Total War: WARHAMMER III

Total War: WARHAMMER III

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Masterworks of Vaul's Anvil - Unit Upgrades for High Elves
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File Size
Posted
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1.329 MB
3 Oct, 2022 @ 9:34am
26 Mar @ 8:25am
25 Change Notes ( view )

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Masterworks of Vaul's Anvil - Unit Upgrades for High Elves

In 1 collection by Dirty Dan
Dirty Dan's Mod Collection
15 items
Description
Working with 6.2

Adds a Unit upgrade system similar to the Greenskin scrap upgrades to the High Elf factions. They cost a new resource called Splendour which is gained by having exceptional leaders under your command, constructing court buildings and holding special important landmarks.

Splendour is capped at 25 at the start of the game and the cap gets increased by settlement buildings. Special Settlements like Lothern, Gaean Vale and Tor Yvresse increase the cap more than normal major settlements do. Increasing the cap is needed to gain access to the more expensive upgrades.

The upgrades are non-exclusive and are mostly related to being masterwork equipment for the respective unit.


Mods for other factions
Empire

Bretonnia

Dwarfs

Wood Elves

Vampire Counts and Vampire Coast

Beastmen

Norsca

Lizardmen

Kislev

Grand Cathay


Submods
Submod Compilation (by Apex)

GLF Units (by FullAutoAttack)

Radious (by FullAutoAttack)

SFO Grimhammer (by FullAutoAttack)

SFO (by Barney)

T4 Minor Settlements (by Bischop)

T4 and T5 Minor Settlements (by Bischop)

Mixu's Legendary Lords (by Lycia Pintella)

Alshua's Ellyrion (by FullAutoAttack)

Splendour gain for Alshua's Ellyrion (by Lycia Pintella)

The Ten Kingdoms (by Lycia Pintella)

Splendour gain for Cataph's High Elf Sea Patrol (by Lycia Pintella)

Splendour gain for the Princess and the Loremaster (by Lycia Pintella)

Splendour gain for Seralin Autumnwind (by Lycia Pintella)

Submod for Cataph's High Elf Sea Patrol (by The Mountain King)


Translations
Polish (by wojtekb)

Simplified Chinese (by 玛奇玛)


Special thanks to Rhox for providing the modding community with a script based solution for the 6.0 Scrap UI issue
240 Comments
Dirty Dan  [author] 8 Jul @ 1:24pm 
@Krankhar unfortunate. I guess the game won't register it as a research unlock then. I don't think there is an easy way to work around this so consider this mod soft incompatible with it
Krankhar 6 Jul @ 1:04pm 
@Dirty Dan Yeah, no unlock on Turn 2 either ^^'
Dirty Dan  [author] 2 Jul @ 2:14am 
@Krankhar does the problem persist when you advance a turn? the script will only check for changes at the start of each turn
Krankhar 1 Jul @ 12:05pm 
Don't know if it's fixable, but I play with an all research mode, and the upgrades don't detect that the research ahve been researched T1 ^^
Dirty Dan  [author] 21 Jun @ 1:14am 
@dkd1515d yes, it will be the next one. But I won't make any promises on when I find the time or motivation to finish it.
Dawn&Twlight 20 Jun @ 3:39pm 
These mods are cool, are you planning on doing the dark elves as well?
Dirty Dan  [author] 17 Jun @ 8:12am 
@kakashisenseir what about the mod stopped working?
kakashisenseir 17 Jun @ 6:47am 
update please
Dirty Dan  [author] 8 May @ 9:04am 
@Burnin neither of those are part of this or related to this mod
Burnin 7 May @ 5:22am 
Hello. Can you make a mod that adds the Schemes and Monstrous Arcanum mechanics to other factions? I only need quest battles from these mechanics.