Total War: WARHAMMER III

Total War: WARHAMMER III

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Vampire Subfactions
   
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File Size
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191.220 KB
30 Apr @ 3:45pm
6 Jul @ 1:11pm
5 Change Notes ( view )

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Vampire Subfactions

In 1 collection by Fizzle_Boom25
Fizzle Boom Sub-Factions
11 items
Description
Introduction
This mod splits off necromancers and ghouls into their own sub-factions.

How it Works
I edited what buildings each faction can build and what units each faction can recruit from each building. That allows me to make each faction have a unique set of units they can build. I also made some additional changes to the raise dead mechanic, edited garrisons, removed the bloodline recruitment mechanic for ghoul and necromancer sub-factions and added one bloodline lord to each vampire sub-faction's recruitment pool. I also added faction leader traits to all generic lords.

Sub-faction Summaries
Vampires
Units: Everything except for ghouls, crypt horrors, and corpse carts.

Each vampire sub-faction is assigned a bloodline lord that they can recruit normally. I also added the tier 3 bonuses from each bloodline as a faction leader trait.

Factions:
Von Carstein: Drakenhof Conclave, Sylvania, Waldenhof [TOW]
Blood Knights: Mousillon, The Court of Night
Lahmian: Lahmian Sisterhood, The Silver Host, Cult of Mordig [TOW], Boradin Coven [TOW],
Necrarch: Necrarch Brotherhood, The Everliving [TOW], Wamphyro Cabal [TOW]

Ghouls
Units: Zombies, Skeletons, Crypt Ghouls, Crypt Horrors, Corpse Carts, Direwolves, Carrion, Vargheists, Varghulfs, Terrorgheists, Mournguls

Ghoul sub-factions have hidden settlements (like Skaven). They are led by a Ghoul King who has the following faction leader effects:
Frenzy for Crypt Ghouls and Crypt Horrors
Ambush Success Chance: +15%
Vampiric Corruption: +5
Raise Dead Pool Capacity: +2 for Ghouls

Factions: Sires of Mourkain, Strygos Empire, Keepers of the Mountain [TOW], Rametep Dynasty [TOW]

Necromancers
Units: Zombies, Skeletons, Grave Guard, Black Knights, Corpse Carts, Mortis Engine, Crypt Ghouls, Direwolves, Fell Bats

Necromancers can not recruit any vampire units or characters, which are some of the strongest units in the roster. Instead, they focus on outlasting their enemies with perfect vigour and using their cheaper magic to do damage.

Tribes: Templehof, Jiangshi Rebels, Sigmars Brave [TOW], Ghosts of Glanborielle [TOW]

Additional Notes
-Terrorgheists are now recruited from exotic animals resource building
-Cairn wriaths are now recruited from the wraiths building instead of the binding circle
-Many units are available for all factions to recruit from landmarks
-Vampire unts (Vargheists, Varghulf, Crypt Horrors, Blood Knights) were removed from the raise dead pool and can only be recruited through buildings.
-Garrisons were modified so that ghoul factions have mostly ghouls in the garrison. Ghouls were replaced with grave guard and skeleton warriors for all other factions. (Note for compatibility: garrison ghouls look identical, but are not the same unit as regular ghouls and may not be affected by other mods)

Other Subfaction Mods
-Empire: Planned
-Dwarfs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461049488
-Greenskins: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446809693
-Vampires: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473512199
-Bretonnia: No plans
-Wood Elves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3290225744
-Beastmen: No plans
-Warriors of Chaos: No plans
-Norsca: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3439077222
-High Elves: Planned (Colonist factions)
-Dark Elves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3529886662
-Skaven: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454605611
-Lizardmen: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3489986082
-Tomb Kings: No plans
-Vampire Coast: Planned (Living Pirates faction)
-Kislev: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3464916787
-Cathay: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461049488
-Ogres: No plans
-Chaos Dwarfs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3508127542
-Demons of Chaos: Planned (Mortals vs Immortals)
36 Comments
Fizzle_Boom25  [author] 10 Jul @ 12:06pm 
I thought I fixed that, but I guess not. I'll look into it, but the bloodlines mechanic is hard to change.
GrumpyBadger 10 Jul @ 11:09am 
Court of Night, Necrarch Brotherhood and Mannfred
Fizzle_Boom25  [author] 10 Jul @ 8:14am 
Which faction? It should work for Vampire factions, but not ghouls or necromancers.
GrumpyBadger 10 Jul @ 7:17am 
Seems this mod disables acquiring Blood Kisses via killing faction leaders or assassination.
Fizzle_Boom25  [author] 7 Jul @ 10:31pm 
No problem and I appreciate the feedback. Right now each vampire faction has a bloodline lord they can recruit normally, but I do plan to do more with them eventually. Raise dead in particular is a mechanic I want to explore more, but its hard to figure out how it works.
✯Lunion✯ 7 Jul @ 9:43pm 
Hey there!

Just wanted to drop by and clarify something - I actually misunderstood what your mod was about initially, my bad! I was expecting it to dive deeper into undead faction customization, like having separate subfactions for necromancers, blood knights, lahmians, von carsteins, strigoi, classic vampires, and necromancers within the vampire factions themselves. That's where my initial comment came from.

Really hope the mod evolves in that direction eventually - that level of detail would be absolutely insane in the best way possible!

Keep up the great work though, what you've got so far is solid ))))

Cheers ^^
Fizzle_Boom25  [author] 7 Jul @ 9:15am 
Necromancers are one of the stronger ones, but off the top of my head, Steppe sub-factions for Norsca, Land for Kislev, Feral for Lizardmen, and Treemen for Wood Elves all play very different from their mainline factions. I especially like Treeman because they get big buffs on defensive battles, so you're trying to bait the AI into attacking you as much as possible.
GrumpyBadger 7 Jul @ 8:25am 
Oh! I see!

Unrelated, the Necromancer faction bonuses are properly beefy and I like, considering their limited rosters. II'm hoping the other limited-roster factions have stuff as good.
Fizzle_Boom25  [author] 7 Jul @ 8:05am 
I can't fix the leader without learning scripting first. For now, they should have the ghoul hidden settlements and the ghoul roster. Since they are led by a necromancer, they also get the faction leader bonuses from that instead of the ghoul faction leader bonus.
GrumpyBadger 7 Jul @ 7:58am 
I agree, but when I just tried it, the lord is a Necromancer and it's a Necromancer faction.