Total War: WARHAMMER III

Total War: WARHAMMER III

Man The Ramparts - Campaign, Siege & Battle Realism (Tier Four Settlements)
61 Comments
RagnaroK  [author] 29 May @ 10:02am 
Public order positive/negative has been decreased by 50% to prevent it from spiralling out of control.
opuntia 16 Apr @ 1:31pm 
Does this still work after 6.1.2?
RagnaroK  [author] 12 Jan @ 9:24am 
Added the lastest changes and additions from my monster mod (farting trolls etc).
sigmars_disciple 8 Jan @ 11:30am 
Hey Ragnarok, that's amazing, but do you think your cool new update might solve the issue with the GYT unit mod I described below - or is that smth entirely else? <3
RagnaroK  [author] 7 Jan @ 12:30pm 
:steamthis:Update:steamthis:

:sealdeal: Fixed this mod, so it works properly again.

:sealdeal: Added the mod fly speed values to the new Ogre vultures.

:sealdeal: Nerfed Empire Hellstorms/Mortars special ammunition by cutting range, AP by 50% and up reload time slightly to match main ammunition speed.

:sealdeal: Added all the new Ogre units for recruitment near their camps.

:sealdeal: Changed version for Ogres towards all factions to a -20 and the same for all factions towards Ogres, since Ogres are turncoat mercenaries who eats and loots everyone. :_meat_::Resource::pig_in_a_poke:
sigmars_disciple 7 Jan @ 6:26am 
Hey bro, this might sound a little crazy, but your mod's functionaiity (at least the Tier 4 version which another user from this mod's comment section and me use) seems to get completely broken by this Chinese UNIT mod by GYT (which is cool btw):
https://steamproxy.net/workshop/filedetails/?id=3091662238

Is this smth you could maybe fix on your end?
I've now activated his completentary Chaos mod callerd "Tides Of Chaos" to see if it's the same issue there....
RagnaroK  [author] 16 Dec, 2024 @ 11:10am 
Mod is updated to work, but no changes made yet as I have run out of time for today :ratcoon:
RagnaroK  [author] 19 Nov, 2024 @ 8:16am 
Fixed the repeater/amethyst issue. :_sword_:
RagnaroK  [author] 9 Nov, 2024 @ 2:50pm 
@Mythios - Not familiar with that mod, but by judging by their ss's, it seems like its a unit mod only?

I just cleaned out some old files in this mod, regarding the removed amethyst units from CA's previous big purge. Maybe those files were the culprit and the mods work together again now. :ranald:

Sorry for the late response. Busy busy as always. :parts:
RagnaroK  [author] 9 Nov, 2024 @ 2:34pm 
Lowered cost for siege engines (siege towers and rams) to the bare minimum. This should result in bigger and quicker sieges by the AI. :ranald:
Mysthios 29 Sep, 2024 @ 6:09am 
Hi, this is conflicting with "GYT's Shield of Civilisation" (and the accompanied mods: "English Translation for GYT's ALL MODs" and its' required mods) somehow. I can launch the game but it crashes when I try to start a campaign with Karl Franz. Haven't tried with other lords yet tho.

GYT's Shield of Civilisation:
https://steamproxy.net/workshop/filedetails/?id=3091662238

English Translation for GYT's ALL MODs
https://steamproxy.net/workshop/filedetails/?id=2796190374

I also post a comment on GYT's mod page. Hope to get a fix if possible. Thanks
RagnaroK  [author] 9 Sep, 2024 @ 5:37am 
:steamthis:Small Update:steamthis:

:sealdeal: Added the possibility of stalking stance to Wood Elf factions, Crooked Moon (Skarsnik), Oxyotl and Wulfs expedition.

They do not stalk automatically, as I preferred it being an option, not a forced ability. You can pick the stalking stance in the stance menu like any other stances for above mentioned factions.
RagnaroK  [author] 21 Aug, 2024 @ 10:19am 
:steamthis:Update:steamthis:

:sealdeal: Adjusted values of custom firing modes for most artillery units, trying to find a better balance, which means less devastation but still maintaining a different purpose than regular firing mode. Further adjustments may be needed.
RagnaroK  [author] 10 Aug, 2024 @ 1:35pm 
Alright public order when negative is a lot less severe going from

-5 -> -10 -> -15

to

-4 -> -6 -> -8
RagnaroK  [author] 9 Aug, 2024 @ 3:06pm 
:steamthis:Flash Update:steamthis:

:sealdeal: Removed 'Charging icon' and added 'Ammo replenishment', which means you can see how much ammo abilities actually replenish.
RagnaroK  [author] 7 Jul, 2024 @ 2:47am 
You were right, the rors was jumbled up in this variant, it is fixed now and working as intended. Thanks for the feedback. :WH3_clasp:
The_Reckoner 6 Jul, 2024 @ 3:48pm 
Seems like an awesome mod RagnaroK! Unfortunately, it is replacing several of my dear Morathi's ROR with filthy Orc and Ogre units. It looks like the main_units_table is all jumbled.
Things line up until line 23. Definitely looking forward to trying this once fixed!
RagnaroK  [author] 6 Jul, 2024 @ 2:07pm 
:steamthis:Update:steamthis:

:sealdeal: Charge effect can now be seen on units in the same way as fatigue. This is only shown in campaign, not skirmish battles.

