Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Roster - Empire
161 Comments
Decomposed  [author] 18 Dec @ 2:36am 
Thanks. It seems CA removed the repeater animation from the data files at some point. This affects the shots fired (and apparently overwrites the projectiles table where I set the number to 4). I'll dig into it more to find a solution.
Saruwatari 18 Dec @ 12:09am 
I started a new Karl Franz campaign to test the repeater rifle ironsides and I can definitively say that they fire only 1 shot per volley instead of 4 as they're supposed to, thus doing very little damage. They fire very fast (4 seconcs reload time when blackpowder discipline kicks in), but it IS just the one shot per volley. I don't know if that's an intentional choice to simulate a high fire rate for their guns or they're just bugged. Hope this helps. Cheers.
Decomposed  [author] 16 Dec @ 12:44pm 
- Updated for patch 7.0.2
- I tried to fix the performance of the repeater rifles, but more tests are needed
Saruwatari 11 Dec @ 11:55pm 
The nuln ironsides (repeater rifles) perform worse than free company milita for some reason, probably something to do with their very low dmg per shot. I've been looking at them really closely and I'm still not sure if they actually fire 3 shots per volley, but given the numbers I'm seeing post battle, I'd say probably no. The halbers with shields are really good though, "I can't believe they're not a vanilla unit" good.
PaPa' SamBuBu 11 Dec @ 8:51pm 
I don't even have the repeaters
why are repeater rifles so useless??
why is the nuln ironside repeater so weak??
ivnn11 6 Dec @ 5:51am 
its working?
Decomposed  [author] 13 Nov @ 3:24am 
Glad you like them! I am currently updating most unit cards as well to represent the actual visuals better.

My Greenskins and Chaos Dwarfs packs also add generic lords and heroes. For Empire specifically I am thinking to make a separate pack for the wizard lords because besides the mod you mentioned, there is another popular by Xoudad that adds them. So people can choose my pack for units only and add the wizards through other mods (or mine if I release them separately).
AI-Man 13 Nov @ 12:47am 
i see, i believe it's the only added lord/character from your compilation right? seeing that you'd want to add the other lore battle wizard lords eventually, i'd suggest making it it's own separate mod like the one i linked, then people can choose which one they like better.
Love the units btw i almost always have your compilation mod on, adds lots of variety :steamthumbsup: :WH3_skragHapp:
Decomposed  [author] 12 Nov @ 2:29pm 
You will get duplicate bright wizard, other than that no issue.

