Total War: WARHAMMER III

Total War: WARHAMMER III

Runic Units
220 Comments
r/report.me 18 hours ago 
no problem, i wish there was an easier way to troubleshoot this stuff. thank you for looking into it!
Phyrex  [author] 21 Dec @ 10:45pm 
I'm gonna test this out, gonna take some time though
r/report.me 21 Dec @ 8:58am 
these are the dwarf mods im using specifically, but i'll also send you my collection so you can see too, maybe you know more than i do on this. They all should be recently updated for 7.0, so im not exactly sure where the conflict is

Steel Behemoth of Zhufbar (Dwarf Heavy Tank)
3 (+3) Dwarf Aircraft
5 Dwarf Tanks
Dwarf Thunderbarge MKII

https://v1.steam.hlxgame.cc/sharedfiles/filedetails?id=3628326686
Phyrex  [author] 20 Dec @ 10:35pm 
Which specific mods are you using?
r/report.me 20 Dec @ 3:50pm 
I've noticed a few things, and im not sure what exactly could be causing this, but one, ive noticed the deeps arent accessible and the grudges are empty. I also did not see any runic units in the RoR roster when i completed one of the units. Has anyone had anything similar happen? the rest of my unit mods for the dwarves are just tanks/airships.
Phyrex  [author] 8 Dec @ 10:23am 
Great! Added a link in the Submods section
Goldberg 7 Dec @ 4:35am 
Thank you Phyrex for the update and infos! Cheers :)
Phyrex  [author] 7 Dec @ 12:21am 
The mod has been updated for the new patch. I've started gathering feedback/bug reports/etc. hoping to make a substantial patch at a later date. Any feedback/suggestions on balancing/upkeep costs/unit costs/etc. is welcome as well as bugs of course
tinglerlmabini 2 Dec @ 4:01pm 
I found a bug for the new buildings. They don't appear.
Hoken 1 Dec @ 7:31pm 
yes tinglerl
tinglerlmabini 1 Dec @ 6:30pm 
Wait, is this compatible with Immortal Empires Expanded?
Phyrex  [author] 1 Dec @ 10:18am 
Yep, outdated but still working. I will update after the next patch that is coming this thursday
tinglerlmabini 30 Nov @ 8:43pm 
Its considered outdated when on mod manager and wasn't there when playing.
Hoken 9 Nov @ 7:40pm 
its work, tks
Phyrex  [author] 9 Nov @ 9:20am 
It works for me. What other mods are you using?
benboto 10 Oct @ 2:52pm 
does this still work?
Louie04k 26 Aug @ 4:26pm 
i realized i didnt have thrones of decay and after getting it i could build the buildings?
Phyrex  [author] 26 Aug @ 9:13am 
Odd, mod conflict perhaps?
Louie04k 25 Aug @ 7:23pm 
i have a bug for both tier 3 buildings, it says i need the grand entrance halls to build them but i do have it built?
Phyrex  [author] 10 Aug @ 12:40pm 
Go for it
Jonystarx 23 Jul @ 7:51am 
Hey @Phyrex can I make a 2x unit size mod for this one and the SFO submod?
Paradux 19 Jul @ 7:07am 
Thanks
Phyrex  [author] 18 Jul @ 10:13pm 
Yep, they should
Paradux 18 Jul @ 4:25am 
Does the ai use these new units, too?
Phyrex  [author] 27 Jun @ 8:48pm 
I'll see if I can get the script guy to make that happen
XIII07 27 Jun @ 7:22am 
Question, last time I tried this mod, I saw that in MCT you could turn everyone off except the ranged infantry unit(Clockwork Thunderers), which is the only unit I actually want to disable!
Could option this be added? Or did I just not see the option?
Phyrex  [author] 24 May @ 10:24pm 
All of the RoR? Were you able to click "Unlock" in the Runic Units tab of the Forge?
Swampcow 24 May @ 4:46am 
I've done all the upgrades but I can't recruit any of the regiments of renown. they don't show up in the recruitment pool. Any troubleshooting advice?
KermitXBL 6 Apr @ 4:00pm 
@Phyrex - Has this had an update or was i smoking? has it always been Gold to increase the cap? if so - this is fine, it works great, for some reason i thought it was 8000 Oathgold not 8000 treasury!!
Phyrex  [author] 2 Apr @ 8:48am 
Grimnir's Vengeance requires the Landmark building in Karak Kadrin as well as having built a Inner Sanctum there in the deeps
Bardin BarDagul Goreksson 2 Apr @ 5:21am 
Been using this mod for awhile, but i cant seem to find the building required for Grimnir's Vengeance? though i could be missing something or just oblivious to which building to get, so if anyone can help i would appreciate it :)
Phyrex  [author] 1 Apr @ 12:57pm 
Thanks for the feedback, yeah this mod kind of need some balancing to be honest, I will come to it eventually
KermitXBL 1 Apr @ 12:52pm 
@Phyrex - been using this mod since it released. While i like the change to the system of recruitment, through the runeshop, the Oathgold requirement is crazy expensive for the reward. It really removes the "Fun" aspect of the mod. sweating out 8000 oathgold for just +1.. can you please consider putting this in the 500 - 1000 mark? (inc balancing the rest)

Great mod, not negative feedback, and im happy to create a sub-mod for lower cost if this isn't your long term plans.
Sosvo 1 Apr @ 10:33am 
the mortis engine effect of la fantasma gives vigour to ennemies.
Oom (Hot_Cold_ToastyTV) 27 Mar @ 2:10pm 
The SFO submod has been abandoned for a while cuz the author has left modding all together.
RV_770 21 Mar @ 11:29pm 
I see the fun police got to this Brilliant Mod as well.. :steamsad:

Impossible unit caps that take forever and makes player skip unit altogether; which negates the purpose of these Mods..

Woe onto the Turnips that police the comment section of these Mods
Ben 17 Mar @ 2:05pm 
@Phyrex OK, thanks for the info.
Phyrex  [author] 17 Mar @ 1:20pm 
Sorry, the Mechanical Marsmen of Zhufbar isn't done yet, still WIP. Rune Guardians of Karak Kadrin works.

Thank you for the suggestions, La Fantasma should be sneaky yep
Ben 17 Mar @ 9:01am 
OK, that part with the Shard Dragons? Nevermind. Forget it.
Ben 17 Mar @ 8:52am 
I have a suggestion about Shard Dragons.
Remove the whole upgrade stuff for them and have them have all their upgrades included into their profile like La Fantasma does.
In case of La Fantasma to make her stand out, give her further increased speed, Strider, Stalk and a buffed version of the Shard Dragon's Breathe of Nightmares.
She is known to be cunning so her being stealthy would make her much more dangerous.

BTW, something is either bugged or something ain't right what I'm doing.
I build the Ancient Vault in Zhufbar to get the Mechanical Marksmen of Zhufbar, but they don't appear. I should've gotten their dormant bodies, but I instead get the usual ones only. Hencefort I can't unlock them in the Forge because their bodies don't appear.
Hoping I won't get the same with the Kadrim RoRs.
Roque the Rogue 2 Mar @ 12:45pm 
Have you seen that automaton and steamplate dwarves mod? I think that they would fit this mod like a glove
ZhangJao 19 Feb @ 6:29am 
I can provide a few suggestions if you want
-All runics units should be recruitable on the building chaing of the runesmiths, there are many mods that adds golens that do the same, usually they are at tier 5, you can leave the first automatons at tier 2, the dragon tier 3, the guardian tier 4 and the golens tier 5
-The regiments of renown locked on the level cap of the main character of the faction as they usually are, or you can also put on the same building
-Check the habilities that some of the units have, for example the "overheat" for the automatons I think it don't increase during battle even though i'm killing units with them
Phyrex  [author] 18 Feb @ 9:33pm 
Thanks for the feedback, I will consider it. I've been playing a fair bit lately and they are hard to get for sure
ZhangJao 18 Feb @ 6:52pm 
Is there a way to ease up the recruitment maybe? Just putting behind a building tier and using oathgold probably, paying 8k thousand just to increase one golem capacity is kinda high, maybe away to ease up the recruitment of this late tier units would be helpful
SloppyJoppy 18 Feb @ 5:04pm 
just a wild idea, donno if it makes sense both game and lore but, a runic artillary piece of some kind, like big runic power explosion projectile or something? mby being pulled by 2 rune guardians :D?
Phyrex  [author] 12 Feb @ 9:10pm 
As far as I know, no. If anyone have any information on new potential units that could be added please do post
Krakenous 12 Feb @ 8:04am 
Out of interest...are there any other units from lore, semi lore or spoken about that could be added as part of this current mechanic? From what I can tell...I think we have pretty much everything now from lore so anything new would have to be made up.

Apart from some of the wall defenses and artillery platforms and batteries and other "magical things/spells/effects" that may be hard to represent in this game, I can't think of anything else lol that hasn't already been covered in all the dwarf unit mods we have.

However I specifically meant anything "construct like", such as this mod.
Phyrex  [author] 12 Feb @ 3:34am 
https://we.tl/t-w1CwUVea0J

yes, here, get it while it's still available
matheusgames 12 Feb @ 12:57am 
Good morning, do you have the previous version of the mod?