Total War: WARHAMMER III

Total War: WARHAMMER III

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Armourygeddon - Unit Upgrades & Resources
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Tags: mod
File Size
Posted
Updated
16.747 MB
15 Dec, 2023 @ 12:34pm
15 Sep @ 3:45am
46 Change Notes ( view )

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Armourygeddon - Unit Upgrades & Resources

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A unique unit upgrade and resource mod for your collection.

Ingame screenshots shows a few examples of the many new resources and upgrades, as well as some guidelines.

By subscribing to this, you need to subscribe to the mod listed in the requirements or the game will crash.

This mod was made with a somewhat realistic purpose in mind in regards of the upgrades and the resources needed to produce them. Upkeep comes with elite units and high tier gear. A unit can only ever receive 1 upgrade, choose wisely for your army composition.

This mod is included in my Resourceful Purpose - Compilation and by subscribing to the compilation mod, you no longer need to subscribe to this mod.

What The Mod Does
!!!PLEASE READ!!!

In order to get the unit upgrades, please see instructions in the first few pics.
Each unit upgrade needs certain resources (marked with yellow text) in order to be acquired, either via production or trade.
The only way I could show these resources, was by putting them into the description text of each upgrade, so make sure you read those, to see which resources you need.
I made some flavour text to keep it from being boring and if its something you have never seen, its probably a custom resource.
The resources can be found in main and minor settlements, ports, resource buildings and even landmarks.
Not all resources serve a purpose, some are just for flavour and income.
Each resource including vanilla have had their values adjusted to compensate for a potential rampant economy.
Once you have the required resources and gold, your unit upgrades will light up.

Factions & Inspiration Themes
  • Bretonnia - Normans/WH Lore.
  • Empire - WH Lore.
  • Kislev - Slavic/WH Lore.
  • Lizardmen - Meso-American/WH Lore.
  • Cathay - Chinese/WH Lore.
  • Dwarfs - WH Lore.
  • Wood Elves - WH Lore.
  • High Elves - WH Lore.
  • Ogre Kingdoms - FOOD/WH Lore.
  • Tomb Kings - Ancient Egypt.
  • Vampire Coast - Pirates.
  • Vampire Counts - Vampires/WH Lore.
  • Skaven - WH Lore Yes-Yes (Upgrades currently shows as augments, hoping to find a fix, Clan moulder might not work due to vanilla augmentation).
  • Norsca - Norse/WH Lore.
  • Beastmen - WH Lore.
  • Greenskins - WH Lore.
  • Dark Elves - WH Lore.
  • Chaos Dwarfs - Mesopotamian/Mongol/WH Lore.
  • Daemon Prince - Monogods Mix.
  • Warriors of Chaos - WH Lore.
  • Khorne - Blood/WH Lore.
  • Nurgle - Disease/WH Lore.
  • Slaanesh - Vainglory/WH Lore.
  • Tzeentch - Mystic/WH Lore.

List of Integrated Custom Mods

Upgrades for Special Factions & Units
  • Malakai - Adventure Regiments.
  • Elspeth - Amethyst Regiments.
  • Wulfhart - Reward Regiments.
  • Tamurkhan - Chieftain Regiments.
  • Imrik - Unique Dragons.
  • Nakai - Old Ones Favour.
  • The Changeling - Work in progress.
  • Dwarfs - Grudge Settler Regiments.
  • DLC Regiments & ROR's.

Custom Landmarks & Their Locations
  • Mootland landmarks - "Gipfel Greenleaf Plantation" & "The Three Smoke Rings".
  • Karag Dromar - "Mountains of Blackwater" - Gromril ore.
  • Vauls Anvil (Ulthuan) - "Volcano of Vaul" - Ithilmar ore.
  • Uzkulak - "Mountains of Goromadny" - Blackshard ore.
  • The Volary - "Stonesky Foothills" - Blackshard ore.
  • Flayed Rock - "Flayed Rock" - Blackshard ore.
  • Karak Azorn - "Mountains of Mourn" - Copper ore.
  • Li Temple - "Mount Li" - Copper ore.
  • Ka-Sabar - "City of Bronze" - Copper ore.
  • Hexoatl - "Mountains of Isthmus" - Copper ore.
  • Ghrond - "Spite Reach Mountains" - Copper ore.
  • Karak Izor - "Copper Mountain" - Copper ore.

Considerations
  • Gratitude to BAGHolder for allowing me to use his HUD modifications to fix the scrap mechanic.

  • Gratitude to nullmana for allowing me to use his script as a base, for the AI to receive these upgrades.

  • Will the AI also receive these upgrades? Yes, every 5 turns a script checks if the AI got the required resources and if it does, upgrades will be forced upon them. Trade is very useful in order to meet the requirements.

  • Will you make a submod for faction X and Y? I plan to do bigger faction mods like OvN, SCM and so on, once I have the time.

  • Will you make a submod for unit mod X and Y? Maybe, but there are thousands. Should anyone wish to make such a submod, you may do so. Leave me a link in the comment section and I will put it in the description.

  • Who can get these custom ore variants? The factions listed below.

  • Gromril - Dwarfs.
  • Ithilmar - High Elves.
  • Blackshard - Chaos Dwarfs.
  • Copper - Dwarfs, Chaos Dwarfs & Skaven.

Honourable Mentions
  • Grudge Settler, Champion of Hashut & Revered Prophet of Omens - Godzilla2021
    Gratitude for donating the ToD, Chorfs & OoD DLC's.

  • Changer of Ways - [FuFo] Mortucus
    Gratitude for donating the SoC DLC.

  • Everchosen of Chaos - Zach
    Gratitude for donating the WoC DLC.

  • Rampager of the Herds - 1st Viscount Silvermarch
    Gratitude for donating the SaF DLC.

These tremendously generous donaters, has made me able to dabble much more into modding and expand upon those I have made.

Submods

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
Popular Discussions View All (1)
10
16 hours ago
List of Supported Mods
RagnaroK
552 Comments
ChaosHorizon 17 hours ago 
The Amethyst Nuln Ironsides, and Outriders are in conflict with the True Unit size mods.

However the Amethyst Hellstorm Rockets and Landship are compatible. (For some reason)

The Elector and standard Units are also compatible.
im Westen was Neues 18 Nov @ 1:22pm 
Can Daemon Prince actually get Khornate Skulls Upgrade? I see no possible building making Khornate Tributes and all Khorne factions died...
stalinhot666 14 Nov @ 9:53am 
Hello, I believe this mod is currently outdated as of my comment. I have tested it running with the required Eviltide trading = crash. However Eviltide trading does not crash when run by itself. IDK if the game recently updated or anything, but I have uninstalled and re-installed both the game and mods in the last hour and still encounter the crashing.
Any fix will be greatly appreciated as I love this mod!
Thanks in advance!
Think Critically 8 Nov @ 8:41am 
If you do it this way then your mod will no longer overwrite changes to tables that other mods make when they update.
Think Critically 8 Nov @ 8:32am 
Ok some columns in main_units_tables can't be left blank, like land_units_tables and audio voiceover culture override. For those, just choose a random entry from the vanilla land_units_tables and add that into the columns for all your background tables.
Think Critically 8 Nov @ 8:08am 
You can leave the table entries empty in main_units_tables, with tables names starting with z so they have low priority, and then you can reference the units in unit_purchasable_effect_sets_tables without crashing even when the user doesn't have those mods installed.

Then you don't have to include copies of unit_spacings_tables, and all the other tables that you've copied over.
Think Critically 8 Nov @ 8:00am 
Instead you've put !!!! in front which is the opposite of what you want for background tables.
Think Critically 8 Nov @ 7:59am 
Why do you have entries in battle_units_tables, land_units_tables etc? If they're just there to stop errors when mods you support aren't loaded, please add zzz to the start of the relevant table names. Check the "ADVANCED SUBMODDING: BACKGROUND TABLES" section. Otherwise, your entries will override submods that other people make for those mods.

https://tw-modding.com/wiki/Tutorial:Submodding
RobertX13 7 Nov @ 1:03pm 
@RagnaroK Sorry, the problem wasn't with SFO, but some other mod in my mod list (my bad), it's working fine now by the way and if possible please accept my friend request.
RobertX13 7 Nov @ 7:40am 
@RagnaroK Hi, sorry to bother you but this version of the mod seems to be incompatible with the latest version of SFO for some reason. I would very much like to play a game with this mod and SFO, but when I start the game with both mods enabled it crashes. Do you think you can make this mod compatible with SFO or make a submod that adds compatibility with SFO?