Total War: WARHAMMER III

Total War: WARHAMMER III

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Imperial Armoury - Unit Upgrades for the Empire
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1.424 MB
3 sept. 2022 la 5:23
14 mai la 14:50
27 notițe privind schimbările ( vizionare )

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Imperial Armoury - Unit Upgrades for the Empire

În 1 colecție creată de Dirty Dan
Dirty Dan's Mod Collection
15 obiecte
Descriere
Adds several purchasable unit upgrades to Empire units similar to the Greenskin scrap system. The upgrades cost Treasury or a dedicated new resource named fine steel and are not exclusive. This means one unit can receive all possible upgrades at once. Fine Steel can currently only be produced by the foundry building chain. The iron resource building chain also provides some fine steel. The resource can also be used to construct buildings instantly.

The upgrades are related to the equipment and special training of a unit. Training upgrades cost a lot of gold but do not increase upkeep and equipment upgrades cost fine steel and increase the unit's upkeep.

Mods for other factions
Bretonnia

Dwarfs

Wood Elves

Vampire Counts and Vampire Coast

Beastmen

Norsca

High Elves

Lizardmen

Kislev

Grand Cathay


Submods
Submod Compilation (by Apex)

Radious (by Louie04k)

Guns of the Empire (by VioletGrey\\TV)

Empire Romance (by 𝓓𝓮𝓮𝓻2四)

Grand Order of the Reiksguard (by okadataiga)

Grand Order of the Reiksguard All in One collection (by okadataiga)

Submod for GLF Units (by FullAutoAttack)

Submod for Radious (by FullAutoAttack)

Submod for SFO Grimhammer (by FullAutoAttack)

Shazbot's Empire Sketchbook (by okadataiga)

Human Mercenaries for Human Factions (by Reitschuster)

Empcon (by Reitschuster)

Imperial Elite (by Lardss)

Storm Against Chaos (by FullAutoAttack)

Mixu's Legendary Lords (by FullAutoAttack)


Translations
Chinese Translation (by 𝓓𝓮𝓮𝓻2四)

German Translation (by TRON)

Polish Translation Pack (by wojtekb)


Conversions
Cathay Eternal (Part of Cathay Overhaul by Reece)


Special thanks to prop joe, Rhox and the modding den, who tweaked the unit upgrade UI to get its scrollbar back

Thanks to Hanter for making the resource holder reappear in the same turn after manual battles
583 comentarii
Dirty Dan  [autor] 11 oct. la 15:01 
@pirvulescuflorin this mod is for CA units only (wh1 and all Empire dlc/flc), if you want to request mod specific features please ask on the respective Submod's workshop page
pirvulescuflorin 11 oct. la 11:53 
Would you consider adding for the SFO Imperial Foot the ability to change to a halberd or greatsword variant?
Green Mohawk Derg 22 sept. la 23:25 
Oh hey, no rush, that was just a suggestion, lots of love and appreciation for your work anyway, those mods are really fun to theme armies around with specific gods/virtues/etc. to semi-roleplay with

Good luck on whatever work you're doing!
Dirty Dan  [autor] 22 sept. la 15:33 
@Green Mohawk Derg that would have been my approach with the monogod factions. Currently I am still to finish my dark elf mod though. Maybe the next DLC I will start to allocate time to playing/modding wh3 again
Green Mohawk Derg 22 sept. la 11:22 
Love using all the upgrades mods you have, any plans for the chaos demon factions so they can use skulls/infections/grimoires/devotees like Ostankya/Kislev are using their unique resources?
Dirty Dan  [autor] 2 sept. la 3:30 
@pablo gonzalez it should not conflict but the warband system actually exchanges units with different ones so they will lose all unit upgrades when upgraded to a different unit
pablo gonzalez 1 sept. la 13:12 
is this compatiable with the warband ultimate upgrade mod?
Dirty Dan  [autor] 17 aug. la 9:49 
@TdizzleGod I will probably just copy paste the monogod upgrades to daniel's faction when I'm done
TdizzleGod 17 aug. la 8:50 
i see so the demons of chaos with daniel will it be a mixture of the monogods or will it be its own thing since it technichnically is a mixture of a monogod
Dirty Dan  [autor] 17 aug. la 7:52 
@TdizzleGod chaos monogod factions maybe, but warriors of chaos not, since upgrading units through the warband system will clear any persistent unit upgrade and I don't want to implement a mod that actively conflicts with base game features