Total War: WARHAMMER

Total War: WARHAMMER

Ancient Undead - Vampire Technology
19 Comments
Nickamus  [author] 13 Aug, 2018 @ 6:43pm 
Not really a matter of reconsidering. It's on my list to do, it's just a bit far down that list.
RARE2000 9 Aug, 2018 @ 9:05pm 
Hope you reconsider, this was one of my favorite VC mods. And we desperately need some better VC stuff in TWW2. The only VC mod that changes the tech tree formats it to resemble the empire, then we have unit mods, vigor change mods, lord buffs, and mousillon stuff. Thats it, no tech tree stuff. FeelsBadMan
Nickamus  [author] 30 Jul, 2018 @ 10:38pm 
slright clarification - you can just use this on its own without SFO, but none of the SFO changes will be in place.. If you -want- SFO and its changes, you will need to get it as well as this.
< blank > 30 Jul, 2018 @ 11:26am 
Understood, hope you'll consider since Vampire Counts are kinda underrated along with Wood Elves in Mortal Empires
Nickamus  [author] 30 Jul, 2018 @ 10:54am 
you need this and SFO, not jsut this. I have no immediate plan to port the mods to TWH2.
< blank > 26 Jul, 2018 @ 9:00am 
Also; Will you be adding this collection to the sequel so i can enjoy this in Mortal Empires? Thing is; I really wanna settle my empire in Norsca winter worlds so i can leave Empire in peace.
< blank > 26 Jul, 2018 @ 8:18am 
So is this mod included in that SFO mod or do i have it activated right next to it in order for them both to work?
ArchMageRaven 26 Mar, 2018 @ 5:39pm 
Ok, nwm I was able to figure out how to make them work. But now...how do I add new effects? For example(bad one, but still). The effect to add armor for cairn wraiths does not exist in game. How would I go about adding it? Thanks
ArchMageRaven 26 Mar, 2018 @ 4:48pm 
Sorry...I meant @Nickamus_Ancient_Undead not faction_to_province_own :D
ArchMageRaven 26 Mar, 2018 @ 4:47pm 
Awesome mod! Been playing a bit with PFM trying to add some effects to improve the wraiths, but even if I add an effect in faction_to_province_own, it doesn't work. It appears in game as far as the technology tooltip is concerend but the effect itself does not. Could you provide some insight? Thanks
slapda11as 24 Oct, 2017 @ 2:49pm 
will this be going to MORTAL EMPIRES coming out soon??? its a great mod must have...
Nickamus  [author] 27 Aug, 2017 @ 12:48pm 
Hey Everyone,

I just posted my new mod, a Vampire Count faction overhaul that works with the great Steel Faith mod. They have been gracious enough to green light the mod, and it is out now for you to enjoy!

Check it out and let me know what you think!

Ultimate Undead - Vampire Count Faciton Overhaul for Steel Faith:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1119349824

Ancient Undead will work quite well with Ultimate Undead!
Nickamus  [author] 27 Aug, 2017 @ 12:44pm 
Thanks Bonzomad, I do plan to keep things rolling through WH2 & 3! The feedback is greatly appreciated!
Greyscale 22 Aug, 2017 @ 7:06pm 
Good work - hope this gets support in WH2; good loreworthy mods for VC like yours are very appreciated!
Nickamus  [author] 17 Aug, 2017 @ 6:04am 
Updated the mod, went into a lot more depth with the Bones tree and touched up some of the values in the Beasts tree, as well.

Most of my attention was focused on raising skeleton units to a mid tier State by the end of the tree, while also making zombies good for something (faster rage zombies that can get into position to tar pit enemies and not be wiped out instantly). Grave guard also received some more buffs but not too many. By the end of the tree skeletons should be able to best their Empire counterparts but still fall to their higher end infantry and cavalry. Grave guard should have more resilience and do a bit more damage. All the units effected in the bones tree will take longer to crumble due to the increased leadership.

In the beasts tree I toned down the armor and AP damage on Bats, and slightly raised some numbers for wolves.

There is now a screenshot of every edited technology so you can see the sum of the changes
Nickamus  [author] 16 Aug, 2017 @ 12:16pm 
Yep it Is! It should overwrite their changes to the tech tree. Any new effects they add on to each tech will be there in addition but I don't think they did that for any.
Albedo 16 Aug, 2017 @ 11:43am 
I didn't tried it, until the resurection of SFO I'm not playing :) Btw, is your mod compatible?
Nickamus  [author] 16 Aug, 2017 @ 10:58am 
@Albedo thanks for your feedback! Did you try the mod out? When you are talking about skeletons and zombies perhaps, but vampires, wights, and the rest are usually far beyond mortal strength. It's also difficult to convey the 'numerous' side of things when each army is capped at 20 units with a max reinforcing army limit.

Was there something you thought specifically unbalanced the game? I am open to discussing numbers, but the goal is to elevate the VC units (most spefically infantry) beyond their current stats to be competitive with the human factions. For example, I think my buffs to skeleton armor may be too front loaded - I will likely be moving 15 points of armor from the second research further down the tree, to become available mid game, possibly at the cost of increased upkeep cost to reflect their now-mid-tier state.
Albedo 16 Aug, 2017 @ 9:05am 
Interesting mod, I really like the idea of undead as weak but numerous armies.