Total War: WARHAMMER III

Total War: WARHAMMER III

Necromancy
778 Comments
Kienen0101TT 21 hours ago 
Hello, any patch mods to use this with double unit size mods? the single entity links in this description no longer work thx
All is Dust  [author] 28 Jun @ 5:50am 
@Old Ways still works fine
Old Ways 27 Jun @ 12:04pm 
Hello does it work now ? or need wait for an update?
Valerian 21 Jun @ 6:39am 
@All is Dust
Sure :)
Here is the Submod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3505075409

i thought about it and implement an MCT option to adjust the recruitment cost instead of a hard coded version
All is Dust  [author] 21 Jun @ 5:33am 
@Valerian you can make a submod as long as it requires this main mod. As for balancing the costs i like my system and don't really have no preference on yours.
Valerian 21 Jun @ 5:09am 
At the moment i try to adjust the recruitment script and write a submod with a better system. What would you prefer, a complete free recruitment like the orginial and reduced costs on the lower levels or a bit more balanced, so you get around 100%+ costs on lower levels and maybe only -50% on high levels?
All is Dust  [author] 21 Jun @ 4:56am 
@david.vicr thanks for the confirmation added to the mod description

@haxo it does

@TheClowN thanks for the feedback they will get nerfed increasing their recruit cost, upkeep and reducing their resistance to missiles

@Malefic nope and i don't get that bug so not sure why it is happening to you

@Przemo96 not a bug since you can get access to late game units right at start it would either need to lock them behind techs or have a soft cap like the one this mod uses where you require a lot more money to recruit them while your lord is weak when he becomes stronger all units will become cheaper and cheaper.

@Koyellow not all necromancy units get buffed from red skills and tech but a significant number of them do. Do you have any specific examples of what you would want to see ?


@Sean tested it today and it works
david.vicr 16 Jun @ 2:36am 
This mod is working for in multiplayer, but not if you use it together with MCT .
ThePhoenixLP 15 Jun @ 12:10am 
@haxo it does work with Legions of Nagash out of the box, they work quite well together
haxo 14 May @ 7:26am 
any chance that this works with Legions of Nagash mod?
Warhammer 8 May @ 1:00pm 
Please optimize again for the skeleton skinks unit, the unit is too heavy so that the PC/laptop experiences a significant decrease in fps
TheClowN 7 May @ 2:22am 
the Hekatoncheires are BROKEN
i literally beat 3 enemy stacks with one Hekatoncheires stack army
i beat the campaign with this
i was getting destroyed before i spammed those units and just auto resolved everything
Augustus 4 May @ 1:52am 
Anyone can make a submod so you can just recruit them? :(
Malefic 18 Apr @ 12:35pm 
Is Manfred supposed to start with 20 of each skeleton available in his back pocket?
Spododo 12 Apr @ 5:40am 
@przemo it seems the cost scales with the commander level, unfortunately it is the local commander, not the faction leader so everytime you raise a new army, the cost goes through the roof again. On the other hand some units will become free at some point.
If anyone knows a way to change it (or maybe it's another submod?), I'd be interested as well - it's just too much as a follower of Nagas to get this kind of cash...
Przemo96 11 Apr @ 8:00am 
Dunno if it's a bug but the cost to recrute anything from here is insanely increased, I mean 4000+ gold for a single unit of skeleton goblins. Is it supposed to be such or do I have a bug of some sorts?
Koyellow 7 Apr @ 2:44pm 
Tomb Kings Tech tree and Red skills of lords doesn’t reflect new units support. It would be great to see different buffs on tech tree depending of which undead faction uses necromancy.
Mumm-Ra 2 Apr @ 7:47pm 
fire!
Darla 2 Apr @ 7:30am 
Small Contribution...
Genericguy3182 14 Mar @ 10:51pm 
is a submod for this being made to enable necromancy for the legions of nagash mod ?
Roque the Rogue 11 Mar @ 1:35pm 
Nevermind that previous comment as the modlist itself was broken, I can see the AI using Necromancy again, to a devasting effect might I add, I thought Cylostra Direfin was pretty bare bones, until she brought proper bones to the fight... you can do so pretty scary things with the Vampire Coast with some mods.
Roque the Rogue 10 Mar @ 7:50pm 
For some reason not all VC factions are getting the ability to raise Skeletons, Cylostra Direfin being one, is it just for me?
Dream Traveler 9 Mar @ 9:45am 
I know flesh is icky haha, but more zombie variety "someday" could be a fun idea. I'd personally think it'd be neat to see variations on the standard humanoid zombies. IE maybe: "Poisonous" Zombies, "Fast" Zombies, "Spitting" Zombies, "Armored Zombie Troopers", "Mutated" Zombies, Patchwork Men from the second edition Roleplay, etc. Left 4 Dead, Back 4 Blood, and a million other games would be perfect fodder for ideas lol.
Karl Franz 20 Feb @ 5:55pm 
Other race zombies would be a pretty cool addition oen day.
Sean 18 Feb @ 9:52pm 
Hey know what'd be cool? Other races zombies.
Yes I am asking for this because using all Ghorst's OP zombie buffs on orcs or skaven sounds awesome
Mikeru 11 Feb @ 1:16pm 
scrolling down the "bones and weapons" tab at the top of the screen crashes the game
Sean 2 Feb @ 7:01pm 
I don't think the fix worked, beat the iron dragon again and didn't get bones :(
Sean 2 Feb @ 5:53pm 
Oh do I need to defeat his whole faction?
All is Dust  [author] 2 Feb @ 2:55pm 
@Sean fixed thanks for the bug report

@rmn878 my mod doesn't toutch ANYTHING related with battle sites, the fact that you disabled the mod and it still doesn't work really shows that it isn't a issue with my mod.

