Total War: WARHAMMER III

Total War: WARHAMMER III

316 ratings
Deeps for Chaos Dwarfs
3
2
3
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
1.886 MB
16 Nov, 2024 @ 10:42am
28 Mar @ 3:13pm
9 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Deeps for Chaos Dwarfs

Description
This mod gives a deeps mechanic to the chaos dwarfs.

This mod gives the Chaos Dwarfs race hidden settlements, teleportation, and a invasion mechanic. Restore the Underway to its former glory, but be careful to not dig too deep and awaken old evils.

How the Mod Works

How to get it
The Sorcerer-Prophets (hero wizards) now have a new button when you are in your own settlement and you have the required resources, 5000 gold and 500 raw materials, you can click it and it will create a hidden settlement.

Buildings
The settlement comes with the first building of the underways chain build it acts as your settlement all other buildings require it.
There is a chain of defensive buildings that gives armies and garrisons additional units has army abilities. (I recommend a permanent summon type mod).
There are different god temples that all give powerful buffs at tier 3.
However to reach tier 3 you need the underways settlement to be at tier 3 which triggers the possibility of invasion.

Teleportation
In certain provinces if you reach tier 5 with he underways then you will unlock teleportation from and out of that province.
There are also some technologies that reduce how long it takes for you to be able to teleport around.

Invasions
Enemy encampments will be built in your underway unless you have each slot occupied. These encampments cause various negative effects, and dismantling them triggers an invasion battle (these battles don’t count against the pre-seeded invasion count).
The invasions have a 25% chance to spawn and after the marker is spawn they have a 5 turn timer until another invasion can take place.
The invasion marker spawns with a timer of 2 to 5 turns until it appears, unless you build the Hobgoblins building and in that region the timer goes up to 10 turns.
The number of invasions is random for each settlement between 1 to 6 and when you defeat the last one that region gets a buff of 2% influence gain.
Triggering the invasion early only makes it appear early and doesn't reduce it's numbers. (Image 5)
All invasions are 20 stacks except dragons. (Image 6)
The invasions are very strong your garrison will be defeated (unless you have a garrison mod) so have a army there (or two) or they will occupy your settlement this includes major settlements.


Compatibility Questions and Buggs

Compatibility issues with mods that add more slots to settlements.

Other than that it be compatible with everything, should work with any overhaul but the units won’t be the same.

Questions, Bugs and Incompatibilities with other mods in the comments.

Known bugs:
nothing


Translations
Chinese


FAQs

Does the AI use it ?
Yes

Invasions and connecting the teleport to the deeps but for Dwarfs ?
Here

Thank you Partypus for the cool new artwork and the screenshots that show it
Thank you to grackul for doing the script to have the hero create the underway
Thank you Dirigible for fixing the text/localization.
Thank you Da Modding Den for helping me with modding in general.
In specific thank you Groove Wizard, Zarathustra_the_Godless, alekve and Anndgrim for helpping me convert this mod for wh3
Thank you to freakpear, CraigCA, Ulrik H.D, Acephelos, Rhox for helping me script the invasion stuff.
Thank you to thesniperdevil to use his script from his gate invasion mod of wh2.
Thank you Rhox for scripting help.
87 Comments
Voodooozo37 9 Jul @ 11:27am 
Hey, I really like this mod and it has been working for me pretty decently, have you thought about giving Chorfs option to instantly complete some buildings in the deep by sacrificing labourers? Just like they can with normal buildings? That would really speed up building railways around the world.
Regara 27 Jun @ 11:49am 
Yeah, a possible workaround for this, for anyone that needs it, is to find the conflicting mod with RPFM and deleting the conflicting ui for it. worked for me
All is Dust  [author] 23 Jun @ 9:00am 
Yes in the description it says

"Compatibility issues with mods that add more slots to settlements."
Regara 22 Jun @ 2:31pm 
Doesn't show up for me either once built. I noticed someone mentioned Building Slots Extended so maybe an incompatibility there.
Krom1212 5 Jun @ 1:28pm 
Would it be possible to tie the buildings from the deeps more into the chaos dwarf economy, by adding buildings that require workload to produce raw materials, or factories turning raw materials into armaments?

Otherwise cool mod
Shyhalu 30 May @ 8:34pm 
Doesn't show up, needs to be fixed.
Scarecrow 20 May @ 1:19pm 
There's definitely an incompatibility with something - the underway building doesn't appear in my building browser at all.
Tridon 16 May @ 11:12am 
Does the teleport mechanic work with the Old World mod?
ThiagoTrentin 4 May @ 1:50pm 
weirdly enough I can see the building slots in my capital's deep.
SkyAce 28 Apr @ 3:12am 
Any helps? my game crashes whenever I battle named dragons.