Total War: WARHAMMER III

Total War: WARHAMMER III

Runic Units
220 kommentarer
r/report.me For 20 timer siden 
no problem, i wish there was an easier way to troubleshoot this stuff. thank you for looking into it!
Phyrex  [ophavsmand] 21. dec. kl. 22:45 
I'm gonna test this out, gonna take some time though
r/report.me 21. dec. kl. 8:58 
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  [ophavsmand] 20. dec. kl. 22:35 
Which specific mods are you using?
r/report.me 20. dec. kl. 15:50 
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  [ophavsmand] 8. dec. kl. 10:23 
Great! Added a link in the Submods section
SFH 8. dec. kl. 4:19 
Goldberg 7. dec. kl. 4:35 
Thank you Phyrex for the update and infos! Cheers :)
Phyrex  [ophavsmand] 7. dec. kl. 0:21 
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. kl. 16:01 
I found a bug for the new buildings. They don't appear.
Hoken 1. dec. kl. 19:31 
yes tinglerl
tinglerlmabini 1. dec. kl. 18:30 
Wait, is this compatible with Immortal Empires Expanded?
Phyrex  [ophavsmand] 1. dec. kl. 10:18 
Yep, outdated but still working. I will update after the next patch that is coming this thursday
tinglerlmabini 30. nov. kl. 20:43 
Its considered outdated when on mod manager and wasn't there when playing.
Hoken 9. nov. kl. 19:40 
its work, tks
Phyrex  [ophavsmand] 9. nov. kl. 9:20 
It works for me. What other mods are you using?
benboto 10. okt. kl. 14:52 
does this still work?
Louie04k 26. aug. kl. 16:26 
i realized i didnt have thrones of decay and after getting it i could build the buildings?
Phyrex  [ophavsmand] 26. aug. kl. 9:13 
Odd, mod conflict perhaps?
Louie04k 25. aug. kl. 19:23 
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  [ophavsmand] 10. aug. kl. 12:40 
Go for it
Jonystarx 23. juli kl. 7:51 
Hey @Phyrex can I make a 2x unit size mod for this one and the SFO submod?
Paradux 19. juli kl. 7:07 
Thanks
Phyrex  [ophavsmand] 18. juli kl. 22:13 
Yep, they should
Paradux 18. juli kl. 4:25 
Does the ai use these new units, too?
Phyrex  [ophavsmand] 27. juni kl. 20:48 
I'll see if I can get the script guy to make that happen
XIII07 27. juni kl. 7:22 
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  [ophavsmand] 24. maj kl. 22:24 
All of the RoR? Were you able to click "Unlock" in the Runic Units tab of the Forge?
Swampcow 24. maj kl. 4:46 
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. kl. 16:00 
@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  [ophavsmand] 2. apr. kl. 8:48 
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. kl. 5:21 
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  [ophavsmand] 1. apr. kl. 12:57 
Thanks for the feedback, yeah this mod kind of need some balancing to be honest, I will come to it eventually
KermitXBL 1. apr. kl. 12:52 
@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. kl. 10:33 
the mortis engine effect of la fantasma gives vigour to ennemies.
Oom (Hot_Cold_ToastyTV) 27. mar. kl. 14:10 
The SFO submod has been abandoned for a while cuz the author has left modding all together.
RV_770 21. mar. kl. 23:29 
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. kl. 14:05 
@Phyrex OK, thanks for the info.
Phyrex  [ophavsmand] 17. mar. kl. 13:20 
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. kl. 9:01 
OK, that part with the Shard Dragons? Nevermind. Forget it.
Ben 17. mar. kl. 8:52 
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. kl. 12:45 
Have you seen that automaton and steamplate dwarves mod? I think that they would fit this mod like a glove
ZhangJao 19. feb. kl. 6:29 
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  [ophavsmand] 18. feb. kl. 21:33 
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. kl. 18:52 
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. kl. 17:04 
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  [ophavsmand] 12. feb. kl. 21:10 
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. kl. 8:04 
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  [ophavsmand] 12. feb. kl. 3:34 
https://we.tl/t-w1CwUVea0J

yes, here, get it while it's still available
matheusgames 12. feb. kl. 0:57 
Good morning, do you have the previous version of the mod?