Total War: WARHAMMER III

Total War: WARHAMMER III

OvN Lost Factions: Araby SFO Submod
49 megjegyzés
falx 2024. okt. 31., 9:24 
Would you be kind enough to update this mod and others in the OvN lineup if possible.:steamthumbsup:
Evan 2024. szept. 24., 8:42 
please update this good sir when you can
falx 2024. szept. 11., 8:36 
I join those waiting for a long awaited important update and ask the author to hear our prayers.
Kralazar Mallus 2024. szept. 11., 5:56 
upd?
cryohellinc 2024. aug. 29., 6:17 
Can we get an update please?
falx 2024. aug. 9., 11:29 
Strange, why despite yesterday's update , in the mod manager of the workshop this mod is shown as obsolete ?:summer2019tortoise:
Saldıray Abi 2024. júl. 15., 8:38 
Update pls
Slonvprotivogaze 2024. jún. 24., 2:35 
Update?
Anvil 2024. jún. 20., 20:36 
amazing!
Lord-General Severus 2024. jún. 19., 11:25 
great work
IceQ4 2024. jún. 18., 18:18 
thanks man <3
GabeSky  [készítő] 2024. jún. 18., 17:59 
Map replacer framework lets you play with the awesome Araby city maps. There are two of them and they look awesome. But, that mod is not required.

Base mod has in big letters:

Multiplayer

The mod is reported not to work in multiplayer campaigns.
constantinople 2024. jún. 18., 5:44 
Does this just not work in MP..? Or am I misunderstanding something? With any if the OvN / SFO compatches, the gam crashes on loading into a campaign.
IceQ4 2024. jún. 16., 8:49 
Is it possibel to use this without the map replacer framework? or is there a version without it :3?
GabeSky  [készítő] 2024. márc. 28., 3:48 
All traits now have a name and description. Societas did 100% of the work on the trait names and descriptions and it took him several days! He personally spent time researching historical information and warhammer lore. He did a better job at this then I ever could.
NeoKorp 2024. márc. 25., 19:07 
Works fine but it needs a submod for T4 settlement.
GabeSky  [készítő] 2024. márc. 16., 3:02 
It is in the change notes. Also, anyone who is playing before the new SOC updated content would have all their mods backed up in the data folder.
sigmars_disciple 2024. márc. 14., 19:39 
Hey sorry @GabeSky, but the required items list the old SFO version - surely you must have updated this for the SFO 4.2 beta, or did you not? Sorry in case I'm missing smth obvious. Thx <3
Tevesh 2024. márc. 13., 7:44 
Doing god's work here Gabe. However I must agree with the other comment, the ranged units felt somewhat lacking to me and the wizards on flying carpets seemed to be quite underwhelming as well - suffering from all the issues of pterodon riders with bolas and then some.
Nawaaan 2024. febr. 18., 9:47 
thanks for this submod! i think that archer and jezzails needs more range, because sfo increase range of all archer and gunner: for exemple the empire crossbomen has 170 range and gunner 165. it makes ararbian range footmen too vulnerable and week, i think that jezzails are suppose to be a sniper lookalike range unit beetwen gunner and skaven jezzail so a 200 range for jezzail and 180 for archer can be great (english is not my language so i'm doing my best^^) thanks anyway
GabeSky  [készítő] 2024. febr. 16., 18:52 
@Cringe sells...but who's buying

I can try to figure out a good ratio of building price increase to try to slow players down. But, I was having a hard time playing as Jaffar.
GabeSky  [készítő] 2024. febr. 16., 18:51 
@Cringe sells...but who's buying

Elephants was left empty, because I missed it. I will ask in the OVN discord if they plan to add an effect to the building chain. Additionally, the suggestion of adding new bonuses for politics to some buildings right after saying that Araby is too fast paced confuses me. Adding additional bonuses for high or low control for urban vs nomad would just further the imbalance.
GabeSky  [készítő] 2024. febr. 16., 18:51 
@Cringe sells...but who's buying

Economy and growth are diffcult subjects to nail down, because various races have differenet economic and growth potential. For isntance, I adjusted the resource buildings and infrastructure buildings almost to a one to one with comparsions to SFO changes to various race buildings. The resource buildings were based off of Cathy and the infrasturcure buildings are based off of Dark Elves. Araby has a lot of various ways to increase income: buildings, caraven, diktats etc... They also have rush construction from Dark Elves. The more features a race has the more it tends towards imbalanced.
GabeSky  [készítő] 2024. febr. 16., 18:51 
@Cringe sells...but who's buying

