Total War: WARHAMMER III

Total War: WARHAMMER III

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Warbands Expanded - Skaven - Mount and Blade Style-ish
   
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2.628 MB
11 Sep, 2022 @ 7:49pm
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Warbands Expanded - Skaven - Mount and Blade Style-ish

Description
LET THEM ALL UPGRADE!


Inspired by how any unit could be upgraded in Mount and Blade, I wanted every single unit to be able to be upgraded. They all look the same anyway. Filthy rats.

Cost is balanced off of what CA did with chaos tier upgrades.

Bugs and Bugs
If you upgrade a unit with Flesh Lab things, the upgrades will be lost when they're upgraded via the Warband system.

Unknown how this interacts with the Tech Lab. Since the Tech Lab is army wide upgrades, it shouldn't change anything.

This is NOT compatible with Warband Upgraded Extended mod since they also have the same units in there and their upgrade paths will be mixed in with mine. It'll be a messy overlap of tiles.

Upgrading will preserve entity health. This creates weird HP loss bugs when upgrading from big units to single model units. For example, a 25 health, 100 men unit when upgrading to a monster will result in a monster with 25 health. Just don't upgrade to single entity units in hostile lands.

To see all the factions done so far and pick the ones you want
Warbands Expanded Collection

8 Comments
BurNIng 26 Aug, 2023 @ 6:20am 
this is the best warband upgrade mod!
Triarii  [author] 19 Sep, 2022 @ 11:16am 
I kept upgrades cheap to take the skaven's low recruitment cost in consideration. Most upgrades follow CA's template but WoC tend to be elite heavy infantry so their upgrade cost pattern might not be sensible for skaven or zombies/skelemen.

Unit upgrades are (based on how CA approached chaos) divided into rank 4, 6 and 8 with +-1 for special cases. I figured skaven slaves sharing the same trash tier as gobbos, could use a low rank.

You're right on the plague monk vs stormvermin thing.

Well, list your proposals, I'll add em in.
Deviant 19 Sep, 2022 @ 12:57am 
1) Some Skaven upgrades are too cheap. (Even compared to the rather cheap vanilla Chaos Warrior upgrades.)
From slaves to clanrats / Night Runners (3 unit rank + 300 gold)
From clanrats to Plague Monks/Stormvermin (Sword & Shield) (5 rank + 300 gold)
I propose to increase the requirement in the unit rank.

2) Upgrading clanrats to Plague Monks and Stormvermin for some reason require the same unit rank and cost the same price, although these are units of different price segments. I suggest making the Stormvermin upgrade a bit more expensive than the Plague Monks upgrade.

3) For some reason, all upgrades cost 300 gold. I understand that this may be a temporary measure, but I still propose to introduce a different cost of improvement.
Triarii  [author] 18 Sep, 2022 @ 4:41am 
@Deviant

The shields not being an upgrade was a conscious choice for 3 reasons:

1 - Lack of UI space. You can see that the red tree is already saturated. The plague monk line would have to be squished down below and I like how everything neatly lines up.

2 - It was brought to my attention that shields aren't always an upgrade. In their example given, it had to do with recruiting shield-less Empire spearmen against the Vampire Counts. Why pay for extra upkeep against a faction that have no ranged units? In the empire's case however, it was a +8 MD so technically still a considerable upgrade but for skaven, it's only +4MD which is a 4% less chance to be hit in melee. Far less significant for the literally the same increase in upkeep, 81 vs 94 gold per turn.

3 - Thematically I do agree completely and I think it's a cool step up to take. I think I'll revisit this and see how it'll look if it was moved around and separated.
Triarii  [author] 18 Sep, 2022 @ 4:41am 
@Deviant

Theoretically AI can use this as this is a feature available to the faction and not just the player. I'll have to look into the AI tables to see if they're actually capable of using this.

I suspect that they don't because because AI is often programmed with shortcuts to just recruit higher tiered units as they become available. From the player's perspective, it makes no difference as long as the AI's armies are filled with stronger units as the turns go by.

I'm not sure I'd actually enjoy the AI using this mod. Since I play on VH/L often and the AI's army is full of higher ranked troops, the end game would be all bloodthirster/abomination spams. As money and ranks aren't barriers, they would just beeline to endgame units asap.
Deviant 18 Sep, 2022 @ 12:46am 
1) I think it's fair to separate clanrats with and without shields into different stages of the chain.
And upgrading from clanrats without shields to clanrats with shields is cheap to make.
2) Write in the description whether the AI can use this mod.
3) Thanks for the mod!
Crankdaddy 13 Sep, 2022 @ 1:34am 
Absolutely amazing work on these, keep it up!
sny 12 Sep, 2022 @ 1:36am 
You're an absolute legend!