Total War: WARHAMMER III

Total War: WARHAMMER III

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Skaven Tech-Tree
   
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Tags: mod
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958.844 KB
28 Oct, 2022 @ 12:32pm
19 Jun @ 2:27am
17 Change Notes ( view )

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Skaven Tech-Tree

Description
What does this mod do?
The mod adds over 50 new technologies and 3 new Unit-Abilities and some more... to the Skaven Tech-Tree.


DESCRIPTION
Completely technologies with new effects have been added to the vanilla tech-tree.
New technology groups were created (at the end of the tree). Outpsot Units, Resistance and Abilities. See Pictures.
As already mentioned new abilities and attributes were added.
Improvements have been added for economy and, of course, for units.


Abilities:
The Ability Tech-Group includes 6 Technologies:
Improved anti large for speer and helberd units.
Enable pioson attacks for clanrats.
Add Shild Barrier for Skaven vehicles.
Add Ability: "Cry of War" for Stormvermin and Plaguemonks
Add Ability: "Rage" for Wolfs and Ratogres
Add Ability: "Weapons Overload" for Weapon Teams

Resistance:
Contains resistances for all units. (Physical-, Missile-, Magic-, and Fatigue Resistance)
As upkeep and recruitment costs are reduced in the mod tech-tree, small negative effects must be accepted for the technologies. (See pictures)

Outpsot Units:
Improvements for Outpost Units.
Just like in my other tech trees (like the Empire Tech-Tree)

For a rough overview, please take a look at the images.

Does it take forever to explore the tree now?
NO, if you want you can research faster by quickly researching the technology that increase research speed ("Food Rescue " and ) in the middle of the tree.


Compatibility:
The vanilla technologies have not been changed. Thus, the mod is compatible with all mod that does not create new technologies. Mods that, for example, only change the vanilla effects or add more effects (and no technologies) will work.
The mod very rarely needs an update, because CA rarely changes anything in the technologies. (I'm not aware of any case so far.) Nevertheless, I will of course try to keep the mod always up to date.
But remember... technology mods almost never need an update.


Final word:
I know the tech groups don't match the look of the ca tree but I felt it would be helpful to pack the abilities, outpost and resist groups. Please tell me what you think about this.
I wish you a lot of fun with the mod.


You can find more mods here:
https://steamhost.cn/steamcommunity_com/profiles/76561198043919449/myworkshopfiles/

The compilation of all my tech tree mods is called "Tech-Tree Compilation".

For other Modder:
The mod uses a only one custom Unts set, because there were no vanilla sets available.
The unit-set fpr Skaven Characters is = skv_characters
44 Comments
TridetusCZ 17 Jul @ 8:03am 
@ilililovvv damm... that sucks :( sorry
ilililovvv 5 Jul @ 12:25pm 
@TridetusCZ conflict with great harmony sentinel
TridetusCZ 1 Jul @ 2:22pm 
I don't know what happened but your mod got screwed. Suddenly, it relies on warpstone as new resource and its split on two sections, both unnamed. The vast selection of tech upgrades + outpost stuff is all gone!
WTF HAPPENED??
Is this what the June update brought??
OsamaBinDrinkin 8 Feb @ 4:11am 
Removing the requirement seemed to do the trick. Thanks!

As for barrier for characters mounted on Doomwheels/Flayers, this seems to work.

db/effect_bonus_value_ids_unit_sets_tables
battle_barrier_health decky_effect_barrier_health_mod_skv_doomwheel wh2_dlc12_skv_cha_doomwheel
battle_barrier_health decky_effect_barrier_health_mod_skv_doomflayers wh2_dlc12_skv_cha_doomflayer
Decky  [author] 31 Jan @ 10:09pm 
@OsamaBinDrinkin: unfortunately, the effect cannot be applied to a mount, but only to units.
Decky  [author] 31 Jan @ 10:08pm 
Unfortunately for me, CA always changes a lot in the game, like new factions that have different buildings. This is nice for the player, but for modders like me it's hard to keep all mods up to date and bug free. I will remove the tech requirements of the buildings. Since some questions do not have some buildings and all use the same tech tree, this is no longer feasible.
OsamaBinDrinkin 21 Jan @ 6:28am 
Also, there's a minor issue with techs like Shield Generator that require a tier 5 settlement building (Skaven Stronghold.) They don't include unique tier 5 settlement buildings like Skavenblight.

Thanks for maintaining these mods, by the way! I use your tech mods on all my campaigns. Makes the game a lot more fun!
OsamaBinDrinkin 20 Jan @ 4:43am 
Any chance you could include characters on doomwheel and doomflayer mounts to the Shield Generator tech?
Decky  [author] 24 Dec, 2024 @ 5:20am 
The mod has been updated.
Ascaris 13 Nov, 2024 @ 9:04pm 
Does anyone know if this works on latest update?