Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Three Dukedoms
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Tags: mod, overhaul
File Size
Posted
Updated
4.914 MB
10 Jan, 2022 @ 6:42am
19 Mar @ 2:24pm
34 Change Notes ( view )

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Three Dukedoms

Description
WHAT THE MOD IS


Three Dukedoms is an complete overhaul focusing on visceral combat, aiming to make the battles feel more like battles, moving away from rock-paper-scissors style balancing with clear unit counters where matchups are the deciding factor and towards representing how a unit performs on the battlefield. This completely changes the way battles feel, making them massive, bloody affairs for both Records and Romance modes. It aims for a different feel of game, keeping many of the principles of my previous overhauls, The End Times for TWW2 and Prelude to War for ETW.

Larger unit sizes, complete rebalancing of morale and fatigue, campaign tweaks and hp scaling as well as unit stats, collision recalculations, shield and armour adjustment and unit spacings, among many other changes, gives combat a completely different feel.

Ranged units have had their performance changed radically, they can no longer adjust velocity to hit anywhere in their arc of fire and can only hit if the physics allows, which has also been adjusted with faster projectiles that are now affected by gravity.

Cavalry units no longer dominate the battlefield, but their mobility is incredibly useful in the morale game, light horse are widely spaced and can hold out for longer to screen forces, while heavy horse ride flank to flank for punishing charges.

Combat ai tweaked to change how the ai treats certain units and also more generally to improve its performance.

More changes will no doubt come as the mod evolves and becomes more expanded in scope.

https://steamproxy.com/sharedfiles/filedetails/?id=2715358430 For the optional VFX pack to alter projectile trails


LINKS AND SUPPORT
https://www.patreon.com/TheDukesTW The mod is of course always free but donations are massively appreciated.
https://discord.gg/48tWqDq Join the discord for more information, feedback, announcements or to join the MP community.
Popular Discussions View All (1)
1
1
3 Jun, 2023 @ 7:39am
Archer Arcs Need to be Changed
Red Hyena
101 Comments
Raven 25 Oct, 2023 @ 8:15am 
Could I use this with the TUP english mod?
Type Eat Shit 2 Oct, 2023 @ 7:15pm 
i am surprised to find you are the author of Duke's Damned Nations. do you make the mod a realistic style as you make in Duke's Damned Nations?
it is an interesting idea.
but can i ask you, do you make this mod with knowledge of history of military of three kingdom age?
or just transfer the military of medieval European military into three kingdom style???
Naib Al-goev 29 Sep, 2023 @ 12:09pm 
+30 morale boost for siege defenders make siege battles an absolute joke, as even the militia archers in any small village will stand to the death against repeatedly heavy cavalry charges.
Coocoodas 8 Sep, 2023 @ 4:01pm 
Auto-resolve causes too many of non-shielded infantry to die. I think the casualty should be evenly distributed among my units cards if I am auto-resolving. I am playing as Zhang Jue in Mandate of Heaven and every time I auto-resolve an attack on settlements my elite duel wield infantry dissolves. If I played the battle manually I would never that happen. This is forcing me to fight even trivial settlement battles manually. Weirdly, your ranged units suffers no casualties when fighting pitched auto-resolves.
Coocoodas 7 Sep, 2023 @ 6:40am 
I'm trying out this mod but would have loved a detailed list of changes so I could know what mods I can use in conjunction with this mod.
vtheglad9 7 Aug, 2023 @ 8:47pm 
I have been playing this game for thousands of hours. I like your mods very much. There is one game breaking flaw. The morale system is crazy. The defense team generally gets +35 morale boost behind "fort" or city wall. I understand realistically the number advantage is important to take the city and your troops less likely to route. Although the arbitrary number of +30 is like fighting a squad of skeleton who can't run away. Despite these are conscript farmer who just got drafted a day before. It made the rebel yellow turban throwing eggs against the corrupted Han town. Some fort of minor town would put up to the death despite all the wall are burnt, tower are flatten but they defended the very ground that they just got there yesterday.
n.pedrazalis 22 Jul, 2023 @ 6:40pm 
nice
[GREY]Hunor 3 Jun, 2023 @ 1:16pm 
Thanks. I'll check it out.
The Duke  [author] 3 Jun, 2023 @ 8:58am 
You'd have to alter projectiles tables and tell the unit it can alter velocity at a fixed angle by changing low firing arcs to dual low fixed. This allows them to shoot at any speed in order to hit irrespective of obstruction
[GREY]Hunor 3 Jun, 2023 @ 7:44am 
Hi Duke ! using this mod. Archers refuse to shoot over their own units. I would like to revise this myself, because it would be very useful if i could use bow over my shield walls. Where, which db.tables do I have to change to be able to do it ? thanks, anyway the best battle AI. this mod.