Total War: WARHAMMER III

Total War: WARHAMMER III

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Runes of the Karaz Ankor - Unit Upgrades for the Dwarfs
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Tags: mod
File Size
Posted
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1.631 MB
10 Sep, 2022 @ 6:46am
26 Mar @ 2:44am
17 Change Notes ( view )

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Runes of the Karaz Ankor - Unit Upgrades for the Dwarfs

In 1 collection by Dirty Dan
Dirty Dan's Mod Collection
15 items
Description
Working with 6.3

Adds several unit upgrades for the Dwarf factions in the game working similar to the Greenskin scrap upgrades. The upgrades are not exclusive and cost a varying amount of oathgold, which makes this resource even more valuable especially in the late campaign. In the early game the availability of oathgold is rather sparse so decisions have to be made what is needed and what is not.

Minor incompatibility issue when used alongside Mixu's Legendary Lords: A submod is needed for it to work without issues

Mods for other factions
Empire

Bretonnia

Wood Elves

Vampire Counts and Vampire Coast

Beastmen

Norsca

High Elves

Lizardmen

Kislev

Grand Cathay


Submods and Translations
Submod Compilation (by Apex)

Submod for Mixu's Legendary Lords (by Apex)

Submod for Radious(by Louie04k)

Submod for GLF Units (by FullAutoAttack)

Submod for Radious (by FullAutoAttack)

Submod for SFO Grimhammer (by FullAutoAttack)

Chinese Translation (by Sato Nozomi)

Polish Translation Pack (by wojtekb)


FAQ
Q: Why won't the scrap upgrade window open when clicking on the unit cards?
A: Since 6.0 the old scrap upgrade UI got removed by CA. The new one can be opened by clicking on the button at the bottom of the army panel.

Q: Why doesn't the upgrade button in the army panel always show?
A: The script tries to add it every time you left-click select one of your armies. If it doesn't show right away try deselecting and reselecting the army until it does. This issue is rather rare in single player but quite common in multiplayer campaigns.

Q: Can you add suport for [insert unit mod] or [insert faction mod]?
A: The base mod will always exclusively support official CA units and factions and I won't create submods for faction or unit mods that I don't personally play with. But feel free to suggest it in the comments as other users of those mods might read it and decide to do so.

Q: Will you create more mods for different factions?
A: The only mod that I currently want to create sooner or later is a Dark Elf mod. I will consider a mod for chaos daemon and monogod factions afterwards.

Q: Is it safe to add/remove the mod mid campaign?
A: Generally speaking adding it mid campaign should be possible but certain features like unlocking upgrades through research could cause issues. I wouldn't recommend removing it from an existing campaign though, especially when units equipped with upgrades are present on the campaign map or if the mod adds a new pooled resource to factions.

Q: Update?
A: Tell me what stopped working in the current version of the game or which units are missing upgrades and I will try to fix it as soon as I find the time. Update requests without any information won't be answered.


Special thanks to Rhox for providing the modding community with a script based solution for the 6.0 Scrap UI issue
204 Comments
Dirty Dan  [author] 6 Nov @ 12:25pm 
@Cyno custom caps unfortunately won't work with how the game handles the scrap system. It's either exclusive or not. I tried scaling costs similar to the greenskins but it didn't work out when using different resources than scraps. I also don't think that it is possible to upgrade every unit with every rune at the same time until very late into the campaign. Maybe I'll add an upkeep increase for the upgrades in this mod to discourage players from stacking everything on the most expensive unit as soon as possible
Cyno 6 Nov @ 9:48am 
Or perhaps make each upgrade cost more, especially if they increase exponentially? That could help balance it without needing a hard cap?
Cyno 6 Nov @ 9:40am 
Love this mid, the idea fits the Dwarfs perfectly and makes Oathgold matter even more. But right now it feels a bit too strong since you can stack every rune on every unit.

Would it be possible to limit it somehow, maybe to two or three runes per unit? That would keep the upgrades meaningful without making the army unstoppable.

Either way, great work.
Blu3Tund3r 27 Oct @ 7:54am 
Dope as goats many thanks btw love all your mods ty for your efforts
Dirty Dan  [author] 27 Oct @ 4:42am 
@Blu3Tund3r yes, you could create a submod with rpfm that links the upgrades from this mod with the units from the mod you mentioned. The only table you need to add for that is unit_purchasable_effect_sets_tables. Look up the keys in the main_unit table from the unit mod and the unit_purchasable_effects in my mod
Blu3Tund3r 26 Oct @ 7:53am 
question is it possible to expand this mod to work with Dwarf Polearms ( Vanilla 6.X ) mod
Dirty Dan  [author] 20 Aug @ 3:46am 
@tovDmitrij I guess it would be possible, but this is out of the scope for this mod. I am using the game's default upgrade panel so in case CA adds that feature it should actually work with all of my upgrade mods
tovDmitrij 20 Aug @ 3:18am 
Good afternoon. Is it possible to add a button that allows me to buy all upgrades for a specific unit at once ? It would be much more convenient than having to press the "upgrade" button for each individual upgrade hundreds of times. Thank you.
Dirty Dan  [author] 3 Jul @ 11:07pm 
@Orthranus you should also add the norse dwarf mod as depency btw but I don't know what the packfile is called so you would need to look it up
Dirty Dan  [author] 3 Jul @ 11:05pm 
@Orthranus since this this seems to be an entire custom faction with a complete roster the easiest way to achieve baseline compatibility would be to create carbon copies of the upgrades that require technologies they don't have access to and link them to the modded units. This should be possible using the unit_purchasable_effects_tables and unit_purchasable_effect_sets_tables only. When you got rpfm running and created a new packfile, use the depencies manager to add my DD_dwf_runes.pack and generate the dependency cache so the keys to the upgrades are known to the program without having to copy-paste them into your submod