:sealdeal: Chaos corruption will now spawn Beastmen rebels instead of Warriors of Chaos rebels.

:sealdeal: All corruption rebels (Nurgle, Khorne, Slaanesh, Tzeentch, Vampire, Chaos & Skaven) now has access to the full rosters of those respective factions including ror units, flesh lab, tech lab, DLC units etc.

Rebel stacks normally have a small pool of units to chose from, now they have them all, curios to hear/see the results. Can remove rors & labs if too powerful.

:sealdeal: Unit size of trash units for certain mentioned factions are no longer double in size, I changed them to a meager 50% increase in size instead. Should be more balanced and easy to deal with. (I heard your pleas).

Happy gaming. :empireskull:
RagnaroK  [author] 9 Jun, 2024 @ 9:18am 
:steamthis:Tiny update:steamthis:

:sealdeal: Fixed missing text from quareller bolt shots.

:sealdeal: Removed ammo options from iron hail gunners, as they were unable to shoot and none of my workarounds to fix worked for now. Now they are able to shoot again.
RagnaroK  [author] 11 May, 2024 @ 2:22pm 
-Fixed the mixup of ROR units galore mix, now its only those I ment to have via taverns etc.

-Fixed ROR upscaled prices.

-Added phalanx formation to Kislevite warriors.

-Fixing "Grudge" units tomorrow.
RagnaroK  [author] 10 May, 2024 @ 8:16am 
2nd is for the Dwarf flame cannon, getting the "Bugmans Napalm XXXXX" firing mode, firing off Bugman kegs, that are highly volatile and leaves the ground burning for a while. Flaming projectiles are also looking like WH2 prior to the new WH3 Atari flame gfx. :steamlaughcry:

-Bug that I noticed after quite a while, is that flame cannons fire 6 projectiles from each cannon pr. shot, this is a vanilla bug and I have no idea if it has been reported or not, but hopefully it has and gets fixed either by CA or community bug fix mod. My new firing mode is obviously OP as it is not intended with 6 projectiles.

-Dwarf crossbow ammo does not currently show the name, but it works as intended, trying to fix this missing part.
RagnaroK  [author] 10 May, 2024 @ 8:16am 
:steamthis:Update:steamthis:

-Mod has been rebuild due to massive changes in the files alongside the ToD release.

-DLC units has been added with values and abilities from this mod, like fly speed, acceleration/turn rate, bullet penetration, muzzle velocity, marksmanship and so much more.

-Added 2 new firing modes, first one is "Dragon Breath" to the Dark Elves ballista/repeater, that I randomly came across in the lore, which is apparently vials with a green liquid bursting in green flames to devastating effect when fired from their ships etc. I tried to replicate this, and it is devastating. :steamdance:
sigmars_disciple 1 May, 2024 @ 1:55am 
Fix 2: Play with SFO Lite, linked on the SFO page. For that, remove every mod that contains the word "SFO" (all submods). 2 mods with the word "SFO" remain: Full version and Lite. Almost ALL mods on the workshop will work fine with SFO Lite and be balanced. However, NOT this one, for the same reasons as full SFO: both try to do a BUNCH of diff things like battle changes, with completely different approches....

Bottom line: Either play SFO (Full or Lite) OR any version of Man The Ramparts. Tier 4 settlements (recommended!) work fine with Erynn's SFO submod... Hope that helps <3

@RagnaroK - Cool, I'll wait patiently ;) Dope re: rabbit hole. You da man! But: I don't see the yellow/green color coding when using WH3MM and I refuse to ever open the CA launcher until the day I die <3
sigmars_disciple 1 May, 2024 @ 1:52am 
@keitt_adam The most important info for a modder like @RagnaroK you should've told him is that you play with SFO. So he can send you straight to hell! :) Kidding.

1st of all: There will never be working SFO submods for all mods you like! Don't even try.