@Old Ways yes this mod should work without mct it is in the Q&A up above

@Mantxi in some of the units i use the vanila description but they should all be in the locs those you asked about are in the loc files so idk. If you are managing to replace some but not all with your translation i have no idea what you could be doing differently.


@KarlFooknTanner skeleton voice mod updated
All is Dust  [author] 2 Feb @ 11:16am 
@Sean that might possibly be a bug, but have you actually kill him or just defeated him ?
Sean 1 Feb @ 10:57pm 
What do I have to kill to get Eastern Dragon corpses? I figured it'd be the dragon LLs, but I beat the Iron Dragon and didn't get a dragon corpse
rmn878 28 Jan @ 1:15pm 
Since I installed this mod battle sites dont provide any units but the most basic ones, no matter how large of battles had been fought in the region. Ive uninstalled this mod and the problem persists, anyone know what steps I could take to resolve it?
Old Ways 25 Jan @ 7:56am 
Does this work without Mod configuration tool or i need it? Coz playing with Mod configuration online is causing us trouble.
Mantxi 25 Jan @ 12:42am 
"I'm sorry to bother you, but I've encountered an issue while using a localization mod. I found that some unit names and background descriptions are missing (for example: Hekatoncheires, Skeleton Hell Pit Abomination). Initially, I thought this was due to the localization mod not being updated, which caused these errors. However, when I decided to take over the localization work, I discovered that some of the unit descriptions were not included in the text database within your mod. This might be the reason why, after applying the localization mod, some units lack text descriptions (while your original mod does have these texts). Could you please let me know what might be causing this issue when you have the time? Thank you very much.":steamhappy:
KarlFooknTanner 25 Dec, 2024 @ 4:33pm 
@All is Dust hello dear mod author. I love the quality your wonderful mods brings to the game. Enjoying this very much, but I have a few minor suggestions.

First of all, I am using your skeleton voice mod, but I still see gobo and skink skelies etc. cheering in their old living voices. Would it be too much to ask for an option to make most of these units completely silent (for those which would make sense)? It would add to the creepiness of the undead.
Also I would like to disable some units for every undead faction, and clicking on each and every one of them to disable a single unit is really time consuming. In the future, could there be an option in each section for each unit to just disable said unit for every single faction of undead? It would save a lot of time.

If you don't intend to do anything about this, I understand. It's just my personal preference and I might be in the minority here. Thank you very much for your talented work.
All is Dust  [author] 12 Dec, 2024 @ 3:45pm 
Updated
Thinking of restricting bones to be a army localized resource that you would need to trade between armies like meat will have to check that system out first though .
XII 27 Nov, 2024 @ 3:02am 
Hey, me again. Thank you for your work. This mod is awesome ;)
French submod by me : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3372730698
All is Dust  [author] 14 Nov, 2024 @ 3:27pm 
@Tig_Basty_Boi 21 the recruit cost depends on the level of the lord and the category of the unit, the higher the level of the lord you use to recruit the units, the lower the recruit cost of those units. This is a soft lock on what unit you can recruit since these units don't require any buildings.
Tig_Basty_Boi 13 Nov, 2024 @ 5:54pm 
what actually determines the price of the units you resurrect? They seem wildly different with some units having massive discounts from base price and some being far more expensive.
Gingusa 11 Nov, 2024 @ 8:51pm 
for some reason i can just give myself access to any units in the skeleton menu just by clicking one of them the first time the menu is opened, everytime its reopened, they start out not having a bone cost until i click one, and if i cancel adding it to the army by clicking the card to remove it i get a free bone, u can do this with the whole list to get all of them for free
89055908509 4 Nov, 2024 @ 9:42am 
Please update!
Scary 2 Nov, 2024 @ 6:04pm 
Not sure if it is due to my many other mods running at the same time with this one, but in my new playthrough as Vampire Coast, bones don't seem to get consumed properly when you raise a unit. I had a single Norseman bone and was allowed to raise 4 Skeleton Marauders at once, afterwards the bone was still there. Next round, I raised just one, and the bone got consumed. Maybe a new bug due to the new patch?
「ZA WARUDO」 1 Nov, 2024 @ 12:17pm 
Love this mod and that you keep updating it!
What are the chances of you doing something like this for defeated Legendary Lords (by destroying their faction) in the future?
Moloch 31 Oct, 2024 @ 4:13pm 
<3
Seper24 30 Oct, 2024 @ 11:55pm 
Thank you for the awesome mod, that does make sense
All is Dust  [author] 30 Oct, 2024 @ 4:14pm 
@Seper24 yes, the recruit cost depends on the level of the lord, the higher the level of the lord you use to recruit the units the lower the recruit cost of those units. This is a soft lock on what unit you can recruit since these units don't require any buildings.
Seper24 30 Oct, 2024 @ 2:33pm 
Is skaven supposed to cost 1000+? (that's the cheapest unit I see) if it is its fine just sucks that I have to wait til mid-late game to use these awesome units. (Yes I run more mods than this one, but I wanted to know the normalish cost for the units so I can look for the problem)
Vlad Draculea 22 Sep, 2024 @ 11:12am 
also straining at the leash vcoast tech upgrade
Vlad Draculea 22 Sep, 2024 @ 11:08am 
skeleton cold ones in necromancy mod should benefit from vampire coast office of fleet beastmaster and fleet warrant admiral, it fits cuz these two office seem to be benefits for monster types specifically
Gabe the Babe 13 Sep, 2024 @ 9:32pm 
@All is Dust, thanks