Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Elves Technology Expanded
61 Comments
Alastar Sturmheim 26 Mar @ 6:36am 
Needs update. Crashes on startup.
BlackLegion 21 Feb @ 7:06am 
Need new update
Robineus 12 Nov, 2024 @ 11:07pm 
Issue with SFO compatibility because it overrides one or two of their added tech slots which add witch brews which is needed for bonuses from certain buildings.
Sikhi Jedi 9 Sep, 2024 @ 9:14am 
update
Deymur 24 Jul, 2024 @ 8:47am 
Hello, Sir!
Need update, please.
Dioltas  [author] 18 Jul, 2024 @ 3:59pm 
Updated to 5.1.1
Vato 14 Jul, 2024 @ 4:05pm 
Update to 5.1 please good sir!
Vato 3 Jul, 2024 @ 6:15am 
does this work for 5.1 update? im new to modding btw
mikeybaka 23 Jun, 2024 @ 4:03am 
Need punctuation for da boyz in the descriptions
King Glenmore 25 May, 2024 @ 9:22am 
Does it work with Dark Elves Rework?
bnw82002 6 May, 2024 @ 6:37am 
thanks for the update!
Dioltas  [author] 5 May, 2024 @ 6:24pm 
Updated for 5.0
Hugo Stiglitz 5 Apr, 2024 @ 12:04am 
awesome mod thanks for your work, the dark elves need all the love they can get
Lemon 31 Mar, 2024 @ 7:25am 
thank you
bnw82002 31 Mar, 2024 @ 6:24am 
Thanks for the update!
Dioltas  [author] 31 Mar, 2024 @ 5:38am 
Updated for 4.2.2.
Lemon 5 Mar, 2024 @ 9:23am 
could you update this to 4.2.1
ZacharyBuilder 3 Oct, 2023 @ 8:56pm 
Thanks
Dioltas  [author] 3 Oct, 2023 @ 3:39am 
Updated for 4.0
ZacharyBuilder 17 Sep, 2023 @ 4:03pm 
4.0?
Barak Yisrael 27 Jul, 2023 @ 1:24pm 
That'd be dope if ai does use it. Wonder how to find out
Dioltas  [author] 21 Jul, 2023 @ 3:21am 
I don't think AI uses it, they probably stick to the vanilla options. But not 100% sure.
Majeed 18 Jul, 2023 @ 4:44am 
does this work for AI?
Barak Yisrael 3 Jul, 2023 @ 6:17pm 
is there an sfo version of this?
Dioltas  [author] 28 May, 2023 @ 5:47am 
Updated for 3.1
Dozer 16 Apr, 2023 @ 2:53am 
thank you again for the update! (feel like a broken record at this point XD
Dioltas  [author] 15 Apr, 2023 @ 4:15am 
Updated for Version 3.0 :-)
Flamboyant Schemer61 4 Mar, 2023 @ 1:38pm 
ah no I doN't think it'll make ai op or anything. I mean as u said, ai is weak anyways. I was just making a mod myself that needs some techs to work for ai and wanted to ask if you know the ai is using newly added techs or not.
Dioltas  [author] 3 Mar, 2023 @ 7:36am 
Hi Flamboyant. I think the AI can use them but I'll be honest I don't really know how the AI makes those decisions and it's not an area I looked into much. I wouldn't be too concerned about it making AI overpowered or them making good decisions... CA usually makes sure they don't ;-).

If you're not playing as a DE Lord I'd probably suggest disabling it, but even if you are I guess other AI DE Lords would maybe benefit from it. I'd imagine they're more likely to stick to the vanilla route, but honestly I've never attempted to validate it.
Flamboyant Schemer61 2 Mar, 2023 @ 5:31pm 
hello @Dioltas! I love your mods but I have a simple question. Is ai also using newly addded techs? I was sure of myself that it does but then I started adding techs for something else myself and couldn't find any tables that dictates the "quality" of techs for ai to force ai make choices easier.
grz34998 27 Feb, 2023 @ 3:12pm 
Okay, thanks for the help
Dioltas  [author] 27 Feb, 2023 @ 12:51pm 
If you want an even easier suggestion though, you can actually view how any mod is made by downloading and opening it with RPFM. In RPFM just go to "Packfile" in top left corner, then "Open from Content" then select the mod you wish to look at it will show you the source code / changes. And you can easily modify it yourself or play around with it.