Fix 1: Play without SFO attribute adjusting submods for some mods. This will throw off balance a bit. Troops adjusted for SFO (everything from vanilla) will be approx 15-20% stronger than all the other units added by mods (which lack an up-to-date submod). Mods that do more than just add units (such as this one or mods changing tech/skills/characters etc,) will often be incompatible without submod.
RagnaroK  [author] 1 May, 2024 @ 1:32am 
@sigmars_disciple - Btw, I jumped down your rabbit hole of welf/woc and have made them able to make forests in province capitals and outposts in the minor villages, same with chaos making fortresses in provincial capitals and altars in the minor villages, also added the ability for all special captials to be converted into dark fortresses, like altdorf, lothern and so on.

It will be out later today.
RagnaroK  [author] 1 May, 2024 @ 1:27am 
@sigmars_disciple - It is not ready yet, I keep my mods updated when they are ready and should be marked by the green and not yellow triangle.

CA changed a lot this time around and I had a bunch of bigger updates in the works, but with all those new changes from CA and nearly 70 mods, its taking a bit of time, but hoping to get around to update most today if not all. :)

Infrastructure will soon be ready, as I was a little to fast there, since nurgle had their greenline totally reworked.

The Ramparts series needs adjustment for all the new flying units, ranged units and so on, so not ready yet. :)
sigmars_disciple 1 May, 2024 @ 1:26am 
God, I am such an idiot! You were talking about backing up a save file, not backing up all mods before a new version drops so you could e.g. today "roll back" to version 4.2.3 and play with all mods working.... *facepalm* (All savefiles from TW games have a."save" file extension. Search HDs for that, sort by newest, double check the date/last changed, then copy to a backup folder.)

Yo @RagnaroK, hard to say for a noob like me if this is 5.0 ready or awaiting an update? Ideally, you should clarify for all your mods in a short comment, no? That's what every visitor wants to know the next 3 weeks HAHA Hope you're lovely my dear <3
sigmars_disciple 1 May, 2024 @ 1:11am 
@kett_adam Too late now that I see it, but to update ALL mods here are the steps.... There's no easy way to only backup the currently ACTIVE mods in your WH3 Mod Manager (the 'preset'). Well, just a handful of mods you could search & copy by hand.

Take any mod whose .pack file name (or parts of it) you know. Search your hard drive(s) for it. Check its location(s). Ignore if it's in "data" subfolder of your WH3 dir. You want a subfolder nestled under your general Steam Workshop DLs.... Mine is pretty standard: C;\Program Files\steamapps\workshop\content\1142710

The number should be the same for you, but def double- check. That's WH3. This is the folder you want. Not one higher or lower! Now open it in Explorer and search for ".pack". Make sure it ONLY searches that folder and its subfolders.
keitt_adam 7 Apr, 2024 @ 2:16pm 
i was thinking that a version like.. man the ramparts campaign and siege (tier four settlements) might fix it, but alas i have no idea as i am a noob and only 40 percent nerd, naw maybe 50 percent,
keitt_adam 7 Apr, 2024 @ 2:09pm 
i am subbed to the full varient version but it is not active.......... oh wow maybe i should delete it and that wold fix it? lol im gonna try that now
keitt_adam 7 Apr, 2024 @ 2:08pm 
thank you man i really appreciate it, i think it is the sfo comp patch, maybe, buddy is helping me now though i think, the rest of his mod is working though which is what originally led me here, and yes i have two of the segments, campaign and siege, i love the idea of the battle realism and i would run it for sure in a new campaign but somehow i ended up with my glade guard having 190 range and 28 missile strength when i recruit from my drycha vassal, and the battle realism takes it down to 170, the core of my armies are structured around those boiis so i cant do it lol,
RagnaroK  [author] 7 Apr, 2024 @ 11:15am 
I believe the save files are located at appdata -> roaming -> the creative assembly -> warhammer or something like that, been quite a while since I wen't there last.
RagnaroK  [author] 7 Apr, 2024 @ 11:11am 
So its a bit tricky, there are 3 variants which includes all 3 segments in each, those are catered to vanilla, tier 4 settlement players and tier 5 settlements players.

The 3 dissected segments are for those not liking to have it all but preferring certain parts of it.

If you are running a full variant and 2 of the segments, that would probably cause issues I imagine, as that was never the intention and not needed. :)
keitt_adam 7 Apr, 2024 @ 6:44am 
how do i even make a back up of my save file lol, sorry for the noob questions it seems everyone knows how to do that but me, and just to be clear do i not need the man the ramparts Campaign, Siege & Battle Realism (Tier Four Settlements)? im just thinking that might be it because the ai still have their lv 4 settlement garrisons, also my bse is working perfectly fine i have my slots just not the garrison at lv 4,
RagnaroK  [author] 7 Apr, 2024 @ 6:36am 
Thanks a bunch mate, glad to hear you enjoy them. :)

I would make a backup of the save file before testing if I were you, just to be safe.

As an extra clue, I do not add extra building slots either, I just use the ones implemented in Mixer, so I would assume BSE works too without being a 100%.

