Total War: WARHAMMER III

Total War: WARHAMMER III

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Nanu's Dynamic Regiments of Renown (Beta)
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Tags: mod
File Size
Posted
Updated
23.579 MB
29 Jun, 2024 @ 10:52am
30 Jul @ 8:10am
28 Change Notes ( view )

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Nanu's Dynamic Regiments of Renown (Beta)

Description


Note from the author, skip ahead for the mod description.

I've been absent from the modding community for over a year now, and that's for a lot of reasons. At first it was burn out. The system I used to make Active Oceans no longer works in Total War Warhammer III, and after months of trying I gave up. Then Creative Assembly made several awful decisions, and I feared that all of the effort I'd put into making mods would be for nothing, that they'd axe this game like they did Three Kingdoms[www.eurogamer.net], and I'd once again have spent countless hours making mods for a game that CA abandoned. I won't say the future of this game looks bright, nor do I think that the developers who were punished for the decisions made by out of touch executives deserved to lose their jobs due to other people's apathy and incompetence, but the game is still alive, the community is recovering, and the modding scene still has life in it. So I'm returning with my most ambitious mod yet. I've spent over a year on this, (My first pack file for this is dated 6/7/23), and its been as much a joy to play around with it as it has been build it. So without further rambling I present to you:


Nanu's Dynamic Regiments of Renown!

Your brave Dawi Warriors held back hordes of skaven, valiantly enduring warplightning and poison wind until finally the vermintide broke and the rats fled back to their holes. And what was their reward for their heroism? +47 xp.

This mod changes that. Now when your troops perform in battle, standing against all odds or cutting down swathes of foes, they will be properly recognized for their efforts.

Millions of unique Regiments of Renown

Yes, millions. This mod includes over 1500 unique effect bundles, assignable to every unit in 12 factions so far, amounting to over 50,000 total effects, each which can combine to create limitless possibilities. I've done the math on what's done so far and its sitting at about 2.5 million permutations, without factoring in the unique name generation system.

And this is only the start. There are dozens of nouns and adjectives in the mods internal dictionary, and more will be added with each update to ensure you never get the same generated name twice.

Unique Projectiles!



This mod assigns unique projectiles to missile units. Your archers killed 200 crypt ghouls defending against Vlad Von Carstein's invasion? Now they have magical fire arrows. Your handgunners killed countless Bretonnian Knights as you captured Marienburg from that scheming Grail King Louen? Their bullets are now anti large. Your mortars blasted through hordes of goblins? Now they shoot flaming cluster bombs.



There are over 1000 custom projectiles included in the mod, and I haven't even started on some factions yet.


New Abilities!

Your regiments of renown can access over 120 new custom abilities, made by yours truly.

You might defeat a Khornate force and get the Aura of Blood ability, granting your units and those around it Melee Attack and Physical Resistance that scales with the kills the unit makes.

You might save all of Kislev from falling by helping the garrison of Praag defend against the forces of chaos, granting your archers the Ice Shard Volley ability, a powerful armour-piercing volley of magical arrows.

Or you might get my personal favorite ability, Blood Frenzy, which sends all units in the area into a rampage, boosting your allies damage output and hindering your enemies defenses!



Factions included so far:
  • Bretonnia
  • Empire
  • Kislev
  • Dwarfs
  • High Elves
  • Lizardmen
  • Skaven
  • Chaos Undivided
  • Khorne
  • Nurgle
  • Tzeentch
  • Slaanesh
  • Ogres my lord!
  • DA WAAAAGGGHHH


This mod is the culmination of over a year of tinkering and toying with the game and the system I've built to create this mod, and while I'd love to have a finished product for you, the sheer size of this mod cannot be understated. I'd rather get it out to you now with what I have than spend another 6 months doing the rest of the factions. This is not to say I won't get to all of them, more factions will come with future updates, but each unit takes me 1-3 hours to add, and there are hundreds of units still to go.

