Total War: WARHAMMER III

Total War: WARHAMMER III

Realism mod - only battle changes Omens of Destruction (Functional but not updated)
swag-dawg  [developer] 11 Mar, 2024 @ 3:16pm
Suggestions
This is where you could post suggestions for the mod. This could include balancing suggestions, changes to existing units or abilities, or requests for compatibility with other mods.
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Showing 1-8 of 8 comments
Roadblock 29 Mar, 2024 @ 7:56pm 
From the little I've played so far, this is awesome! The realism is pretty freakin' great!

For suggestions, I'd say adding more to the campaign itself. You mentioned that with this updated one, the battle changes have been implemented. On that list of changes, have the campaign ones been? I think it'd be cool to add more 'realistic' things to buildings, taking settlements, etc.

I know it's cliche and it'd be a ton of work...but I'd say a sub mod for SFO would be cool. Only because SFO adds and does so much with the campaign, that you wouldn't have to do much to it then. Though....I'm sure all SFO does, it'd be a nightmare to balance.

But I'd just like to say that for realism, what's been done so far is cool as hell. Keep it up!
swag-dawg  [developer] 30 Mar, 2024 @ 7:13pm 
Thank you for your appreciation! But just to clarify I did not do 99% of the changes in this mod, the original modder kubuntu1 did and he deserves all the credit.
As for the changes to buildings and recruitment from the main realism mod, I think I would like to implement them when I have the time to do so, I am currently in a transitory period and have many responsibilities aside for modding. Unfortunately I do not think I would be able to make a submod for SFO, it seems like a very big mod and is way beyond my capabilities or knowledge.
Roadblock 30 Mar, 2024 @ 10:00pm 
Take your time my friend. Thanks for keeping it alive. Been playing all day with it, and I can absolutely see why you wanted to keep it going! The balance of realism and fun here is truly the best I've seen for warhammer total war....and I've been playing with mods since the first game. The campaign changes sound good from the list, so if you ever get the time to implement them, this will be golden.

Thanks again for keeping this up to date!
DarkStar 7 May, 2024 @ 5:47am 
Some things I've noticed that could require some balancing if you have the time and only when you are situated :) ill add more when I find them.

-skaven warlock engineers has all models firing a rocket and this decimates units.

-knights of tor gavel are absolute menaces and might need nerfs. As does empire generals on demigryphs and high elfs on similar mounts. Im not sure where brettonian stands with their hippogryph mounts.

-magic needs a longer cool down timer. Maybe double the current cool down for all given spells. Only specialized spellcasters can retain their original cooldown timer through skill points spent.
DarkStar 20 May, 2024 @ 12:36pm 
Zhatan the Black becomes a unstoppable tank with regeneration, after you acquire all mounts and unique items. Needs a balancing pass.
Last edited by DarkStar; 20 May, 2024 @ 12:48pm
Drago ุ 27 May, 2024 @ 11:25am 
Hey, I love the gameplay this mod brings!
Just a few things I had issues with so far.

New Thrones of Decay DLC characters are still single entities, I guess they will get retinues in time, I can wait.

New DLC units may require some more balancing, like there are 2 types of Grudge-Raker guns now, Engineer and Thunderers, with wildly different reload times. Idk about fix suggestions for these, but the Grudge-Rakers being so different makes me feel like I'm cheating with the new Thunderer version. Though I do believe Grudge-Rakers are not supposed to be muzzle loaded anyway, so not sure why the long reload on the original Engineer version.

And then regular Gyros with only half models, it's so sad. Having 2x6 bombs instead of 2x12 is very odd when we still have the Gyrobombers with 4x11 bombs. The regular Gyros being so nerfed on top of everything having more health feels bad, and I don't want to recruit them anymore.

But the main issue is Rampage being applied so liberally, Rampage is not a fun mechanic and so it should be kept as a rare punish, for something entirely avoidable.
I noticed Liquid Fortification is just perma rampage. (On rangers and characters with the item, you can't ever control these units, at least according to the description)
I don't even get how it's "Realistic" for dwarfs to become completely uncontrollable from a little ale.
Others pointed out Lizards have perma rampage below 50% health, I don't even want to try that faction now.

Also weird that there are Wounds III on top of original Wounds effects, both triggering at below 25% HP, where the entity loses 40% weapon str and 30% speed in total. Not sure if that's intended.
Maverick 7 Jun, 2024 @ 4:08am 
Is it possible to slightly nerf some of the legendary lords? also rework the Lizardmen slightly

Atm if a LM unit have less than 50% HP at the start of a battle they will constantly rampage making them literally unplayable as their army will constantly and continously rampage

Give their skink heroes some slightly better units, like the Skink Cameleon for the chief and perhaps a slighly better skink cohort version for the priests as atm, they are subpar as all hell

High elf mages really need a nerf in their starting BG's both Hero and Lord, atm they can solo armies on their own
swag-dawg  [developer] 7 Jun, 2024 @ 1:51pm 
That is fair, and I will look into it after doing retinues
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