Issue if I had to guess would be the compatability patch, maybe, as I doubt my mods and SFO play well together to my knowledge, so that one might have a wrong table in it. Purely guessing.
keitt_adam 7 Apr, 2024 @ 4:53am 
thank you i think i know where to begin my testing, because as you said none of the mods that add walls do anything to the garrisons, the funny thing is that the tier 4 garrisons are working for the ai,, im wondering if its because i do not have the man the ramparts Campaign, Siege & Battle Realism (Tier Four Settlements) i have subscribed but it is not active as i thought that without the battle realism part( i only have the campaign and seige segments) that it would crash, i have made sure that the load order is correct, and i have done some testing, to the best of my noob knowledge, last thing i will do is start a new campaign and see if it works there, as i unfortunatley did not find about about your great mods until i was about 40 turns in, i do not think i will ever run a campaign without your mods from now on great work by the way,
RagnaroK  [author] 7 Apr, 2024 @ 2:30am 
No bother, but its quite the tricky one your in.

It absolutely could be that you have 2 mods adding walls, but one might simply override the other too but then again, none of them messes with garrisons I don't think.

I don't know anything about SFO, but I wonder if one of the mods adds custom units? My mod copies the major settlement garrison onto the minor one of same size, thus using vanilla units.

could also be something very simple like a single table in one of the mods not matching the others and then breaking the function of all of them.
keitt_adam 6 Apr, 2024 @ 9:46pm 
hey sorry to be a bother, i am having some difficulty in my campaign, currently running an order of solland iee, i have bse(building slots extended) the submod bse for sfo, i also have your man the ramparts,( campaign and siege segments only,), im trying to figure out why my garrison disappears when i upgrade my minor settlements to lv 4, i am using you minor tier 4 for all, and the sfo patch that was made for it, i do still have my tier three walls returned mod on, im not sure if that is the culprit as i am scared to break my save,
RagnaroK  [author] 4 Apr, 2024 @ 4:26am 
Lowered siege construction cost/time of siege equipment by 50% of my prior values.

This should make siege engines be constructed faster and in bulk by AI and player alike.
RagnaroK  [author] 1 Apr, 2024 @ 8:31am 
You or anyone else is very welcome to make one. :)

I don't play with the big overhauls, but should anyone make a compatability mod, I would happily link it in the description.
KRNFX 1 Apr, 2024 @ 7:53am 
submod for radious compatabality ?
RagnaroK  [author] 30 Mar, 2024 @ 2:44am 
Removed the double unit size for high tier foot/cav units and weapons teams for better balancing.
RagnaroK  [author] 25 Mar, 2024 @ 3:05pm 
Did a thorough test just now and it seems, that with the latest hotfix or 2 to the game, formations no longer work for ranged units.

I removed all phalanx/shieldwall formations for ranged units which seems to have fixed this issue.
RagnaroK  [author] 23 Mar, 2024 @ 3:47pm 
Tiny update - Fixed a minor bug that would cause a CTD. Gave siege towers a tad more HP from 7000 up to 8500.
RagnaroK  [author] 19 Feb, 2024 @ 6:47am 
:steamthis:Update:steamthis:

Removal/reduction of arrow/projectile trails has been removed from the mod for now, as it is a work in progress, that needs a lot more fine tuning before I am satisfied with it. When that eventually happens, I will re-add it to the mod.
yaksirius 17 Feb, 2024 @ 8:38am 
Separating MOD content is a very considerate service, thumbs up for you. In addition, I am confirming which of your MODs can be used with SFO.
RagnaroK  [author] 17 Feb, 2024 @ 4:07am 
You are right, the arrow icons are ugly, changed them 3 times. I am trying to get some better ones via AI as we speak, but AI also make huge differences, but I guess that would not matter to much if they atleast look good. :]

I plan to dissect my mod into 3 individual parts later today if I have the time. Each will better explain "Sieges", "Campaign" and "Battles" as there are simply not enough room in the description allowed. These 3 original big collection variants will stay of course, its simply for clarification and peoples preferences.

Thing is, I don't even know half the mods people mention here and there, so there are possible mod conflicts I don't know about. I will also be setting up threads for people to share their known mod in/compatables, now that chopchop has shown me how.

Hopefully its all up and running tonight or tomorrow the latest. :steamthumbsup:
yaksirius 17 Feb, 2024 @ 3:58am 
I have a small request, can you list the MODs that you think have duplicate functions, such as:
Tier 3 walls returned
yaksirius 17 Feb, 2024 @ 3:54am 
@RagnaroK When I have over 300 mods installed, weeding out mods becomes an impossible job. . . Thankfully, your mod didn't cause a conflict. BTW, the design of the different skills of the archers in battle is really cool. If I have to be picky,the icon is a bit ugly.:steamhappy: