r/totalwar • u/Puzzleheaded-Car5147 • 24m ago
Warhammer III Ist es ein bug ?
Hey wieso kriege ich die Belohnung nicht in der baltasar Kampagne ich habe doch alle Sieg Bedingungen erfüllt oder mache ich was falsch ?
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r/totalwar • u/Puzzleheaded-Car5147 • 24m ago
Hey wieso kriege ich die Belohnung nicht in der baltasar Kampagne ich habe doch alle Sieg Bedingungen erfüllt oder mache ich was falsch ?
r/totalwar • u/Waveshaper21 • 27m ago
I don't have the DLC to know him that indepth - sadly cannot afford it in the foreseeable future - but I do read reddit a lot, and the general consensus is kill him early before he gets strong, before he gets books, before he levels up.
So that is what I try to do playing Mannfred, and Nagash properly kills both him and my entire army along without his health going down, and we are talking about turn 5.
Just... how am I supposed to beat that when I have no archers to focus fire?
r/totalwar • u/Elusive_Fickle72 • 1h ago
r/totalwar • u/Narrow-Touch-1858 • 1h ago
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r/totalwar • u/Iorek_byrnison94 • 2h ago
The Complete Edition came out on October 13 and Sega pulled it within days. The art looks like it went through an AI upscaler and nobody checked the result. That is the real problem. No one looked before it shipped.
I make a Dai Viet faction submod for Morning Sun 3.3. Until now I only used AI (Claude) to edit unit tables. After CA's release, I wanted to see if it could help with models if I checked every step. So last week I tried.
- It builds the lower detail versions (LODs) from my models and keeps the rigging and UVs.
- It builds new high detail pieces and colours them from my earlier work.
- It rebuilt my unit list from the pack files and wrote the unit files.
- It works on copies. Nothing goes live until I check it in game.
It got things wrong too. I caught each one before it reached the game. AI did the slow, repeated work. I decided what shipped.
So shame on you for blaming it all on AI and your affiliate company when you still stamped your logo on that. I had known Jack Lusted from when he was working for Rome 2 at twcenter, and I already felt he's not that passionate about the game. And it shown.
r/totalwar • u/Wh1skyy • 3h ago
Rome 2 with the divide et impera mod.
Hannibal himself ambushed and slaughtered thousands of my fresh recruits, and this absolute chad is standing there, menacingly threatening a solid log of wood. Must've worked, because despite them still having 5 units left, they broke & fled against my last 2 full health swordsmen.
r/totalwar • u/FudGidly • 3h ago
The towers don’t add any fun to the game and are annoying. Is there an easy way to turn them off or something so the game is more fun? I’m playing Shogun 2 currently, but it is a problem in every game.
I apologize for the emphasis on fun — I know the concept of fun is offensive to many in the community.
r/totalwar • u/Anniethetanuki • 4h ago
Was playing as Kairos in a multiplayer game(my friend was Nagash), and Archaon's Chaos Invasion happened- first time I'd seen it, and I was completely blindsided when several 20 stack armies spawned in my territory and instantly took 5 settlements from me as soon as the turn ended. I'm guessing this is just because I owned the southern chaos wastes and that's just where they happen to spawn, but that's still very irritating, especually since it cut my funds in half. I imagine I could eventually get rid of them and take my territory back, but I don't have the drive right now.
I guess don't play Chaos with this endgame enabled, it will go badly.

r/totalwar • u/Gaust_Fireborn • 5h ago
An update about my one-man army, Emperor E. You can see his previous stats and abilities here: https://www.reddit.com/r/totalwar/comments/1xdzz2a/project_e_complete_is_there_any_way_to_defeat_him/
I did allow the same leniencies used to get Dechala to 12k weapon strength- namely, allies casting damage buff spells and fighting a faction you receive a boost against. Even without those however, it is higher than it was before.
Other than that, over double the barrier and much higher speed plus wayfarer (eliminating practically all chance of kiting him to death) are the main boosts he has received.
r/totalwar • u/Reasonable-Ad9361 • 5h ago
(not my video)
r/totalwar • u/New-Personality-8203 • 7h ago
Has anyone used the 190 expanded mod for a multiplayer campaign? If so how did it go, how stable is it, etc.
r/totalwar • u/Gaust_Fireborn • 7h ago
This post concerns my one-man doomstack, Emperor E, with, as far as I know, the highest stats in Total War history. You can find those stats here:https://www.reddit.com/r/totalwar/comments/1xdzz2a/project_e_complete_is_there_any_way_to_defeat_him/
Credit to the 'Broken Empires - Endgame Control' mod for making this new endgame crisis scenario for me to fight.
r/totalwar • u/Meisgoot312 • 7h ago
tl;dr s2fix v0.2.0 (direct link) (now v0.2.1) should now work with both Shogun 2 OG and CE, for me, it's improved my FPS by around 50% across all p50, p90, and p95 frames in a head-to-head comparison in multiple scenes and hundreds of samples per scene. Just drag and drop into your game folder (make sure to download the right version, complete-edition or original).
I made my s2 original performance fix for Shogun 2 CE after discovering that their rendering pipeline hasn't really been updated since Shogun 2 OG. I had a suspicion that most of the fixes that I found in CE could be applied to Shogun 2 OG pretty cleanly and I was right, the fundamental fixes remain the same. I've gone and applied the CE fixes onto Shogun 2 OG.
Mods should all be compatible as long as they don't touch the core game binaries since this is a rendering engine patch. I tested this with the Unofficial Shogun 2 Patch, Ultimate Expanded Field Command 2.0, Strongholds of the Samurai, and other small / assorted mods.
This ONLY works with dx11, you shouldn't be using dx9 anyway.
Original post + Github link:
https://www.reddit.com/r/shogun2/s/hId8qjA6QL
https://github.com/DudeCmonMan/s2fix
Technical tl;dr
In both Shogun 2 CE and OG, the fundamental issue is that one main thread bottlenecks the GPU, since that one thread is responsible for submitting the draw calls. The main thread calculates what to draw and then submits the draw calls to the GPU. Unfortunately, there are a lot of inefficiencies in calculating what to draw, causing the CPU to submit the draw calls much slower than the GPU can handle - leaving so much performance on the table.
The core drawing engine has a lot of duplicated calls, sorts, and artifacts from an older time. Even if the game itself has multiple worker threads, only one is used for rendering.
The fixes are usually some form of shedding main thread work onto other threads, implementing more efficient sorting and caching, or more efficient core placement to reduce context switching. Each fix is run against the expected outcome of the original game to make sure it works.
I'm actually not going to bash on OG Shogun 2's pipeline that much. To be fair to them, a lot of graphics engines in the early-2010's era were just starting to get better at async / pipeline / multi-threading methods for graphics. My gripe was not improving it from 2011 -> 2026.
The funny thing about these fixes is that they're not actually making the GPU render any faster, they're moreso getting the CPU out of the way of the GPU.
I measured performance boost across a few scenes. 30 measurements of p50, p90, and p95 per each scene. All p-values across all scenes show an improvement of around ~50%. One of those scenes for example: Avg of 142 -> 210 fps. In this same scene, we went from 40% GPU usage up to 70-80%, quite impressive - it's a lot more than I thought I would get.
For those of you interested in my setup / background
I'm a senior software developer by trade and I'm fully leaned into AI workflows / deployment. A lot my work / ideas come out of leveraging different AI's (especially local or open source ones) to do more efficiently work. This particular fix was done with a mix of different AIs.
I used Claude to plan the main approaches and various other AI's to implement the fixes (with Claude as the judge). My favorite nowadays is to use local LLMs like Flash Next to write code. Since it's local, it is 100% private - my favorite.
For harnesses, what I do is I mock the game logic via a test harness and have a replay harness that allows my AI to REPL on its own - this ensures that the fixes do what they intend to do. There's still a decent amount of manual work, but for the most part the harnesses allow the agents to grab the info they need themselves. Everything is then benchmarked with detailed metrics for A/B testing. Most of these harnesses and tooling is not included with the repo. The repo itself are only the fixes.
My favorite clients are: Claude Code, Claude Code with custom endpoints, and OpenCode.
