Total War: WARHAMMER III

Total War: WARHAMMER III

Deithland: An Empire Roster Overhaul
Little suggestions
First of all, just saw the mod showcase and I love what Doktober's cooking! I didn't want to add noise to the comments and haven't the slightest clue if the author actually looks at these or takes suggestions so here goes.

I noticed a couple things with the unit animations that could be tweaked.The fusilaxes firing position spikes the halberd head through the unit's shoulder and the volley guantlets make the spaulder pad stick out of the armpit.

The fusilaxe trigger mechanism takes up about the top 3rd of the weapon's haft, so what if, instead of shouldering the rifle, the unit braces it under their arm? The spike protrudes back behind the arm and the hammer side rests against the upper arm. Almost as if the pyrehulk was couching a lance (which, given the caliber, may not be far off in terms of recoil). I've got nothing for the volley gauntlet though.

Of course, if the author's priority is elsewhere there's no rush to polish, everything here is pretty solid already. Just want to provide some artistic feedback so it's easier if they do decide to come back to it.

That being said, are there any other suggestions that fans of this might have? I'd be interested to read them.
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Doktober  [udvikler] 28. juni kl. 9:22 
Thanks for the feedback! To be honest, editing animations and weapon positions in the hands of a model is tough enough, there's certain parameters you gotta work with. If you look at the fusilaxes closely, you can see that the top spike is actually not fixed, it's hinged, so you can headcanon it as folding when it's shouldered. That or it looks fine enough where it appears it's more just "laying" on the pauldron as it's fired.

Believe me I did all I could to avoid the models clipping with themselves in any way, it's quite jarring for me too when I see it in games. I'll do a quality pass in the future, but at a certain point, there's only so much you can do!
Sidst redigeret af Doktober; 28. juni kl. 9:23
SuchPredator 28. juni kl. 12:20 
I think that the theme of a line infantry faction could be helped along by adding some infantry with minor tweaks to fill intermediate roles / tiers, kind of like the different types of infantry in Empire TW.

Maybe a line of units based on veteran gallowdogs getting "promoted out" to the main army, keeping cheaper equipment and more expendable roles later into the tech tree like a grenadier/pistol fume corps.

Other line infantry / cavalry could get greenjacket reskins or some equivalent, reflecting a difference in doctrine or veterancy.
Night Jager 1. juli kl. 1:05 
I have little two unit suggestion.

1.
İf you played Empire Total War with Minor Faction Revenge mod they have Drummer Squad (I dont remember exact name).

This unit in that mod is most OP melee unit. Max morale, super high melee defance and attack, resist cold, hot, shocks and gives morale buff for nearby units. I think you can implement these units for more support unit than DPS unit.

2.
İn Gun for Empire mod they have Luftjager (Jetpack pistolier). I think this combine with your Pyrehulks would be nice addition.
Sidst redigeret af Night Jager; 1. juli kl. 1:19
Leprechaun 26. juli kl. 3:41 
hi lad love from ireland have you considerd giveing the rifle troops a kind of square formation the ones used in napoleonic times to fight cav? also would love to see band infantry to play music and buff reloed speed
vaughnhalla 1. aug. kl. 1:20 
Perhaps a variant of the Arbalests and Mortar Muskets focusing on a more deadly lingering gas. This could be akin to the globadiers of the skaven. Instead of the myriad of debuffs applied to the enemies you instead have an AOE poison that does not affect you own troops due to their masks.
PaRATsite 10. aug. kl. 17:10 
I do have a suggestion, idk if this is considered small but I would like i it is possible if there was a pyrehulk lord or hero
Killerkitty641 14. aug. kl. 8:59 
I have a few suggestions I think could work. I've made fuller descriptions of each unit but don't want to overload the chat:

1 - A light scout cav with revolvers. Expendable, extremely fast, and can't spend much time in combat or in gas (they have a short-term immunity but their light rebreathers will wear out after prolonged exposure.

2 - Gutter Penitents - A unit of the worst criminals, worse even than the regular gutter trash (gallowdogs) you command. Extremely expendable, they are ferocious in melee and have a single-use boost of chem injectors that will send them into a berzerker fury for a few minutes (temp. perfect vigour, unbreakable, damage boost) but when it wears off they will be exhausted and almost certainly rout. Comparable to flagellants.

3 - Mechanical Cav - a unit of mechanical cavalry which are slower but don't fatigue and can last in melee where other cav cannot.

4 - Cinder Hulk - a melee-orientated hulk unit which trades ranged firepower for the ability (or constant passive) that spawns cinderwind clouds around them.

5 - Mortar Hulk - a trio of hulking metal suits with short-range mortars on their back. They have no other ranged attacks and are just kind of OK in melee, but their main advantages are their durability, indirect firepower, and ability to carry a lot of ammo.

6 - Ammo Wagon - a steam powered and armour plated supply wagon which can resupply friendly units and will catastrophically explode when damaged beyond a threshold.

7a - Rocket Jumpers (Ranged) - A small detachment with experimental rocket packs to lift them from the ground. The ranged variant can leap into the sky and travel a short distance in hover or stay still and shoot at enemies with a much greater range than on the ground. However, they suffer an accuracy penalty unless the player spends an extra flight charge (via an ability) to maintain their hover.

7b - Rocket Jumpers (Melee) - A small detachment with experimental rocket packs to lift them from the ground. The ranged variant can leap into the sky and travel a short distance in hover, and they can use their rockets to slam into melee with enemies for a huge charge bonus and the ability to cause terror/fear.

8 - Rocket Carriage - a rocket launcher mounted on a steam-powered chassis. Think a Russian Kyathushka, or perhaps a hellstorm if you strapped it to a sled. Can't fire while moving and low ammo but has better accuracy than a hellstorm and a variety of ammo types (explosive, Cinderwind, and flame (lingering AOE damage?)).

9 - Cinder Priest (Melee Hero) - A hero who definitely has a healthy connection to the cinderwind and isn't pathologically obsessed with the stuff. Totally. Wields a censer that spews cinderwind in a small area and boosts allies in melee while debuffing enemies via support/debuff abilities.
Killerkitty641 19. aug. kl. 14:15 
10 - Deathlauncher - A single-rocket launcher with a massive explosive payload, stored on a adjustable steel framework. Shooting only a single rocket at once, slow to aim, fire, move, and reload, vulnerable to anything that gets close, risks exploding catastrophically when damaged, and with limited ammunition, the downsides may seem rather large for a weapon of this scale and cost.
Why, then, should you sacrifice a valuable army slot for this artillery piece?
Three words.
Big.
Effing.
Explosions.
The Deathlauncher is mankind's answer to the Skaven's portable nukes, and the Dawi-Zharr's massive hell cannons. It carries two types of ammunition - a high-explosive cinderwind burst with incredible range and a colossal AOE; and an airburst shell, which has an even bigger AOE and applies a bleeding and slowdown effect to any non-construct unit it hits - and is both fast (once fired) and accurate.
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