Total War: WARHAMMER III

Total War: WARHAMMER III

Tomb Kings Tech-Tree (not supported)
27 Comments
Decky  [author] 25 Oct, 2023 @ 11:43pm 
I haven't played the game that far to answer your question. You would have to try it out.
Green Mohawk Derg 23 Oct, 2023 @ 1:06pm 
Feels like the techs for infantry caps should give like, +10 or so, and all those unit cap techs should probably take much longer to research

Everything else seems fine for the most part

Question, are the army cap techs adding up to the in-game limit of armies you can have, (around 21 I believe) or do they go over that limit?
Decky  [author] 19 May, 2023 @ 8:38am 
The Tomb Kings Tech-Tree (New Version) is out now.
Gibrun Thane 15 Apr, 2023 @ 1:04pm 
top :steamthumbsup:
Decky  [author] 15 Apr, 2023 @ 11:12am 
The mod has been updated. Sorry for the mistake.
Decky  [author] 15 Apr, 2023 @ 11:09am 
ok maybee my save mod was not with the rocced research points. I change that now.
Fish 15 Apr, 2023 @ 10:57am 
In my new khalida campaign tech only need 1 turn with 100% research rate.
It feel a bit unbalanced
FullAutoAttack 14 Apr, 2023 @ 10:34am 
@soulmindproductions

The short answer is no, it will not work with the compilation only but you can use both as Decky indicated.
Decky  [author] 14 Apr, 2023 @ 8:37am 
The mod goes with the Tech-Tree Compilation Mod. Because this tech tree is not yet included in the compilation mod. I want to recreate this tech tree before I add it to the mod. But both mods work independently of each other.
Decky  [author] 14 Apr, 2023 @ 8:34am 
Updated to patch 3.0
sigmars_disciple 1 Feb, 2023 @ 4:00pm 
Hey Decky, FullAutoAttack's mod lists this as a requirement, does this mean it will also work with your Tech-Tree compilation mod instead? Thanks <3
Gibrun Thane 24 Oct, 2022 @ 6:15am 
huhu, gibt es eine deutsch überwtzung? ich finde nix dazu und würde mich total freuen das auch in Deutsch zu geniessen. danke großartige arbeit.
FullAutoAttack 7 Oct, 2022 @ 6:22pm 
Decky's Tomb Kings Tech-Tree unit buffs include GLF Tomb King units SubMod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2872531810
FullAutoAttack 1 Oct, 2022 @ 2:45am 
Decky's Tomb Kings Tech-Tree units buffs include Radious Tomb King units SubMod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2869806377
Ejire 5 Sep, 2022 @ 6:06am 
@Circle
Because the mod Tomb King extend add some technology and tweak some of them so just like this mod decription says : "This mod only adds new technologies and is therefore fully compatible with all other mods that do not add technologies." So if there are no compatibility patch mod then it will not work together.
It is sad indeed as both mod are really good and made me love playing tomb kings.
Circle 2 Sep, 2022 @ 2:40pm 
Decky  [author] 2 Sep, 2022 @ 8:49am 
The mod has been updated. The tech-cost (research-time) have been increased.
Decky  [author] 2 Sep, 2022 @ 8:42am 
Thx dir your Feedback.Maybee I forgot to Change the techcost after testing the mod. I'll Change that today. Sorry for that.
Quisslich 31 Aug, 2022 @ 12:51pm 
for me at start it took 2 turns for every new tech. I guess, after the 35% boost for research it changed to 1 turn.
I also would prefer some more research time, e.g. 4 or 5 turns would be nice.
Marce92 31 Aug, 2022 @ 7:36am 
It seems that the first technology doesn´t give the 5% reduction cost of constructions.
It's just my opinion, but shouldn't the techs' research times last longer than a single turn?
Quisslich 31 Aug, 2022 @ 6:28am 
sieht interessant aus. Gruftkönige sind immer etwas zäh zu Beginn. Werds mal testen. Danke für die Arbeit :)
Sin 28 Aug, 2022 @ 10:01pm 
Nah its cool. Thanks for the good work!
Decky  [author] 28 Aug, 2022 @ 9:33pm 
First I need to update my mods...then I port my WH2 Mods to WH3 and after that I will create a tzeenth texh-tree. Sorry but its so much to do at the Moment.
Sin 27 Aug, 2022 @ 8:21am 
Thanks! Is tzeentch on your list? :p
Decky  [author] 25 Aug, 2022 @ 8:14am 
The mod has been updatet and the techolgoies work now. Some doctrines only work when researched, not retroactively.
I have updated the mod. One of the technologies you mentioned, the damage tech (Fight for Glory) worked for me without problems for all units.
The unit set that the effect works on is often used in the mod. Unit Set = Wh2_main_tomb_units all. The set is used for many effects in the mod.
Some Effecte like the main settlement generates more income. Works only if the research is researched. It does not work retroactively.
I am sorry.
But thanks again for your very good feedback.
Decky  [author] 25 Aug, 2022 @ 12:05am 
Thanks dir for your Feedback. I'll check that today.
Einherjar 24 Aug, 2022 @ 3:05pm 
Hello ! Great mod but :

- cost of construction, more wages : don't work

- Armor for all & more armor / fight for glory etc : Work but for lords only when they ride charriot or sphinx

- Unit cap & army cap : don't work

All the reste is working perfectly ;-) Thanks !