Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Vampire Coast Technology
   
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390.453 KB
7 Jun @ 10:04am
9 Jul @ 7:24pm
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Better Vampire Coast Technology

Description
This mod massively improves Vampire Coast's technology.

It makes all tech's effects stronger and adds more than 200 new effects(including about 150 effects doesn't exist in vanilla).

It also revives and improves 8 dummy data technologies which I made a mod for it.(If you use this mod, don't need to use previous mod I made.)

Plus, It reduces 100 research point requirement of 'Command Crews', 'Gunnery Crews', 'Salvage Crews', 'Admiral's Astrolabes' and the researches that require more than 800 research points.

By this, 4 early researches and later researches will be completed 1 turn faster, based on 100% research speed.

AI factions are affected too, basically compatible with any mods and save files.

Pls check the screenshots for the details.



*The 'all Vampire' in effect description includes Depth Guard(except there is clear description 'lords and heroes'). I even included blood knights to the target unit set, so if you have blood knights in your army by alliance recruitment, they have to affected too.
14 Comments
TyM 11 Jun @ 2:28pm 
Good to know. I'll be curious to see what comes of it. Either way thanks for the mod.
No.213  [author] 11 Jun @ 11:05am 
@BtheUnquenchable
Yes. I'm preventing too much amount of OP for my mods, but definitely no interested perfect balancing. Cuz now, the vanilla game itself is already out of balance.

Now, in campaign, we have dwarf's irondrake from tier 2, empire's huntsman from tier 3.
And in battle, undivided chaos fury(550 cost in multi) kicks manticore's ass(800 cost in multi), and tzeench chaos fury(600 cost in multi) kicks cockatrice's ass(1100 cost in multi).

I'm no longer interested in serious balancing for mods, so just preventing no-brain OP(such as making all unit's stats to 99).
No.213  [author] 11 Jun @ 10:54am 
@TyM
I know what you're talking about. I already have received similar feedback from Korean version, and considering to make it compatible or not...
No.213  [author] 11 Jun @ 10:52am 
@StopGamer
For my mods, not necessarily.
BtheUnquenchable 11 Jun @ 10:32am 
I can't say it's balanced, but it's definitely a fun mod.
TyM 11 Jun @ 6:35am 
If you want an example of what I'm talking about for how they stop UI elements from overlapping for multiple tech based mods try checking out the HE Tech Compilation mod. It's one of my favorites.
TyM 11 Jun @ 6:34am 
Hi, I think I commented this on your standalone revived Vamp Coast tech mods, but this mod is incompatible with Deck'y extra Vampire Coast tech mod because it has overlapping UI elements between Decky's extra techs and the handful of extra techs you added. Would it be possible to make them compatible if you added a large blank offset inbetween the base game tech tree and the mods you added in order to prevent UI overlapping with Deck'y techs? Or if you perhaps moved the techs you added into the UI area taken up by the base game techs? I'm sorry I'm not a modder so idk if these things are possible, and it's up to you if you are even interested or not. I would be greatly appreciative if you could get your mod to work with Decky's though. Expanded tech trees are one of my favorite ways to make long campaigns more interesting to make them feel worth playing into the high turn counts of 100+.
NorscanWarlord 11 Jun @ 1:44am 
the kraken's pull on queen bess sounds cool, wish it was a standalone
SageHashirama 10 Jun @ 4:58am 
nice
StopGamer 8 Jun @ 12:35pm 
Should research cost be increased, as you made them more powerful?