Total War: WARHAMMER III

Total War: WARHAMMER III

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Dwarf Tech-Tree
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Tags: mod
File Size
Posted
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1.282 MB
18 Nov, 2022 @ 3:38am
19 Jun @ 2:03am
27 Change Notes ( view )

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Dwarf Tech-Tree

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


DESCRIPTION
I decided in the mod to append the technologies to the end of the orignal tech tree. Since the dwarf tech tree is so full, it would otherwise have become very confusing.
Therefore, the technoligies are "separate" from the original techs.

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

Infantry:
Upgrades for all melle unfantry units. Morale, charge, attack, defense and weapon damage.

Missile:
Upgrades for all missile infantry units. Range, ammo, relaod time, ranged damage.

Developemnts:
Includes improvements for the economy.

Heroes & Lords:
As the name says improvements for Heroes & Lords.
Just like my other tech trees.

Research & Vehicles:
Here are the 2 technologies to improve the research. And the technologies for the dwarf sky-units.

Artillery:
Include the following improvements for the Artilery: Range, ammo, relaod time, ranged damage.

Abilities:
The Ability Tech-Group includes 6 Technologies:

Anti Infantry for Dwarf with Handweapons; Anti Infantry for Hammerers; Improved anti large for Units with Greataxes.

Enable: Poison bolts for Rangers and Bugman's Rangers; Enables Shildbreaker Bullets for Thunderers

Enable: Fire-Bolts for Bolt Throwers; Explosive Poison-Bullets for Grudge Throwers and Penetrating-Balls for Cannons, with more damage and more penetrating againt large entities.

Add Shild Barrier: for Gyrobomber, Gyrocopter and Gyrocopter (Brimstone Gun)

Add Ability: "Forgefire" for Dwarf Infantry

Add Ability: "War Horn" for Infantry Hammerers and Ironbreakers


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 to increase research speed ("Education not Knowledge" and "Powerful Education") in the bottom right 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.
The hole Tech uses CA-Unit Sets, therefore, custom/mod units should benefit from the technologies.

Plans for the mod:
The tech descriptions are still missing, but DarknessWrath will submit them later.
In advance a thank you to DarknessWrath.

Update:
-Added 3 new abilities. Removed the Shildwall ability from the tech tree because CA added the ability itself to the tech tree. And 2 almost identical abilities make no sense. That's why new abilities were added.
-Removed the effect that swapped the cannon's projectiles so that the vanilla effect of switching ammunition works again.

Final word:
I wish you a lot of fun with the mod.

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

You can find more mods here:
https://steamhost.cn/steamcommunity_com/profiles/76561198043919449/myworkshopfiles/
70 Comments
OsamaBinDrinkin 11 Jul @ 8:32am 
I feel like you're missing an upgrade path for war machines? There's a single tech (Sky-barrier) for flying machines but that's it.

Could you maybe combine the missile infantry tech trees (since they're identical) into a single tree and then add a new tree for war machines that includes upgrades for the Dawi air force?
Decky  [author] 21 Jun @ 11:07am 
@ Erasmo: The mod works perfectly. You must have some kind of conflict. Please don't just write things that aren't true. Always try the mod on its own first. Thank you.
Erasmo 21 Jun @ 9:57am 
i downloaded but nothing happens
same old teh tree from last game update
R2k 3 Apr @ 8:47am 
Works fine for me. Great job btw! Thank for mod
BioVolck 26 Mar @ 5:36am 
pls up 6.1🙏
Decky  [author] 24 Dec, 2024 @ 5:20am 
The mod has been updated.
Gerald 2 Nov, 2024 @ 3:59am 
pls update
Decky  [author] 29 Sep, 2024 @ 5:06am 
Update:
-Added 3 new abilities. Removed the Shildwall ability from the tech tree because CA added the ability itself to the tech tree. And 2 almost identical abilities make no sense. That's why new abilities were added.
-Removed the effect that swapped the cannon's projectiles so that the vanilla effect of switching ammunition works again.
Guy Fawkes 24 Aug, 2024 @ 3:20am 
pls update
Brusix1984 24 Aug, 2024 @ 1:56am 
Is this fully compatible with SFO Grimhammer?