Total War: WARHAMMER III

Total War: WARHAMMER III

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Tomb Kings Tech-Tree (New Version)
   
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Tags: mod
File Size
Posted
Updated
1.680 MB
19 May, 2023 @ 5:39am
1 Jul @ 8:51am
7 Change Notes ( view )

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Tomb Kings Tech-Tree (New Version)

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


DESCRIPTION
Most of the technologies were implemented in the Ca-Tech-tree. New effecte as well as Contakt effects (like poison) and Abilities were added.
The abilities can be seen in the pictures.


Submod for the mod Necromancy no longer required:
The submod is no longer required because the creator of the mod Necromancy has removed the technologies from his mod.
https://steamproxy.net/sharedfiles/filedetails/?id=2980047221&searchtext=Tomb+Kings+Tech-tree+%28Submod+for+Necromancy%29


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/
20 Comments
Driver-GT 8 Jul @ 7:38pm 
damn, i wish i could mod, would love to be able to play with both the Tomb kings Extended mod and this one. They both add amazing stuff, hopefully a compatibility patch is made between them either by the author or a another brave talented modder from the community
Nalkor 3 Jun @ 6:52pm 
This mod also doesn't quite work with Arkhan The Black: Expanded mod either.The two mods use that space on the right via scroll bar for their custom techs and they get this weird overlap as a result. The (hopeful) submod could also add the additional units on the roster to the existing techs that are on the left side of each dynasty line.
GreyGhost14 20 Apr @ 7:04am 
good mod but please make submod for Agemouk's Tomb Kings Extended :) thanks
Doc Gurgul 9 Mar @ 8:18am 
These new techs look cool, however the mod would require a submod/separate version to play well with Agemouk's Tomb Kings Extended (another extremely popular TK overhaul). Right now these 2 mods are rather incompatible - Wakhaf's tech is missing, substituted with "Re-Writing the Great Plan", and many other techs' positions are jumbled and mishmashed, especially the ones tied to the dynasties.
Latex Santa 13 Jan @ 1:48am 
@Decky The tech "Wakhaf of the First Dynasty" DOES NOT SHOW UP AT ALL in the new tech tree for me. Instead, in that position I have "Re-Writing the Great Plan". The First Dynasty is also labeled the Third Dynasty for me. In my mod list, I have Mixu's Legendary Lords, Agemouk's Tomb Kings Redone (something like that), and others. No idea what could be causing these bugs. I will be switching to the older, unsupported version. I like Wakhaf the Cavalry Tomb Boi too much to give up on him.
The Ohio Question 23 Nov, 2023 @ 8:35am 
sounds about right for CA lol, thanks mate.

And happy thanksgiving!
Decky  [author] 23 Nov, 2023 @ 4:58am 
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.
vashhenko.igor90 22 Nov, 2023 @ 7:39pm 
upd pls
The Ohio Question 21 Nov, 2023 @ 10:49pm 
bricked in 4.1.

crash report says due to magic increasing, guessing the rework of mana pool broke it
Decky  [author] 25 Jun, 2023 @ 1:32am 
@JakdMavika: The mod you show is not my mod. Pls ask the creator of the mod.