Total War: WARHAMMER III

Total War: WARHAMMER III

58 ratings
High Elf Tech Rework
   
Award
Favorite
Favorited
Unfavorite
Tags: mod
File Size
Posted
Updated
776.601 KB
3 Sep, 2023 @ 2:54pm
24 Jul @ 10:07am
9 Change Notes ( view )

Subscribe to download
High Elf Tech Rework

In 1 collection by chris_sansom
High Elf Vanilla Sprinkles
4 items
Description
What This Mod Does

The aim of this mod is to rework the High Elf tech tree to:

- Improve the variety of affects that are applied. A lot of the current tech's feel like duplicates of each other but with the target unit changed - so this tries to add a bit more variety.

- Refresh the tech tree too, to leverage more of the effects, mechanics and factions added in WH3. E.g. effects modifying Allegiance Gain, Defensive Supplies and also using some of the newer abilities.

- Introduces 5 new abilities, named in keeping with the tech they have come from:
-- Spearwall for spear units, functions similarly to the Jade Warrior Defensive Stance ability
-- Swiftsense for Great Eagles, functions similarly to the Onyx Crowmen's Eyes of the Empress ability
-- Chariot Anthems for chariot units, functions similarly to Murderous Charge ability but with more of an emphasis on speed over mass
-- Obligations of Nobility for Dragon Princes, a buff to Dragon Princes which increases in intensity with the number of nearby allies units killed
-- Teachings of Hoeth for Loremasters, functions similarly to Vilitch's The Twisted Twin ability

- Extends some of the techs to apply to Mistwalkers and Forest spirit units. I've been relatively selective about which ones to include though.

--------------------------------------------------------------------------------------------------------------------------------------------------------------

What this Mod does NOT do:

- Add any new techs. All changes are to existing techs only.
- Add any new units. Only vanilla units are affected by the mod.
- Make any changes to units base stats or abilities. Changes are only effective when technologies have been researched.

--------------------------------------------------------------------------------------------------------------------------------------------------------------

Most of the changes are displayed in the screenshots above.

--------------------------------------------------------------------------------------------------------------------------------------------------------------

Any issues / questions / comments, please let me know below!

My other High Elf Mods:
30 Comments
chris_sansom  [author] 4 hours ago 
@Vincent no plans to do this for any other factions at present, I'm afraid - life gets in the way haha!
Vincent 17 hours ago 
Haven't used it yet to check if it breaks SFO, but regardless, absolutely beautiful work. Planning on doing this for every faction or just the select few? Cheers.
Laserdream 30 Jul @ 2:33am 
Spicy rites, huh. Well, uh, maybe Glorious Charge to the rite of Eldrazor? Resistance to fire/Weakess to greater of Vaul? Some sort of magic buff to the rite of Hoeth, WoM per turn got made completely redundant by tech tree mod? Maybe duration/aoe range buffs, or adjustments to on-cast trigger lore attributes. Factionwide mist for Yvresse? And so on. Lileath's and base Vaul are more or less good as is, since you populated Vaul with new items and Lileath's gives infinite wom that scale on number of casters in army.

That whole "lets add neat attributes at xp level 7" thing you did was pretty cool, and game has a bunch of rarely used modifiers and niche attributes that might be fun to play around with.

NGL I kind of though that barrier got removed because it became substantially easier to stack 80% resistances on phoenix guard.
chris_sansom  [author] 28 Jul @ 3:33pm 
Hi @Invicta

I'll tweak Strength of Avelorn tech effect to also give armour to Sisters of Avelorn.

My personal opinion on the visibility from Maritime Empire / Spy Networks is that if you research it, it's a massive economic buff to be able get a load more diplomacy agreements. I'll keep those as is, especially since Maritime Empire giving visibility is a vanilla effect. You can always prioritise other techs sooner until you're ready to deal with those factions who might declare war if you made contact.

Thanks for your feedback though :)
Invicta 28 Jul @ 11:23am 
I like many of the ideas in this but I am still not sure why Strength of Avelorn doesn't give armour to Sisters like it does for Handmaidens (maybe even the physical resist into Ward save would be nice)? And the other annoying thing is the vision gain from the Maritime Empire is more detrimental to you than helpful, not only does it increase turn times since you discover pretty much the whole map but many enemies that you'd rather not fight early in the campaign on multiple fronts now will declare war on you because you have made "contact" with them through that tech, it's the same with the other tech that gives vision over allies with whom you have agreements.
chris_sansom  [author] 27 Jul @ 10:17am 
@Laserdream Intended change :) in my play testing, I felt it made them too good at being a front line troop and taking missile fire, when I think the game design is that they should be like a back line "anti-monster" specialist.

I made quite a lot of broad changes with the update on 29th June - and felt that at point it was better to just redo all the screenshots for the mod. But you can see my comment down in this thread for when I made those changes.

One thing I might do in the future is made a mod which adds some spice to the 4 High Elf Rites, and make it so that Rite of Asuryan also gives barrier to Phoenix and Phoenix guard (a bit like Gor Roks rite which gives barrier to Saurus). That way Phoenix guard can have barrier sometimes but without you being able to build around them being a front line troop all the time. What do you think to that, and are there any other little things like that you'd like to see added to the Rites :) ?
Laserdream 27 Jul @ 6:42am 
You made Blessing of Asuryan give barrier to Phoenix Guard some time ago; this is no longer a thing. Intended change?

//Not seeing it in the changelog, therefore asking.
chris_sansom  [author] 26 Jul @ 12:30am 
Hey @Alkor thanks - that's a good tip for overriding the loc text!

In this case, I'd also wanted to completely remove those vanilla effects from the techs they appear on. If you look at my changes in `effects_tables` at the changes in my `cs_high_elf_tech_improvements_disable_some_vanilla_effects`, I've set the `Priority` of those vanilla effects to 0 (along with adding in a duplicate instead).

Setting the effect `Value` to 0 in `technology_effects_junction_tables` doesn't stop the tech showing up sadly. I think I got the idea for doing it that way from these Total War modding wiki [tw-modding.com] notes.

I was torn at the time between replacing the tech nodes or 'disabling' those effects. In hindsight, it would probably have been cleaner to replace the tech nodes.
Alkor 25 Jul @ 3:08pm 
Thanks for your work. And especially for keeping a proper changelog, which is rare. Helps me tremendously while I'm stealing your ideas for my personal modpack ;)

On that note, a technical question: why all the vanilla effect overrides? Am I missing their purpose? If it's just to overwrite the loc text, then you can override vanilla text simply through load order - i.e. if you prefix one of your loc filenames with a "!", that file will take precedence over vanilla and let you overwrite vanilla keys.
Min_njw2111 18 Jul @ 11:45pm 
Haven't played with it yet but looking through everything and comparing it to the new tech tress they have made its 100% balanced and i would say they could take a note or two.