Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

Three Dukedoms
109 Comments
I'll be honest with you... aside from the fact you nerfed cavalry and archers I don't notice much of a difference... between this and the base game...
save game compatible ??
The Reaper Of Chess YT 24 Feb @ 8:03am 
Does this mod still work?
أبو مقرن 19 Feb @ 9:15pm 
Are ji units worth using in this mod? ji should the stable for front lines in era but they are so bad in this game
Alexander Pistoletov 11 Feb @ 11:15am 
It works fine, the problem was "better AI templates" mod
The Duke  [author] 10 Feb @ 5:49am 
not sure, very possibly not as its an overhaul, overhauls tend to clash with other mods by nature of their scope
Alexander Pistoletov 10 Feb @ 12:31am 
any idea why I get CTD with this mod, is it not compatible with WDG2?
PaulPacea 2 Jan @ 11:22am 
Thank you!
Raven 25 Oct, 2023 @ 8:15am 
Could I use this with the TUP english mod?
Exalted Dwarf-Insulter(dual gw) 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???
AyE_k()pHuW0H_2011 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.
The Duke  [author] 21 May, 2023 @ 12:07pm 
Very very much no. Both are overhauls, they are incredibly incompatible
xpldrox 21 May, 2023 @ 9:08am 
Is it TROM compatible?
The Duke  [author] 21 May, 2023 @ 6:17am 
I use ultra personally so that's the most tested, but all should function
renetschultz 21 May, 2023 @ 5:51am 
Is there any recommended unit size for this mod?
The Duke  [author] 20 May, 2023 @ 4:14am 
Not that I recall
xpldrox 19 May, 2023 @ 10:53pm 
Does this mods alter any sync animations probability for ordinary units?
The Duke  [author] 5 May, 2023 @ 2:32pm 
Id suggest trying it alone to begin with as most things will be incompatible
DZ 5 May, 2023 @ 11:59am 
i want to use this mod, should i go alone or combine it with others??
Gesdappo 16 Mar, 2023 @ 8:52pm 
okay after playing a long campaign without and once with the changes are very good. so nice total war man but so cartoonish battles
The Duke  [author] 14 Mar, 2023 @ 4:03am 
Thats a massive numerical edge, enough to bring down those cav numbers
Gesdappo 13 Mar, 2023 @ 4:44pm 
close combat they didnt had the chance to throw any arrow. 360 vs 49. playing as bandits who start at the bottom. ( dont ask me the name XD)
The Duke  [author] 13 Mar, 2023 @ 9:35am 
records or romance? and they will do plenty of damage, arrows are arrows
n.pedrazalis 19 Oct, 2022 @ 7:22pm 
Hello could you make a compatible mod with guvs units place ? mod to add more units
Catterpillar 6 Oct, 2022 @ 10:19am 
why does calvary spread out single line?
Herlajis 8 Aug, 2022 @ 1:19pm 
not fully compatible with Guv's Additional Unique Units Mod, some units are still at 120, like cia cia wei spearman and swordsmas, do you know if I should beg for you or him to update that ? <3
Herlajis 8 Aug, 2022 @ 11:08am 
BRO even Kong rongs crossbowmen have the same 15 penetration, like every other unit, please daddy make us happy <3 and slap that +5 :)) your mode is so close to perfection , so close ! just a little bit more please
Herlajis 8 Aug, 2022 @ 8:52am 
PLEASE give back the arc to archers, instead make it a mandatory minimum range like trebuchet o something like that, but leave crossbows like they are now, thats how they should be, i am grateful for that. archers are totally useless in attack or defend battles because you cant have them go around the streets, its to narrow, there is no terrain other than city walls. basically you made archers into javelins, please give them a small arc so they can shoot over units, it does not need to be as big as in Vanila but make it exist so you could use them as archers. stat and range reduction was good enough of a nerf and crossbows need a bit of their previous armor piercing dmg+4-9 would be generous enough, currently there is almost no units with bigger piercing damage higher than 20-23 which defeats the purpose of a crossbow. make them stand out, or there is no point in having crossbows now, they have almost the same piercing damage as archers and slower rate of fire so ill just get archers
Sol 6 Jul, 2022 @ 11:10pm 
If there was another version of this mod that didn't affect ANY overworld things at all, nor the unit size (probably what affected the replenishment?), and just the battle ai and battle troop stats, it would be much nicer.
Sol 6 Jul, 2022 @ 11:07pm 
Cont., I also cant imagine playing anyone else, as i was utilizing Yuan's "Secure" ability for extra replenishment. how many years would it take other factions to muster, i got no idea
Sol 6 Jul, 2022 @ 11:05pm 
I have a complaint about this mod. Roughly, it makes Yuan Shao's start absolutely miserable. The tutorial fight alone, which is MEANT to be a decisive victory, actually is a near equal matchup due to how his army is nearly all militia sabre cavalry

In addition, due to some reason, replenishment takes forever. I found Yuan's start absolutely impossible and miserable from this, because he would spend several years preparing just to conquer the next town.

