Total War: WARHAMMER III

Total War: WARHAMMER III

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Vampire Coast Tech-Tree
   
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Tags: mod
File Size
Posted
Updated
1.300 MB
9 May, 2023 @ 9:27pm
1 Jul @ 8:51am
13 Change Notes ( view )

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Vampire Coast Tech-Tree

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


DESCRIPTION
Unfortunately, due to the tech groups of the original tech tree, it was not possible to create tech cathegories like in the Chaos Dwarfs. Therefore, my tech logies can be found attached to the original tech tree. To keep the look of the original tech-tree, tech-groups were created and the technologies were attached to the original tree (see pictures).

Tech groups created were:
Pirates & Deep Guard,Monsters of the Deep, Gunnery Mob, Strengthening of the Admirals, Legendary Treasures,Outpost Units,Flotsam and Jetsam.

Pirates & Deep Guard:
Improvements to close combat skills for the infantry.

Monsters of the Deep:
Improvements to melee skills for the beasts.

Gunnery Mob:
Improvements for all missile Units.

Strengthening of the Admirals:
Improvements for generals and agents.

Legendary Treasures:
In the treasures you can find items (weapons, armour, etc.), improvements and abilities for your units.

Flotsam and Jetsam:
Contains magic, economic, recutation and research improvements.

As you can see, the groups improve the units according to their name.
This keeps the technology tree manageable despite its size. If you are looking for a technology, you will quickly find it in my mod, unlike the original tree.



Plans for the mod:
- The tech descriptions are still missing and still need to be created.
(If you are interested in writing them, please contact me.)



Final Word and Acknowledgements:
A big thank you to DarknessWrath who named the technologies and created the descriptions.

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/
17 Comments
Goldabra 21 Jun @ 11:36pm 
How does the AI handle the tech tree changes?

Does it follow standard AI behaviours with tech, or does it try to research your trees?
or worst case, ignores the new trees altogether?
nobodyimportant2623 11 Jun @ 12:59pm 
For some reason i cant get this to work
OsamaBinDrinkin 23 Nov, 2023 @ 5:28am 
Great news! Thanks for the quick update. Back to my Noctilus campaign :)
Decky  [author] 23 Nov, 2023 @ 5:04am 
CA has changed the name of the effect "wh3_main_effect_winds_of_magic_pooled_resource_change_positive_mod" to "wh3_main_effect_winds_of_magic_pool_cap". This is why the mod was crashing.
I have corrected the effect and will now do the same for the other tech-tree mods.
A lot of work that is actually totally unnecessary... thanks CA.
The mod has been updated and is working again.
Velehk Sain 22 Nov, 2023 @ 9:00am 
can confirm, mod kills wh3 immediately while launching, still are awesome mods, you made here
OsamaBinDrinkin 22 Nov, 2023 @ 3:00am 
Looks like 4.1 broke your mod. I'm getting an error when I try to start up my pirate campaign today.
Decky  [author] 6 Oct, 2023 @ 12:17am 
try it out and write it in the comments. I have created technology trees for all factions. I cannot test them with any other mods. 12,000 mods are too many for that ;-)
Inardesco 1 Oct, 2023 @ 7:16am 
is it compatible with Nanu's Sartosa mod? iBoth mods change techs
TehOmnissiah 18 Jun, 2023 @ 11:56am 
Would you.... consider adding like +50 or so like, 100,000 gold relations with all factions to just... offset playing with a good coop player etc.

Love the rest of it, the 15 and so help here and there but some relations are just super broken.
forever alone 8 Jun, 2023 @ 12:05pm 
tnx