I am contemplating to remove the Bright Wizard lord from this pack.
AI-Man 11 Nov @ 7:51am 
how compatible is the mod alongside this one?
https://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=3353585421
am i just going to have duplicate bright wizard lords? i checked the mod settings but it seems it has only the option to disable units not characters
Decomposed  [author] 3 Sep @ 2:06pm 
- Updated for patch 6.3
- Adjusted the pack's heroes & lords skill trees
Decomposed  [author] 31 Aug @ 5:50am 
Ah I see
raw666 30 Aug @ 7:45am 
It also adds new units, and change the recruitment buildings for each province to recruit their province specific state troops along with regular troops, and the faction build their own to recruit their state troops across the world. Basically, need a compatibility patch to include these troops in the province specific barracks.
Decomposed  [author] 28 Aug @ 3:40am 
Sigmar's Heirs adds the wizard lord right? Any other duplicate? If not, I can just remove the lord from here.
raw666 27 Aug @ 4:54pm 
Any news on the Sigmar's Heirs Compatibility patch.
MrGomeyBear 18 Jun @ 9:29am 
I checked this morning before work and was able to do a custom battle with the units. Thanks Decomposed!
Decomposed  [author] 17 Jun @ 10:39pm 
- Updated for patch 6.2
MrGomeyBear 17 Jun @ 2:25pm 
Awesome thanks for the quick reply!
Decomposed  [author] 17 Jun @ 1:30pm 
I will update it soon, but from what I've read around, the new patch shouldn't break it.
MrGomeyBear 17 Jun @ 12:32pm 
Hello, I wanted to start an Empire campaign. Is this mod good with the new patch? Thanks in advance!
kcmaister95 5 Jun @ 6:35am 
dont sub. this author ruins peoples games for fun. all my savegames are broken because he locked vc rors v2. report him.
Decomposed  [author] 10 Apr @ 12:30pm 
- Updated for patch 6.1.2
Big Boss From Metal Gear 21 Mar @ 11:14pm 
how do you get this to work in co-op
The Iron Duke 11 Mar @ 2:31am 
are the nuln ironsides getting their 6 shot volley back or not ? would be cool if so
King Glenmore 5 Mar @ 7:09pm 
Can you please reupload the Sigmar submod? Or is it not needed anymore?
Palone 28 Jan @ 4:17pm 
also wondering where the submod is
Imperial Sunstrider 21 Jan @ 11:32pm 
Where's the Sigmar's Heirs submod-
Decomposed  [author] 20 Jan @ 8:42am 
All good, just very busy irl, I want to do more with the game, but I'm getting a bit behind. I hope to be back with more content soon :)
GC72 20 Jan @ 5:29am 
hopefully all the moaning hasnt put you down @decomposed youre a legend and the sensible people know this takes time
Decomposed  [author] 19 Jan @ 3:25pm 
- Updated for patch 6.0
Rangelx97 23 Dec, 2024 @ 3:27pm 
I think is not fully compatible with Elspeth campaign,
I have a full stack of repeater iron sights and I'm barely making like 40 schematics even after deliting 2 full stacks
sigmars_disciple 20 Dec, 2024 @ 3:42pm 
Does somebody know
- if mods requiring this mod to work *should* also work with the Extended Roster compilation activated instead (this would require that both have the exact same structure)?
- if this one *can* in theory be run in a 6.0 campaign without major issues before Deco updated it for 6.0 - or should it stay deactivated?

Thanks <3
Tag_Ur_It--> 13 Nov, 2024 @ 6:18pm 
Hey thank you man for your wonderful work. I don't play an empire campaign without this mod.
Decomposed  [author] 10 Nov, 2024 @ 3:31am 
Thanks I'll try to improve them
Tag_Ur_It--> 9 Nov, 2024 @ 2:20pm 
I think I see the issue, they're supposed to be lower damage because they shoot in volleys but their volleys only ever consist of 1 bullet instead of the indicated 6 in the tooltip
Decomposed  [author] 2 Nov, 2024 @ 2:26am 
I changed their animations, because CA removed them from the files, maybe this affected them.
Tag_Ur_It--> 1 Nov, 2024 @ 7:51pm 
Are the repeater rifles supposed to be bad? Or am I using them wrong? I did some testing against lightly armored nurgle units and they perfomed half the damage of normal ironsiders
Decomposed  [author] 31 Oct, 2024 @ 3:13pm 
- Updated for patch 5.3
Dairak Logrus 17 Oct, 2024 @ 1:07pm 
try delete 2 units with mtc and i cant( new campaign
Odysselios 2 Oct, 2024 @ 11:27am 
@Archilece CA removed the animations for repeater rifles but there is a mod that recovers their animation in the workshop.
Archilece 2 Oct, 2024 @ 5:45am 
Anyone else have the Nuln Ironsides (Repeater Rifles) Tposing? or just me?
Decomposed  [author] 24 Sep, 2024 @ 1:05am 
Currently taking a break
Autumnchain 23 Sep, 2024 @ 11:05am 
Are you still working on this? Will you fill out the rest of the Wizard Lord choices?
walk_the_max_planck 14 Sep, 2024 @ 7:00pm 
Are the Nuln Ironsides (Repeater Rifles) supposed to only be available from the Nuln landmark building? If not (i.e., if they're supposed to be available from marksman building chain) then something might be broken.
Decomposed  [author] 20 Aug, 2024 @ 2:49pm 
- Updated for patch 5.2
tabone54 14 Aug, 2024 @ 4:20pm 
@Crumb I'm not trying to be rude. I genuinely dont know it needs an update. Just asking generally if there's one in the works.
Decomposed  [author] 13 Aug, 2024 @ 11:43am 
I assume it's the Battle Wizards, no progress atm, but if I am not mistaken Sigmar's Heirs just added them. But I will also add them from my side when I can.