Total War: WARHAMMER III

Total War: WARHAMMER III

Guns of the Empire (6.0)
1,649 Comments
kinglear2832 28 Jan @ 2:43pm 
Units seem to be inching into place. Takes them forever to get ready. Anyone else seeing this?
DocHolliday 26 Jan @ 3:38am 
also a double unit size submod would be awesome, amazing mod regardless!!!
ebs5481 25 Jan @ 7:14pm 
When will you update me?
DocHolliday 25 Jan @ 3:34pm 
I feel like the Luftjaeger's should be a higher tier unit with better stats given their description personally. It's hard to consider them elite when they're tier 1 and die very easily. I love the idea I just find them to be a bit underwhelming.
jildazmoisan 25 Jan @ 1:05pm 
ok
the same clipping problems for the ironside and eisenbomber but perfect for the rest..incredible even...what a job!
VioletGrey\\TTV 14 Jan @ 12:38pm 
@gold_nuget_yoda most small updates dont disrupt mods that add their own things. testing it also dosnt do any harm.
gold_nuget_yoda 14 Jan @ 9:49am 
mod manager says this is out of date
does it work?
kora 9 Jan @ 6:13am 
When playing as Elspeth Von Drakend, I cannot obtain the blueprint properly. It is probably not designed as an artillery or shooting unit.
GodEmperor 26 Dec, 2024 @ 11:12pm 
Does this work in mp?
Mr_Styx 26 Dec, 2024 @ 8:23am 
i dont know but The Empire Airship dont use Helstorm rocket
Gary 25 Dec, 2024 @ 7:18pm 
probably not a great area to be asking but would it be at all possible to even have the juggernaut ogre unit for the ogre faction as a sub mod or something for the configuration menu?
was always curious
VioletGrey\\TTV 25 Dec, 2024 @ 9:43am 
@Snek iam having a issue with Imperial armoury when i use your mod at the moment, imperial armoury added a extra "unit upgrade button" to the army UI and as soon as i recruit some of your units that button disappears and dosnt come back again even after removing your units from the army. Dirty Dan says it shouldnt happen from imperial armoury's side so i dont know whats going on.
Shocktrooper 101 23 Dec, 2024 @ 2:48pm 
Just tried the sharpnel bombard and yes I confirmed that it's just exploding on the ground and sending random explosives lol
Crusader Knight 23 Dec, 2024 @ 9:12am 
for MP would everyone need the DLC to be able for this to work
Snek  [author] 23 Dec, 2024 @ 6:34am 
Problem is most likely the explosion not having a shrapnel key linked.
Snek  [author] 23 Dec, 2024 @ 6:33am 
I'll take a look today. I dropped that shot after 5.0 because projectiles with shrapnels were causing crashes. Re-enabled it but must have had it still broken.
Rackham 23 Dec, 2024 @ 1:21am 
Hi Snek!

Love your mod, i notice that it seems like the shrapnel/shock round is bugged on the bombard, if it's meant to be an airburst it's not detonating till impact and then just sending the explosion randomly all over the shop depending where the cannonball lands, i've had a look into the datasheet to see if i could fix it (i usually change all the damage/ammo stats myself as i play with radious) but i think the airburst settings are a little outside my knowledge base.

Do you have any advice?
Snek  [author] 20 Dec, 2024 @ 1:08pm 
Change Notes added. Changes this update were primarily related to Sigmar's Heirs and the Warbands Units Upgrades compatibility.
Snek  [author] 20 Dec, 2024 @ 1:02pm 
Oh, the provincial Handgunners, not my units. Got it! I'll get those abilities added.
Red Leader 20 Dec, 2024 @ 1:01pm 
@Snek what was the update? Can you write it down or will you write about it later?
Melon 20 Dec, 2024 @ 12:50pm 
Oh, and of course Mixus unlocker & the audio mixer are still enabled.
Melon 20 Dec, 2024 @ 12:48pm 
Hey thanks for replying, really appreciate it! I've disabled all mods except GOTE, Sigmar's Heirs, assets and the compatibility and integration mods and province handgunners are still missing deploy stakes. The other missile units such as Wissenland Jaegerkorps have the ability. When I look at all empire units the regular handgunners have the ability too, it's just the province specific ones that are lacking it.
Snek  [author] 20 Dec, 2024 @ 12:22pm 
@Dom change whatever you want in your own copy! That adjustment would for sure work on the direct shot, but may not on the arcing mortal shot.

@Melon All abilities should be there with the new patches to this, and the Sigmar's Heirs submod.
Melon 20 Dec, 2024 @ 10:09am 
Thank you for the great mod. I'm using it with your empire heirs + compatibility mod. It seems with the faction variants of units for example handgunners, you lose the option to use "deploy stakes" Is this intended or is there a way for me to get that unit ability while using the faction variant?
Thanks!
Dom 19 Dec, 2024 @ 7:40pm 
Hello, and thank for this wonderful mod; I can't play without it. Question for you. Can I change the missile speed for the bombards to be closer to the great cannons without drastically affecting other anything else?
Snek  [author] 19 Dec, 2024 @ 11:32am 
Considering getting rid of the unit upgrade pat from Hakbutschutzen to Ironsides, and instead leaving Hakbutschutzen as the end of the State Troops path, and making Nuln Ironsides the vanilla units that begins the Ironside Guard to Eisenbomber path.
Mosketero 17 Dec, 2024 @ 2:25pm 
Works perfect for me, JIM you have a problem with another mod
Snek  [author] 16 Dec, 2024 @ 5:16am 
Sounds right. 6.0 changed a bunch of database keys for some reason. I would not recommend using this until the title says it's updated for 6.0. I'm making some substantive changes to the unit upgrade paths and trying to get all the cross-compatibility working.
JIM 16 Dec, 2024 @ 3:39am 
This mod crashes the game
Ca Boong 13 Dec, 2024 @ 7:20am 
I have the same question
jelo1611 12 Dec, 2024 @ 11:13pm 
does this still work for update 6.0?
jude/bambo (lord of the pings) 3 Dec, 2024 @ 11:39am 
love this mod but have to resist using the utterly disgustingly ridiculously beyond belief bonkers zoinks omg busted op airships lol
warriorgaming111 1 Dec, 2024 @ 11:25am 
please update
Zoomer_Slayer 30 Nov, 2024 @ 12:00pm 
its saying that the limit for hellhammer cannon has been reached but it says 0/0

need help. thanks!
ryu44512 24 Nov, 2024 @ 12:38am 
will this work with multiplayer???
R.B.Wagner 21 Nov, 2024 @ 11:07pm 
how to slove T pose bug
Designer225 20 Nov, 2024 @ 4:52pm 
It appears that the Helblaster wagons are recruitable only with T3 forges for unknown reasons. Is this intentional or an oversight? @Kite Kaze has reported it two months ago, as well.
evilcamden 20 Nov, 2024 @ 11:11am 
Does this mod work in multiplayer campaign?
PTKx_Appelstroedel2247 15 Nov, 2024 @ 4:02am 
Is the dlc really required ?
SINCLAIR 10 Nov, 2024 @ 7:10pm 
attack orders given with stakes crash the game btw
Stranger 8 Nov, 2024 @ 7:41am 
@Snek may you grow 6 inches in all the right places, you absolute chad.
Darkwater-2034 7 Nov, 2024 @ 11:28am 
Absolute legend it's time for another Franz Campaign.
Snek  [author] 7 Nov, 2024 @ 10:02am 
We're very much on the same page. I already have the Luftjaeger nerfed in my working copy and have switched the repair ability using a better selection key that CA created with ToD.
Ca Boong 7 Nov, 2024 @ 7:27am 
The new Luftjaeger's weapon strength is now 90,
Missile strength now is 35 (with ammor-piecing)
which are too much, in my opinion.

Field Engineer's repair ability should be about to repair steam tank and landship too :D
Snek  [author] 5 Nov, 2024 @ 2:34pm 
Uodate again? I updated with a new unit just two days ago.
god strongest warlord 5 Nov, 2024 @ 1:33pm 
COULD YOU UPDATE IT SO I CAN USE IT WITH MY FREINDS. THANK U
VioletGrey\\TTV 4 Nov, 2024 @ 4:27am 
@Snek it seems like you forgot to add the Luftjäger to the allied recruitment table
VioletGrey\\TTV 3 Nov, 2024 @ 4:13pm 
@Snek nice, and thanks for your work!
Snek  [author] 3 Nov, 2024 @ 3:41pm 
From what I could tell nothing was needed for 5.3. I will be updating today anyway because I have a pretty wild new unit for this mod.
VioletGrey\\TTV 3 Nov, 2024 @ 8:03am 
@Jankos works fine