Not all races have negative growth on military buildings. In fact most do not.
List of those with negative growth:
Bretonnia (1 building chains)
Cathy ( 6 building chains)
Dwarf (1 building chain)
Empire ( 6 building chains)
Kislev ( 8 building chains)
As demonstrated by looking up the effect wh_main_effect_province_growth_building_negative
under building_effects_junctions_tables.
Cringe Sells... But Who's Buying 2024. febr. 16., 14:25 
Hi, there's some missed moments from SFO game design in buildings: Most buildings in which units are hired have a -10 growth penalty. Also, I'm not entirely sure that the necessary changes have been made to the economy and urban growth to accommodate the slower pace of sfo progression. Well, although the original mod has deep building mechanics that correspond to the sfo spirit, it would be desirable to add new bonuses for politics to some buildings (especially the empty elephants building in this regard)
케모노프렌즈 2024. febr. 15., 5:40 
god!!
Carcino 2024. febr. 14., 15:00 
Thank you for making this 🙇🏻
GabeSky  [készítő] 2024. febr. 11., 10:22 
No other way that I am aware of.
patryk_wesierski16 2024. febr. 11., 9:04 
@GabeSky Do I have to use rusted file manager or is there any other way without it ?
GabeSky  [készítő] 2024. febr. 10., 18:52 
Caravans have been fixed somewhat. Created new units that are a mirror of their counterparts and edited the caravan script to use those units. This will not fix previous recruited caravans in ongoing campaign. Will have to look to see if there is a better solution.
Malloxfire 2024. febr. 10., 14:27 
Units in Jaffar caravans cost unit capacity. I have 2 carpet riders in one caravan and now it says I have used 2 capacity for them.
Bear 2024. febr. 10., 13:41 
Anyone else getting crashes near turn 22? I recently just had 2 battles and during the turn base movement.
Mike 2024. febr. 10., 8:04 
Oops, I didn't realise I'd asked on this mod page.
GabeSky  [készítő] 2024. febr. 10., 6:41 
@patryk_wesierski16
Open up rusted pack file manager. Go to main_units_tables. Then change the value found under campaign cap from X to -1.

@Mike
That question would best be asked of the OVN team.
=[NK]= Col. Jack O'Neil 2024. febr. 10., 1:45 
There isn't a chance of standalone as the assets aren't Gabe's.
Mike 2024. febr. 10., 0:06 
Hello, just watching you're YT video of this mod. Any chance of a standalone mod of just the ability to get ancillaries from other factions but instead of slaves it costs allegiance points, it could be themed as foreign diplomats/advisers.
Malloxfire 2024. febr. 9., 18:40 
Thank you, for all your hard work. I am enjoying my campaign on SFO.
patryk_wesierski16 2024. febr. 9., 1:48 
Is there any way to remove unit cap from this and other SFO submods for OVN factions ? I hate unit cap, but the SFO menu doesn't work and I can't change it
TheHonoredPerson-333 2024. febr. 8., 11:26 
Pls, can you make Dread King Legions SFO submod?
Evan 2024. febr. 8., 6:44 
the will tell stories of you by the campfire in asgard.....
OmegaX769 2024. febr. 8., 4:39 
thank youuuuuu
i was waiting for it
The Black Kaiser 2024. febr. 7., 19:00 
I was just thinking about this and thought I'd check today and yes! it's finally here!
Horny Jail 2024. febr. 7., 15:29 
thk
GabeSky  [készítő] 2024. febr. 7., 5:47 
@Malloxfire.
I made a mistake while balancing and comparing to handgunners.
I will increase the range to 180. I am not going to adjust the damage due to the unit in the base mod having the same damage values as vanilla handgunners. Thank you for the feedback. I sadly have not even had time to play a campaign of my own in awhile.
Malloxfire 2024. febr. 6., 20:16 
I think that jezails should have retained their longer range (180) and higher missile damage just shooting slower. Lore-wise, it makes no sense that empire handgunners should have the same range. Jezails are the Arabian equivalent to Hochland long rifles, sporting an extra long barrel for more accuracy and increased projectile range. They are also muzzle loaded compared to empire guns so slower reload makes sense.

I would suggest:
increase range to 190 (currently 165)
increase jezail reload to 25 seconds (currently 20 sec)
increase base missile damage to 15 (currently 10)
increase ap missile damage to 35 (currently 30).

They would retain their dps but would have a different role on the battlefield serving as a more long range sniper like sentinals of astaril (but without their ability to shoot over units or shields and ridiculous melee stats).
GAVACHUBBS 2024. febr. 6., 17:51 
what does this do?
w_stan 2024. febr. 5., 3:31 
Thanks! Hurray!
Socalista 2024. febr. 4., 23:38 
OVN Araby + SFO is peak Total Warhammer 3 for me.
Greymater 2024. febr. 4., 18:31 
Great work!