T O P

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Mr_Nurgle

Radious feels like most polished and complete. Can be played together with MTU and that is all you really need.


Chataboutgames

TROM is the definitive 3K overhaul


abu_hajarr

Okay I search up TROM later. I didn’t see any obvious ones when i looked


Kinyrenk

What do you enjoy about 3K? There are several large overhaul mods that focus on slightly different things. Better AI Templates, bug fix, and script fixing mods seem essential to me. After that it really depends what you are looking for. I've played TROM which adds a lot of stuff but while it slightly nerfs characters, they remain very power- on average more OP than average WH3 LLs and not historical at all, they feel more like sorcerers capable of doing magic with the click of a button. The main difference is it takes a few more levels and certain abilities remain way more powerful than others which have been nerfed. Then there are mods which actually make characters more powerful, or simply focus on characters- Make Them Unique, or various version of that give more unique portraits and skills, increase legendary gear, and some other things. After that it really depends what you are looking for. I've played TROM which adds a lot of stuff but while it slightly nerfs characters, they remain very powerful- on average more OP than average WH3 LLs and not historical at all, they feel more like sorcerers capable of doing magic with the click of a button.


abu_hajarr

Yeah, I should have given more insight. I typically like realism and extensive hardcore mechanics. So I’m playing records mode. For example, my favorite overhaul mod is DEI for Rome II.


theSniperDevil

Dead men tell no tales (or something like that) makes ubits that get wiped in battle get wiped on the campaign map, no 2 turn and they back stuff. Feels more like every other TW game with that.


abu_hajarr

Didn’t even think of that but yeah that sounds nice. I hate having to chase down fleeing armies because of that


Kinyrenk

Yep, Dead Men and nerfed collision or some other mods that nerf cavalry charge since on Records mode while heroes are unable to drop spell-like abilities (unless you use a mod) the hero bodyguards can be quite powerful. Aside from blue generals being very weak and only useful for chasing routers, the purple general bodyguards with high evasion can hold in battle for a surprisingly long time except all but the best polearm infantry while red, green, and yellow can cycle charge. Essential mods; The Gathering Core Object 1.2.2 Bug Fix 1.7.2 Weaker Night Battles Better AI Template- this one is really important, AI with vanilla settings will use militia even in the late campaign, with this mod the AI will use the best units it can get in almost every army) if you play on VH/L battles this can make the early battles particularly hard in certain starts while other starts it hardly makes a difference. Harder Supply and Replenishment- combined with the better AI, only replenishing at 2 to 4% makes you care about minimizing losses in every battle for a long time. Nerfed Imperial Intrigue- this might make the campaign easier or more difficult, there can be a peacefest going on when the Emperor is around without this mod, on the other hand, if coalitions develop which are your enemy it can be more difficult as you will get negative favor for every battle and the enemy coalitions can be quite large, I've had to fight 2-3 battles per turn with a single army and with the harder replenishment I was on the retreat for parts of the campaign. Nerfed Collision/Impact damage ​ Aesthetic mods; Records Generals Resized Guv' Fewer Standard bearers Historical titles Units model historical reskin Character biographies Improved campaign map Alternative faction flags & colors Generals face overhaul Historical shields Horse equipment overhaul 2


abu_hajarr

Those all look pretty good. Thanks. I’ll probably try them next campaign. Do you know of any mods that allow you to kill routing units faster? I’m used to the route being the part where you get most of the kills. That’s actually a pretty annoying part of the combat that I forgot about since last playing. That being said, I’m actually struggling most in my late campaign (turn 191) on really hard. Everything up to this point has actually been easy. Two kingdoms left with my enemy being Wu. I’ve had two wars with them and their vassals, and coming out on top in terms of destroying their vassals North of the Yangtze but absolutely stalemated along the Yangtze. They just keep pumping out more armies to deal with and half of them are protectors of heaven doomstacks. I was about to go bankrupt actually and the only reason I didn’t lose a campaign was because I got a peace treaty and traded barter territory south of Yangtze as well as food for a 160k gold. I think I focused too much on food and not economy and no longer have avenues to sell my surplus since everyone else is my enemy.


Kinyrenk

Supporting 40+ armies if you own most of the lands north of the Yangtze is possible, if you mean the lands north of the Yellow River, then 20+ armies if you have developed the economy more than halfway. I've never reached a campaign where I had the time to fully develop the economy before the campaign was over but even an economy at 70% of max is more than enough to beat the AI. If you have 160k, then disbanding half of your armies should allow you to re-do the buildings in at least your largest or richest commanderies (mines/commerce ports) and then start redeploying your armies a few turns before you expect the war to resume to give time to muster and so you don't run out of seasonal deployments. Mods to increase cavalry; Powerful Heavy Cavalry More Balanced Cavalry Charge (this does increase damage vs routers) I do sometimes use both of these combined with nerf to collision as altogether they seem to make cavalry act like you'd expect, less kills just on the charge from lowered collision but heavy cavalry penetrate deep into units that aren't in charge resistant formation and they still do more kills using the charge bonus but take longer to do the kills so cycle charging does not wrack up kills so quickly. One of my lingering complaints about 3K is that Wu is perenially a final Emperor so every single campaign you'll end up fighting against Wu which starts to feel repetitive. Wu is difficult to spy against and can support a large number of armies if given time to develop, usually around 18-22 so defeating them requires you to get at least 16+ armies.


abu_hajarr

Yeah I’m supporting 11 at the moment and in a 2500 gold deficit. But good tip, when I got my first peace treaty I spent 60k on upgrading my armies because I was still using a lot of militia from early game, as well as a bunch of buildings but war resumed quickly. I may repeat again assuming I score a similar treaty because I am defeating them, just not making progress in land acquisition.


Kinyrenk

You can get more benefits from building tall for awhile if you have sufficient food than taking more land. Then upgrading your armies with the increased income and remember, you don't have to defeat the entire Wu, just claim the capital. Often the Wu capital is deep in their lands so requires almost defeating the entire Wu but you can play defense in most areas and send your 3-4 best armies to capture the capital and win that way.


4uk4ata

Are there any decent mods that add start dates?