Total War: WARHAMMER III

Total War: WARHAMMER III

Godslayer Overhaul by Mortrau
thelosh68 25 Feb, 2023 @ 12:56pm
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You made him an absolute slogg fest early game. Turn 1 he has no base and can recruit no units. if you burn a turn and build the best you can get is furys... after two battles I still had nothing to unlock glory wise and the best i could do is wait 2 plus turns for marauders. I Like everything you have done and I like the idea of a hoard mech but you have to give him something to build an army with.
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Showing 1-8 of 8 comments
Mortrau  [developer] 25 Feb, 2023 @ 9:09pm 
If you capture any city you could easy hire marauders from local recruitment and furies from a horde. My strat on legendary was to capture Tzeentch minor city to the east - it gave me first rift and a starting army to jump to Cathay and make a bit of money during caravans robbery. After it I jumped to the Naggaroth to heal a bit and wipe out Valkia. Tried to play only horde - it is not easy on legendary but managable. If you decide to capture some cities all your problems will gone from turn 1. It is a semi-horde faction after all.
Ohen 14 Mar, 2023 @ 6:12pm 
Is there a way to speed up the favour gain ?, As it's really slow
Exterminant 26 Apr, 2023 @ 1:33pm 
Love your Mod, only little things left to make it even better. Maybe you could add in some Tail and Wing Variants which fit better to the Slaneshy Tyrant Set in the future and second there is currently only one pair of legs (as far as I am aware of) which gives Perfect Vigor and because we are a horde faction now it can not be acquired via the Seasoned Trait. Thanks for the Mod and keep up the good work!
Lamp 23 May, 2023 @ 11:21pm 
I said as much in a comment on the mod page, but really not into where the mod has gone. It used to be an actual upgrade from the base game, fixing Daniel's sidegrades and adding to him in a balanced way.

Now it's just turns DoC into an unrecognizable, extremely unbalanced cheat faction. It's a shame because there's no other mod that adds Daniel parts in this way but it's just not worth mangling the faction.
stratosmcs 2 Jul, 2023 @ 9:32am 
Hello! First of all this mod has the best Daemon customization I've even seen. A lot of effort has been put in to this and I very much appreciate how it features a lot off different archetypes for the many types of villains we have seen in movies or read in books. By the late game he is litteraly a god and the strongest lord in the game.

I also like how every chaos mortal, daemon or creature is available for recruitment. I understand how, in vanilla, he focuses only on daemons but in reality, they are a bit low on armor, unshielded and generaly not suited for the front line. Having access to Chosen was very important.

Therefore, now we have a faction that has access to all daemons as well as all elite mortals. Now, how does the campaign feel?

The campaign at first feels very overwhelming. You find out very fast that to use the horde mechanic you need souls, which is another type of currency besides favour and glory. Most factions only have to worry about 2. This one has to worry about 3. If you collect souls in order to use the horde and the rifts you are missing out on glory and on unlocking equipment and units. furthermore the horde upgrades are entirely too expensive and Daniel doesn't make much money in the first place. Therefore it is up to each one's priorities in the campaign on what to use, but you really can't have both. I personally dont collect souls or use them until the very late game.

With the new update. Daniel if friendless. You need to expand west because you are hated by Sigvald, Valkia and the Delves. You also need to expand east because you are hated by Archaon, Vilich and Kislev. There is not one friendly faction to rely on and set up a buffer state anywhere in the game besides the Norscans. You can beat any faction or lord in the game but Daniel can't be everywhere at once unless he builds a strong rift system. In the end, if you need to destroy all chaos factions you are left alone to deal with the resulting massive ordertide which of course you can do but is nothing short of playing a "This Is Total War" campaign, every time.
You can pay them off of course but that's ill advised because Daniel doesn't make good money.

