Total War: WARHAMMER III

Total War: WARHAMMER III

OvN Lost Factions: Araby SFO Submod
49 bình luận
falx 31 Thg10 @ 9:24am 
Would you be kind enough to update this mod and others in the OvN lineup if possible.:steamthumbsup:
Evan 24 Thg09 @ 8:42am 
please update this good sir when you can
falx 11 Thg09 @ 8:36am 
I join those waiting for a long awaited important update and ask the author to hear our prayers.
Kralazar Mallus 11 Thg09 @ 5:56am 
upd?
cryohellinc 29 Thg08 @ 6:17am 
Can we get an update please?
falx 9 Thg08 @ 11:29am 
Strange, why despite yesterday's update , in the mod manager of the workshop this mod is shown as obsolete ?:summer2019tortoise:
Saldıray Abi 15 Thg07 @ 8:38am 
Update pls
Slonvprotivogaze 24 Thg06 @ 2:35am 
Update?
Anvil 20 Thg06 @ 8:36pm 
amazing!
Lord-General Severus 19 Thg06 @ 11:25am 
great work
IceQ4 18 Thg06 @ 6:18pm 
thanks man <3
GabeSky  [tác giả] 18 Thg06 @ 5:59pm 
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 18 Thg06 @ 5:44am 
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 16 Thg06 @ 8:49am 
Is it possibel to use this without the map replacer framework? or is there a version without it :3?
GabeSky  [tác giả] 28 Thg03 @ 3:48am 
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 25 Thg03 @ 7:07pm 
Works fine but it needs a submod for T4 settlement.
GabeSky  [tác giả] 16 Thg03 @ 3:02am 
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 14 Thg03 @ 7:39pm 
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 13 Thg03 @ 7:44am 
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 18 Thg02 @ 9:47am 
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  [tác giả] 16 Thg02 @ 6:52pm 
@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  [tác giả] 16 Thg02 @ 6:51pm 
@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  [tác giả] 16 Thg02 @ 6:51pm 
@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  [tác giả] 16 Thg02 @ 6:51pm 
@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.
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 15 Thg02 @ 5:40am 
god!!
Carcino 14 Thg02 @ 3:00pm 
Thank you for making this 🙇🏻
GabeSky  [tác giả] 11 Thg02 @ 10:22am 
No other way that I am aware of.
patryk_wesierski16 11 Thg02 @ 9:04am 
@GabeSky Do I have to use rusted file manager or is there any other way without it ?
GabeSky  [tác giả] 10 Thg02 @ 6:52pm 
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 10 Thg02 @ 2:27pm 
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 10 Thg02 @ 1:41pm 
Anyone else getting crashes near turn 22? I recently just had 2 battles and during the turn base movement.
Mike 10 Thg02 @ 8:04am 
Oops, I didn't realise I'd asked on this mod page.
GabeSky  [tác giả] 10 Thg02 @ 6:41am 
@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 10 Thg02 @ 1:45am 
There isn't a chance of standalone as the assets aren't Gabe's.
Mike 10 Thg02 @ 12:06am 
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 9 Thg02 @ 6:40pm 
Thank you, for all your hard work. I am enjoying my campaign on SFO.
patryk_wesierski16 9 Thg02 @ 1:48am 
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 8 Thg02 @ 11:26am 
Pls, can you make Dread King Legions SFO submod?
Evan 8 Thg02 @ 6:44am 
the will tell stories of you by the campfire in asgard.....
OmegaX769 8 Thg02 @ 4:39am 
thank youuuuuu
i was waiting for it
The Black Kaiser 7 Thg02 @ 7:00pm 
I was just thinking about this and thought I'd check today and yes! it's finally here!
Horny Jail 7 Thg02 @ 3:29pm 
thk
GabeSky  [tác giả] 7 Thg02 @ 5:47am 
@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 6 Thg02 @ 8:16pm 
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 6 Thg02 @ 5:51pm 
what does this do?
w_stan 5 Thg02 @ 3:31am 
Thanks! Hurray!
Socalista 4 Thg02 @ 11:38pm 
OVN Araby + SFO is peak Total Warhammer 3 for me.
Greymater 4 Thg02 @ 6:31pm 
Great work!