Total War: WARHAMMER III

Total War: WARHAMMER III

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Greenskins Tech-Tree
   
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445.161 KB
9 Dec, 2022 @ 2:10am
1 Jul @ 8:57am
12 Change Notes ( view )

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Greenskins Tech-Tree

Description
What does this mod do?
The mod adds over 50 new technologies and new Unit-Abilities and some more... to the Greenskins Tech-Tree.


DESCRIPTION
All technolgies are incorporated into the original Tech-Tree.
Only the Ability tech group was added to the end.

Completely technologies with new effects have been added to the vanilla tech-tree.
As already mentioned new abilities and missile weapons were added.
Improvements have been added for economy and, of course, for the units.


Abilities:
The Ability Tech-Group includes 8 Technologies with new 4 Abilities, anti infantry, anti large and 2 Techs for new missile weapons for missile infantry, cavalery and chariots.

Resistance:
The resistance techs are implemented in the tech tree without a tech group.

Outpost Units:
The outpost techs are implemented in the tech tree without a tech group.

For a rough overview, please take a look at the images.

Does it take forever to explore the tree now?
NO, if you want, you can research faster by researching the technology quickly, which increase the research speed. You are right at the beginning of the technology tree.

Compatibility:
The vanilla technologies have not been changed. Thus, the mod is compatible with all mod that does not create new technologies. Mods that, for example, only change the vanilla effects or add more effects (and no technologies) will work.
The mod very rarely needs an update, because CA rarely changes anything in the technologies. (I'm not aware of any case so far.) Nevertheless, I will of course try to keep the mod always up to date.
But remember... technology mods almost never need an update.
The hole Tech uses CA-Unit Sets, therefore, custom/mod units should benefit from the technologies.

Plans for the mod:
The tech descriptions are still missing, but DarknessWrath will submit them later.
In advance a thank you to DarknessWrath.


Final word:
I wish you a lot of fun with the mod.

I am waiting for your feedback.

The compilation of all my tech tree mods is called "Tech-Tree Compilation".

You can find more mods here:
https://steamproxy.net/profiles/76561198043919449/myworkshopfiles/
22 Comments
Decky  [author] 24 Mar @ 11:56am 
upated.
CA changes some unit sets i korrekt that.
Vasily Zaitsev 23 Mar @ 3:10pm 
It was working fine before the last uptade
Vasily Zaitsev 23 Mar @ 3:06pm 
One of the greenskin technology make the game crash dude
Blero 22 Mar @ 12:36am 
Does anyone else get crash after endgame crisis?
I'm playing with Grimgor, setting the crisis after a few crash super early to test this (all faction enabled).
After the crisis is triggered, the next end-turn always crashes my game, it looks to me when it is anoter greenskin's faction turn. I think maybe because crisis factions get all the technologies and the game cannot allocate the points to the new tree for some reason?
Did anyone face this problem before?
Everything works fine if I disable the mod at a new campaign start.
Daemon 21 Mar @ 5:20pm 
was leaving the savage orcs out of the abilities at the end, intentional, or just an oversight?, also is there a chance you could add a research point in the middle, the first ones help you get into the tree, but this one is sooo huge, and the two end points use entirely different paths, so it take likes 150+ turns to get to, and by that point, your game is well over.
WarDog 14 Mar @ 4:46pm 
Wish the technology speed was faster to compensate the amount of techs to pick from ere.
Lovecrafts Cat 5 Jan @ 6:11pm 
This probably will get lost in the tide but thanks Decky for keeping these mods up and being responsive to the community. Your a great mod author.
Decky  [author] 5 Jun, 2023 @ 9:47am 
The mod works fine, maybe my mod is not compatible with another one you are using.
无情的泡面 5 Jun, 2023 @ 7:48am 
Invalid in new version, no new technology displayed
traa 22 Apr, 2023 @ 11:35am 
Hey man, I believe I've been asking for this in some other tech tree mods, but could you publish just a previous version as a separate mod for mac/linux users who won't have 3.0 update in next few weeks?