Total War: WARHAMMER III

Total War: WARHAMMER III

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Airy’s More Snakes for Tomb Kings
   
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208.772 KB
6 Oct, 2022 @ 4:47pm
3 Jul @ 1:36pm
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Airy’s More Snakes for Tomb Kings

Description
Airy’s More Snakes for Tomb Kings

Ever played Khalida and thought, “Its cool that I can ride a snake, and have knights ride snakes, but why do I feel like I don’t have enough snakes?” Then this mod is for you!
This mod adds two necroserpent units to the Tomb Kings’ roster. These units are built at the cavalry building and benefit from Necropolis Knight technology.

New Units:
Asaphian Dunewinders- Infantry snakes
A mass of slithering snake constructs that act as an anvil for your knights to hammer. Low damage, but good survivability. A good core to snake armies.

Asaphaconda- Monster Snake
A massive snake that serves as support and defensive counterpart to the sphinxes. While sporting very low damage compared to its monstrous counterparts, it can support your troops with its abilities:
Asaph’s Grace- While over 75% health, grants an aura of vigor restoration and missile resist in a moderate radius.
Unfalling Idol- While under 75% health, grants Unbreakable and Regeneration to units in a tiny radius next to the Asaphaconda.

Now you can build the snake army of your dreams!

Note: Due to how the models were made, there can be texture errors when zoomed out during battle. Not much I can do about that!

BALANCE PENDING!
14 Comments
Barrain 13 Apr @ 11:02am 
For those wondering, the issue with using this alongside TK:E is the internal name for the main TK factions' cavalry building series is changed in TK:E to agemo_cav_redesign_1, _2, _3, and _4. To make this directly compatible, it would need to have updated data in building_effects_junction_tables and building_units_allowed_tables.

Holy Fool Sehrael's submod still works just fine despite it being from 2023, as all it does is swap the names of the buildings which enable the snakes and feed the unit cap appropriately. As a minor drawback, any minor TK factions (which would use the vanilla name for their cavalry building) won't have access using that submod as the names were just swapped instead of having lines added.
Airy Lies  [author] 23 Jun, 2024 @ 1:13pm 
im not sure what this issue is with tk:e.i dont use it so i need more info
sigmars_disciple 17 Jun, 2024 @ 1:25am 
@Mortatch You as the guy with brains here: What is this suggestion to make it compat with TK:E?

I really do not get it....
sigmars_disciple 5 Jun, 2024 @ 10:36pm 
The best bit of info is delivered by @DOUGG, a cool 7 months into the discussion, added with all his wits and charm "atleast being able to have the units while haveing the 2 mods would be very much appreciable"....
sigmars_disciple 5 Jun, 2024 @ 10:33pm 
This guy here made a unit mod for Tomb Kings vanilla. It has snakes. (Cool mod, bro!!)
Some other dudes made the biggest, most complex TK mod with all kinds of stuff. It's also for TK vanilla, like 99% of all mods on the workshop....

How are they incompatible? Insta blue screen? Does the snakles mod implode on your HD as soon as TK:E is activated? @Mortach You're a nice and knowledgeable guy. Would you care to explain? or @Airy Lies, have YOU solved the riddle - I mean it's all your comment section has been vaguely talking about for SIXTEEN MONTHS straight? <3
DOUGG 25 Sep, 2023 @ 8:10am 
mod is still fire tho
DOUGG 25 Sep, 2023 @ 8:09am 
yeah , like a previous guy said , a tomb king expended compatibility or atleast being able to have the units while haveing the 2 mods would be very much appreciable
Sir Snaggle 13 Jun, 2023 @ 9:35am 
thanks a ton. I was looking for a "tank" construct for tomb kings. ill see how these work.
Ciaphas Cain 30 May, 2023 @ 11:40am 
aw man, can we get a compat mod for TK Extended?