Basically you can't chill in this campaign. You can't close fronts, you have no significant natural allies and with the innate anti-player bias the headache is very strong

To conclude: The first itteration of this mod was brilliant and it was the only true way to play DoC. With update 2.0 the campaign has fallen into hard times, even though I love the new equipment. Please consider making a Lite version for people who want to have some fun.
Vlad Draculea 28 May, 2024 @ 12:15am 
cool overhaul, but its a bit sad that the summoning abilities arent accessible early on anymore for tzeentch gifts, can you maybe replace some of the pretty op early rewards from tzeentch demonic glories to have the furies/horrors summon ability back instead? or maybe im just not seeing a set that has a summoner theme for tzeentch

Originally posted by Mortrau:
If you capture any city you could easy hire marauders from local recruitment and furies from a horde. My strat on legendary was to capture Tzeentch minor city to the east - it gave me first rift and a starting army to jump to Cathay and make a bit of money during caravans robbery. After it I jumped to the Naggaroth to heal a bit and wipe out Valkia. Tried to play only horde - it is not easy on legendary but managable. If you decide to capture some cities all your problems will gone from turn 1. It is a semi-horde faction after all.
James 3 Jun, 2024 @ 2:51am 
I love this overhaul so so much, my only note is that the reliance on souls for building your horde is quite punishing, and the physical cost of the upgrades is quite high for a faction with no scaling percentile gold income. If we had a building to gain passive income of souls it might lighten the load a little? Or remove soul reliance and tie horde growth to favour caps?

Anyhoo, thanks so so much for your hard work!
Hello,

I like the concept of this mod so far. However I had to startover about 20 times because i would crushed by both epidmiums and the starting tzeentch. I couldnt get an army up fast enough until finally i caught a break because epidemius weakened tzeentch then I was able to land a final blow and clear him out. however after that small fight, it made my threat level go up significantly at only strenght 156. Now the top dark elf faction strength 9 and its ally strength 14 declared war on me, i shouldnt even be on their radar. It seems like the factions around have too strong of an economy while i scrounging together pennies or spending turns recovering my army. Everyone is declaring war on me immediately. The early game has some pacing issues. Also making EVERYONE an hostile towards you is a bit much.

Daniels economy early game is terrible. I would suggest lowering the souls to level up your horde from 1 to 2 much lower from 1000 to 500. Or remove it entirely as you cant get favor and souls in a timely manner.

The odds are against you at every step. You can fianlly get some modicum of a foothold at around turn 20, but by then every faction has far surpassed you and can field tons of troops due to a boosted economy.

I get trying to make it a challenge and him on his road to demon glory should be difficult, but in the beginning of game daniel was doing 10 to 15 points of damge to blue tzeentch horrors. On top of that he missed 3 out of 4 attacks, which does zero damage. Literally hits like a pillow. If he has all that anomosity on him, he needs to be much stronger at the start to help carry his weak army. Because getting bodied by one unit of blue tzeencth horrors is wild. He also moves like a slug even at 100 speed, which could be a bug.

This mod has alot of balancing issues, diplomacy issues, economy fixes (maybe double or triple the income from your horde structure as 1000 isnt going to cut it for any army mid game, settlement economy is useless because warring factions will destroy them). There is much more that I can say about this mod bu I want to get back to playing as I am determined to get to the good part.

Content and Concept: 11/10 (Amazing)

Economy 2/10: (Drastically needs improvement)

Horde 7/10: (Awesome concept, economy needs improvement)

Diplomacy 5/10: (Thematically is cool, but needs to be toned down early game or in general)

Daniel Balancing: 3/10 (Daniel needs his base stats improved drastically, he had a HARD time against tzeentch horrors and a HARD time against furies. Also moves like a slug at even 100 speed and perfect vigour)

I love the mods rework, but there is alot of rebalancing to make him a viable faction versus just a frustring puzzle of exact steps to not wiped early game. Keep up the ahrd work and please fix some of this balacing because this concept is EXACTLY how CA should have made him. The content and concept is so good that CA should seriously make your mod an official patch.
Last edited by AxeSquadron; 8 Sep @ 12:56pm
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