Total War: WARHAMMER III

Total War: WARHAMMER III

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High Elf Tech Rework
   
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Tags: mod
File Size
Posted
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646.180 KB
3 Sep, 2023 @ 2:54pm
14 May @ 3:54pm
5 Change Notes ( view )

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High Elf Tech Rework

Description
What This Mod Does

The aim of this mod is to rework the High Elf tech tree to:

- Improve the variety of affects that are applied. A lot of the current tech's feel like duplicates of each other but with the target unit changed - so this tries to add a bit more variety.

- Refresh the tech tree too, to leverage more of the effects, mechanics and factions added in WH3. E.g. effects modifying Allegiance Gain, Defensive Supplies and also using some of the newer abilities.

- Introduces 5 new abilities, named in keeping with the tech they have come from:
-- Spearwall for spear units, functions similarly to the Jade Warrior Defensive Stance ability
-- Swiftsense for Great Eagles, functions similarly to the Onyx Crowmen's Eyes of the Empress ability
-- Chariot Anthems for chariot units, functions similarly to Murderous Charge ability but with more of an emphasis on speed over mass
-- Obligations of Nobility for Dragon Princes, a buff to Dragon Princes which increases in intensity with the number of nearby allies units killed
-- Teachings of Hoeth for Loremasters, functions similarly to Vilitch's The Twisted Twin ability

- Extends some of the techs to apply to Mistwalkers and Forest spirit units. I've been relatively selective about which ones to include though.

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What this Mod does NOT do:

- Add any new techs. All changes are to existing techs only.
- Add any new units. Only vanilla units are affected by the mod.
- Make any changes to units base stats or abilities. Changes are only effective when technologies have been researched.

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Most of the changes are displayed in the screenshots above.

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Any issues / questions / comments, please let me know below!
9 Comments
Bollo 18 Jul @ 7:56pm 
Thanks for reply @chris_sansom, but I actually do think they work together?

Atleast the -control thing applies for -5% upkeep for archers etc. Not sure how the other parts works tho, the extra abilities. Im quite noob so maybe it works maybe not haha..

Great mod either way, love it! keep it up
chris_sansom  [author] 24 Jun @ 2:30pm 
Sorry @Bollo - not tested them together. I would assume not, as SFO probably already overwrites much of the same techs (I would assume).
Bollo 22 Jun @ 7:54am 
Does this work with Grimhammer SFO?
modmodmod 17 May @ 12:07pm 
This mode is not overpowering and goes well with vanilla. thank you!
chris_sansom  [author] 14 May @ 3:32pm 
Updated for 5.0.3

On a previous patch for this mod I had added some effects to late game High Elf techs which would unlock spells from the lore of High magic for Loremasters of Hoeth - I've reverted that on my most recent patch.

Unfortunately, it would result on other spells from their spell pool going missing which I'd missed in my testing. And I just couldn't get it to work giving them two spells pools to toggle between because they have a composite spell lore.

Instead, I've added other buffs to spell lores that felt thematic to those late game techs instead. Will detail the full changes in latest mod patch notes.
Tesrali 29 Sep, 2023 @ 4:16pm 
Ty for mod dude
chris_sansom  [author] 4 Sep, 2023 @ 4:47am 
@Pelos probably not I'm afraid. I've got a few other mods in mind for the High Elves I'd like to do first, and I don't get that much time :(

Never say never though - I reckon the Lizardmen tech tree would be my next pick if I were to do another one like this mod.
Automaton with a Mustache 3 Sep, 2023 @ 11:35pm 
Damn this makes the tech a lot more exciting. Any plans on trying the other races?
pyromaniac7777 3 Sep, 2023 @ 7:07pm 
Love that this only modifies what’s already there. Sick mod, thanks!