This mod will display as Dark_Elves_Technology.pack
Dioltas  [author] 27 Feb, 2023 @ 12:49pm 
In short, I've only added new stuff, and not changed any existing tech - which helps reduce any conflicts with other mods. But in terms of placing them on the UI it's just like a slot based system, and I fitted them in mostly within the design of the original DE tree. But you can also easily add entirely new columns and rows - it's more of a frontend or User-Interface thing with what position you assign them.

You can adjust that in the technology_nodes_links_tables and technology_nodes_tables.
grz34998 27 Feb, 2023 @ 10:28am 
@Dioltas, could you explain how you extend the vanilla tree, is there more to it than just adding or moving nodes?
Dioltas  [author] 20 Feb, 2023 @ 8:50am 
Updated for the latest version (2.4 patch).
Dioltas  [author] 31 Jan, 2023 @ 11:34am 
No idea @FlexEmperor, I've certainly not tested it or designed it to work with any overhaul system. It does only touch the research/tech tree though, so isn't high risk for incompatibility but if something else modified DE tech tree then it'll depend entirely on whether they just extended the vanilla (as I have done) or directly altered the original stuff too.
FlexEmperor 31 Jan, 2023 @ 5:18am 
Hi, it work with radious?
Dioltas  [author] 24 Nov, 2022 @ 7:44am 
It's been updated to latest patch, although I suspect it would work regardless, this just removes the annoying warning.
wanzzzz 23 Nov, 2022 @ 7:27am 
does it works in 2.3?
Dioltas  [author] 15 Nov, 2022 @ 8:34am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2862256729

Dark Elves Global Recruitment Mod (which should work with the technology)
Dioltas  [author] 15 Nov, 2022 @ 8:33am 
Hi Nocturnal there are some mods which allow Dark Elves to use Global Recruitment. I've used it with that, rather than putting it into my mod. But yeah I probably should update the listing and recommendation to benefit from that.
Nocturnal_lp 15 Nov, 2022 @ 7:56am 
Hey loving the mod so far! Adding the extra techs for long games is really enjoyable. Idk if anyone referenced this but one of your techs (conscription) give -1 to global recruit of all units. Being the dark elves, you don't have the ability to global recruit making this tech useless. Will there be any changes to this being local? or plans to remove that part out?
Tactical Drongo 13 Nov, 2022 @ 8:23am 
any way to look at the techs without installing this?
Dioltas  [author] 19 Oct, 2022 @ 5:23pm 
Hey Kami, I've updated for the latest patch, hopefully your annoying alerts are gone now :-)
Kami 19 Oct, 2022 @ 2:00pm 
Update would be nice, dont think any changes are needed but warnings are annoying especially when you have a lot of mods to track.
The Dark Ranger 30 Sep, 2022 @ 12:38pm 
Can you make a expansion on Rakkarth to make him and his faction better? With his chariot renown unit mentioning capturing slaves could you give his faction a slave capture buff and maybe movement speed? Rakkarth could use a bigger command aura to use his whip on the beasts, I tend to replace cavalry for monsters when I play him.
ArchAnge1LT 19 Sep, 2022 @ 3:13am 
Thank for the tip! Will check that out. I usually also prefer vanilla stuff, but as the game got bigger, i think CA cannot manage it properly. So i need to use mods cause with reason being, why would you have tech tree and never reach the techs you want before campaign is over. Appreciate your mod and your tips!
Dioltas  [author] 19 Sep, 2022 @ 3:04am 
Hey ArchAnge1LT yeah I can look at maybe reducing some that I added although I deliberately wanted to avoid editing any of the original/vanilla trees as this makes it more compatible with other mods.

You could also try something like this mod to give you faster research
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790255541

I think there are also some mods that let you set the initial starting research, which would effectively allow you to remove just 1-2 turns from every node.

Glad you're enjoying the mod, and I agree completely it's frustrating to barely touch a research tree by the time a campaign is effectively done.
ArchAnge1LT 19 Sep, 2022 @ 2:48am 
Btw really appreciate your mod, it is great!
ArchAnge1LT 19 Sep, 2022 @ 2:47am 
Is it possible to reduce every node research time by 1? It takes way too long to research anything.

By turn 100 greenskins have almost all tree researched, or empire pretty much having all they want depending on their army comps.

By comparison, Dark elves have reworked crossbows, some growth and some random stuff, it takes almost 250 turns to get all the good things. CA have overlooked many things and some tech trees of some races take too long, you finish campaign long before you get your end units buffed.