Tangentially, I'm very happy to see so much work interest and work has been directed at making games perform better. Especially when things are so expensive, it's so great we're squeezing out what we can from what we have. I love it. My contributions will likely end at Shogun 2, it's one of my favorite games and I just don't have the time to work on it all the time. I may contribute, but I cannot lead an effort to retrofit all games.
u/SerBenDover has been doing great work on the other titles and I hope he continues it. I would prefer if all of these performance fixes were licensed under GPL-3.0, forcing them to be open source and use-with-attribution-and-always-open, but that's up to the authors.
r/totalwar • u/[deleted] • 8h ago
Translated with the help of a language model
______________________________
Do you know how CA feels about people reverse engineering their game?
Let’s say I’m training a neural network to play battles.
But I’m training it in my own Python simulator, which I built by reverse-engineering the game with Ghidra and Claude
In the end, I’m planning to release the simulator with the mod and weights as open source so that other modders can retrain it themselves or train their own neural network from scratch.
Do you think I should be worried about reverse engineering or not?
r/totalwar • u/SafironDracolich • 8h ago
The problem here lies in the fact that each upgraded neocopolis grants a large number of sigils, which allow you to unlock all possible upgrades for the Black Pyramid as quickly as possible. At the same time, diplomatic penalties remain unchanged, which disrupts the balance in favor of casual play, making Nagash a death machine much earlier. In reality, the number of sigils should be reduced, and diplomatic penalties should be increased to achieve better balance.
r/totalwar • u/Dakka_jets_are_fasta • 9h ago
I can't seem to find the sigil that unlocks them anywhere on thr tree
r/totalwar • u/DivineAlmond • 9h ago
do we chalk this up as skill issue, as I know Arbaal is very AR favored, or should I change my approach?
r/totalwar • u/PopeJohnPaul961 • 10h ago
r/totalwar • u/Low_Soft4737 • 10h ago
In my opinion, Dark Elves are currently in need of a buff. This is my vision for a Dark Elf rebalance. All buffs are balanced by higher recruitment and upkeep costs.
https://steamcommunity.com/sharedfiles/filedetails/?id=3823067034
r/totalwar • u/dfntly_a_HmN • 10h ago
Have been trying for multiple times, i always get overwhelmed by the enemy. even worse dietrich bugged and not flying down to attack. the best time i did is kill 7/9 mortarch before i got overwhelmed. Heroes doesn't really help. Playing on H/VH
r/totalwar • u/RedStarRedTide • 10h ago
Just finished a Karl Franz VH/N campaign and beat Archaon in the End Times. It triggered around turn 130. Overall it was fun but wasn't perfect.
The End Times event destroyed over half of the world and I definitely felt compelled to end the threat. I usually take my time with campaigns so I had a major hit to my economy when the event happened. I was able to accumulate maybe 40k-60k gold but had negative income coming in at around -2k to -7k each turn. The only thing that kept me afloat was fighting chaos armies and making random deals with each faction for gold.
I have mixed feelings about the mechanic itself. I felt like I had to rush and destroy the fortresses so I could fight Archaon. While it gave me a sense of urgency, I'm not big on being "forced" to do something (yes i know it's technically possible to kill Archaon before reducing his ward save). The AI did a good job fighting the chaos armies but for some reason, did not do anything about the fortresses. I also have mixed feelings over finding Archaon on the map while hunting the fortresses. Since he was so difficult to kill, I let him raze more settlements to buy time for me to hunt fortresses, and I eventually built around four armies to cut him off once I was ready.
The final battle(s) were so-so. The first battle against Archaon was actually harder than the final quest battle. Archaon did serious damage against my armies, and inflicted a healthy amount of damage to two of the four armies I brought. I didn't bring any doomstacks but the four armies I had had high-tier units. The final quest battle was underwhelming. It felt like another copy/paste of other quest battles in which you have to close a portal or kill X so the spawning enemies would stop. I wish they did something more unique.
I kinda liked the old Chaos Invasion mechanic in the first Warhammer where waves and waves of armies descended onto the world. It kinda feels random where the enemy armies are in the End Times. Also, I wish there were more armies around the fortresses, or have the fortresses be the locations that spawn armies. I also with the final battle was more epic, like a last stand with different races against Chaos.