Total War: WARHAMMER III

Total War: WARHAMMER III

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Dukes of Bretonia HGS Submod
   
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Tags: mod
File Size
Posted
706.567 KB
19 Nov @ 4:45pm
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Dukes of Bretonia HGS Submod

Description
The dukes of Bretonia ride forth into Hecleas Grand Strategy

Pretty light submod. Comment for any issues

Dukes of Bretonia
https://steamproxy.net/workshop/filedetails/?id=2982719387

Hecleas Grand Strategy
https://steamproxy.net/workshop/filedetails/?id=3575054982
6 Comments
Iceobeasty  [author] 21 Nov @ 11:51am 
its any growth, replenishment, magic, attack, defense, or resistance effects. So it would make a difference and would become more impactfull as the campaign goes on. The gap would grow pretty exponentially. So without a sub, consider added facftion and lords steps ahead
Lidiaz 21 Nov @ 11:29am 
Heacleas mostly changed stuff like growth and replenishment, not units stats, at least I think. So it's not the most unbalanced thing ever no ?
Iceobeasty  [author] 20 Nov @ 3:43pm 
In short, without a sub, mods with lords or heroes will be unbalanced and powerful
Iceobeasty  [author] 20 Nov @ 3:41pm 
Its not as bad as SFO where a mod needs many changes to even work with it. The subs adjust the effect tables and nerf them in line with HGS. Mods with lords, heroes, items, tech and etc. If you dont have a submod, those factions, lords, or whatever else it adds will have effects twice the strength and will imbalance your campaign and battles
tafmupfumi 20 Nov @ 3:11pm 
co ask the question below.
Lidiaz 20 Nov @ 1:59pm 
How consequential are the submods you make ? Is it like SFO submods, where the mod woundn't really be playable without, or is it more light tweaks to make things more in line with HGS ? I have been playing HGS with other mods and haven't noticed any weirdness