At some point i question if this is worth it. the battle mechanics sound fun, and i liked the challenge of the battle, but when every victory in the first ten turns is a Phyrrich, followed up with years upon years between fights due to replenishment, im questioning the overworld balance
Mr.MM 28 May, 2022 @ 6:00pm 
@The Duke Hi man, thanks for the mod, I'm currently looking for an overhaul that makes battle more realistic, I'm gonna give it a try...
The Duke  [author] 26 May, 2022 @ 5:00am 
For clarity, I mean new smd experienced with the mod rather than 3k
Stix_09 25 May, 2022 @ 7:46pm 
Its' just an initial impression more testing needed, (a submod to remove generals to test)
Its much better than vanilla.
Stix_09 25 May, 2022 @ 7:16pm 
Yes I can appreciate that. :-) I'm a vet player, myself, in my case its not a case of it being hard to play as it is. Its more a case of I don't think its quite correct as is.

For example a militia archer unit prob would not be able to beat a melee buqu cav unit even if it charged from the front IRL, in this mod they can. Obviously in game play you don't want to use your cav that way. I just think some stuff needs tweaking.

Cav is def way OP in vanilla
The Duke  [author] 25 May, 2022 @ 5:42pm 
I appreciate the feedback, though I find as a general trend new players find the cav weak and experienced players find the cav very strong and occasionally call for nerfs, I find that battles are often won and lost on the back of cavalry in single player, and even more so in multiplayer where balance is more in your face
Stix_09 25 May, 2022 @ 4:26pm 
Have a look at TROM , I think this mod gets the cav balance pretty right.
Stix_09 25 May, 2022 @ 3:43pm 
@jacob.huska
Mod will have higher FPS hit because unit sizes are increased (by quite a lot), so u would need to reduce that in graphics settings if its too much for your PC. (this impacts CPU use the most)

Sol-A1
If mod is crashing you likely have something (another mod) conflicting with this mod, or its not d/l'd properly and is corrupted

@FibonacciSpiral
Don't agree, some archer units actually can stand ok in melee. It really depends on the cav unit and archer units in question as to how the perform in this againts each other, the differences can be large depending on specific unit match-ups. Same with infantry vs archers/cav. Archers are far too weak in melee in vanilla.
Light cav for example is "mainly" for chasing units down and harassment. Any cav is never meant to be front line unit either. (in vanilla light cav are too effective imo)
BUT I do think it needs a few tweaks to cav effectiveness and ranged units melee (esp weaker militia units)
Stix_09 25 May, 2022 @ 3:43pm 
I tested this is custom battle. (only tested on normal battle difficulty)
What you have done with combat ai is great , def feels smarter., more flanking , using terrain.
I like how archers work in this too. I like in general what you have done

And auto resolve is broken in most tw games, it always tends to favour ranged units

Summary:
In my testing I believe mod still needs a bit of tweaking. Cav is a little to weak and missile melee a bit too strong. (esp the weaker militia ranged units)
Minusan 30 Apr, 2022 @ 5:54am 
when i add the mod it always crashes after the Saga logo why it do that?
PedroAce 12 Apr, 2022 @ 2:47pm 
My game has had much lower Fps ( from consistent 140 in battles to around 10) is there something this mod changes that would cause that? its only with this mod active. Love the game play changes although fixing the auto-resolve for rivers would be extremely helpful. Awesome mod! thanks for your hard work! <3
Manchu Blue 5 Apr, 2022 @ 11:59am 
@The Duke - I got many many hours on the mod now. I think it is fantastic still. I think it is much more realistic than what people use to playing in a more arcade or lower difficult settings experience. In regards to giving advantage to the defenders i think it is perfectly normal and acceptable. In real history these sieges would go on for years before either the attacking army would retreat or be forced back by lack of supply.

With regards to the cav not being so ridiculous I think that is totally fine. "Even a fierce tiger is no match for a pack of determined wolves" Stronger units will tire and fatigue over time so even the archers with them little swords in mass can bring down stronger units.

just enjoy it and plan around it. However that river movement that Warlock mention is a thing since darn TW3K lacks naval battles :(

Any case good work and let me know when you will make a submod to take out the flamethrower and the counter weight trebuchet :) :) Cheers!
Warløck 23 Mar, 2022 @ 9:35pm 
I will say though @Duke, I hope you think about balancing the auto-resolve evaluations or at the very least a future tweak to add naval buffs for generals or something because otherwise it's going to be virtually impossible to ever punish the AI for bad river movement since I can barely get a positive evaluation against a weakened garrison let alone a moving force.