I hope you enjoy the mod as much as I've enjoyed making it!

Submods
Dynamic RoRs for Elector Count Units by cvelde

FAQ

How does it work?
After a battle, the mod will check through all of your units and determine which ones are eligible for becoming Regiments of Renown. It takes into account their total kills, with their recruitment cost factored in to ensure lower tier troops have a chance, as well as their total health at the end, so units that survive against all odds are in the running as well. The mod then checks who you fought, where you fought, your lord, the enemy lords, and other factors to create a list of possible effect bundles to assign to the unit. Finally it takes the battle contexts, effects, and the faction you're playing as to generate a unique name for your new Regiment of Renown.

Does it work for the AI?
Yes

Is this save game compatible?
Yes. Whether you start a new game or add this to an existing one, you will get one free Dynamic RoR on your next battle, and then the system will do its internal calculations for all future battles.

Does it work in multiplayer?
No. Sorry, I don't know how to resolve the desyncs and don't care to test it. This mod is time consuming enough already.

What is this compatible with?
This mod will only affect vanilla units and units that include the effect bundles this mod provides as purchasable effects. Overhaul mods like SFO and Radious, but this mod includes custom projectiles that are not balanced for these mods.

What about modded units?
This mod is a template for how to add modded units to Dynamic RoRs. Any modded units will need to be added by their respective mod authors or other modders, I will not be creating individual patches.

What's next for this mod?
Mayhaps the Chawi



My other mods:
Nanu's Sartosa Overhaul
Nanu's Bretonnia Overhaul
Nanu's Lizard Tweaks
Nanu's Empire Tweaks
Nanu's High Elf Tweaks
Nanu's Armored Giants

Want to support my mods? Here's my Paypal:
[www.paypal.me]

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It helps improve the mods visibility!
Popular Discussions View All (2)
174
17 Aug @ 4:01am
PINNED: Report any bugs here
Nanu
0
2 Jul, 2024 @ 4:02am
nc game
Kenjiieee
1,186 Comments
Nanu  [author] 15 Aug @ 9:38am 
It shouldn’t be lit, it’s supposed to disable itself when a character is selected. Regardless the button is a debug feature and not a main part of the mod. zIt should be off unless you need to test or don’t care about a balanced campaign
墨倾无垠 15 Aug @ 8:37am 
This is a very fun and excellent mod, but I have to complain a little: clicking on the hero often upgrade button is also lit, and then I accidentally clicked on the game and crashed. I don't know if this can be improved.
☠Be'lakor☠ 15 Aug @ 8:26am 
When will Chorfs get it ?just curious, will bookmark the mod aslong great job man!
Holynevil 11 Aug @ 11:18am 
can RoR units get these buffs? or like the amethyst units?
Holynevil 11 Aug @ 7:42am 
ok , i will just not use that mod for now, didnt know your script need to look at the UI . well there a incompatibility mod
Nanu  [author] 11 Aug @ 7:29am 
@Holynevil That'll do it yeah. The damage part is interesting if that mod author can pull that for the UI maybe i can for my script. Will look into compatibility for that. No promises
Holynevil 11 Aug @ 7:21am 
Nanu  [author] 11 Aug @ 5:37am 
@Holynevil This happens when the UI can't be read for whatever reason. I have listeners set up to wait for the panel to open to ensure it exists. Do you often skip through the post battle screen to get back to the campaign as soon as possible? Doing that might close the panel while the script is trying to read it
Bradybeast13 10 Aug @ 4:19pm 
Does anyone know of something that might cover the incompatibility between this and the Deithland 2x mod?
Holynevil 8 Aug @ 9:48pm 
[out] <76.1s> BIG FAT SCRIPT ERROR
[out] <76.1s> [string "script\campaign\mod\nanu_dynamic_ror_script.lua"]:739: attempt to concatenate local 'numKills' (a nil value)
[out] <76.1s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:62: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051> .,