Rustic Clover 9. okt. kl. 20:43 
Does the AI use this, since it's from a Rite?
thebiggestE 9. okt. kl. 18:42 
Can you make this work with the Nagash mod?
stiginge-oy  [ophavsmand] 9. okt. kl. 17:49 
Does this nerf the rite in other aspects? - No
stiginge-oy  [ophavsmand] 9. okt. kl. 17:49 
Hello, could you make a compilation? - I Will at some point
Autumnchain 9. okt. kl. 17:15 
Does this nerf the rite in other aspects?
Horny Jail 9. okt. kl. 14:11 
Hello, could you make a compilation?
Bone daddy. Ainz Ooal Gown 9. okt. kl. 12:56 
could you make it so it also works with the Nagash mod?