Total War: WARHAMMER III

Total War: WARHAMMER III

Tomb Kings Unit Pack
25 Comments
lwhのsama 10 May @ 11:24pm 
相对数据比较平庸但也很实用性补充的原版兵拓展:steamthumbsup::steamthumbsup:
Lee Perry 25 Jan @ 6:17pm 
6.0 needs update please
SteelBlood  [author] 27 Aug, 2024 @ 7:19am 
Thanks for letting me know. I'll have to figure out their exact tier at some point, for now I just gave them the same tier as what I believe to be a roughly equivalent unit (empire crossbowmen) as the new unit tier systems seems to have tiers within the tiers.

For example, one unit might be called tier1_step2 (or something close to that) and another unit's ranking might be tier1_step5 in the new tier system.
Vindred 27 Aug, 2024 @ 6:21am 
Thanks very much for making this mod. I really like it.

Just wanted to mention I noticed the Nehekharan Archers are currently set as a T1 unit. Seems like they should be T2?

This seems to somehow work perfectly in combination with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3160900040
SteelBlood  [author] 22 Aug, 2024 @ 6:43am 
Updated. King Carrion will probably be a long time still, it is not very high on my list, but it is on the list.
_FredoWasAPimp 7 Aug, 2024 @ 11:23pm 
thanks, no king carrion yet?
SteelBlood  [author] 2 May, 2024 @ 3:36pm 
If game starts without crashing, should be good.
Lord Gecko 2 May, 2024 @ 10:41am 
is an update necessary or how does it work for 5.0?
SteelBlood  [author] 17 Oct, 2023 @ 11:12am 
Red line issue should be fixed now.
SteelBlood  [author] 17 Oct, 2023 @ 9:14am 
To be honest though, currently I am just maintaining my mods. I usually make mods for my own playthroughs, both for motivation and because then I can publish them after fully testing them through a whole campaign. But as the game stands currently, I just haven't been playing. The past 2 DLC have been out of my price range and some of the game issues (especially siege combat) have just become really frustrating to deal with. So it may be awhile before I make any serious changes to my mods, until some issues are fixed or something I can justify buying is released. I hope it's soon because there is a lot more I'd like to create!
SteelBlood  [author] 17 Oct, 2023 @ 9:14am 
Thank you for the kind words :) This was ported from WH2, so that may be the cause of the first issues you mentioned. The Striders recruitment was intentionally kept with their Stalker counterparts. The strider should only reflect the scorpion in terms of stats. I'd need to do some testing for the archers to see how they perform in WH3, so that change may not come soon but I will add it to the list. And move the Carrion up on the list.
Pseudok 17 Oct, 2023 @ 7:19am 
Oh, and King Carrion sounds interesting with a cool name to boot. I hope you find time to finish it some day - it's rare to find a mod that includes multiple units that all fit my vision how I wish to extend a particular faction. Often I have to dismiss a mod because in the dozens of units there are only one or two that I like. But these in your mod? Perfect.
Pseudok 17 Oct, 2023 @ 7:18am 
Strider is missing from first batch of red line skills. Not sure if that is intentional. It is also recruited from cavalry building - I thought it was supposed to be the tomb scorpion building? At least in my opinion it would be better if recruited with Tomb Scorpions, to get more use out of that lone t3 building.

Otherwise great units and a nice mod. Archers might be a tad too good, considering that ranged is a weak point for Tomb Kings. I'd remove at least most if not all of their inherent bonus to reload speed. I love the fact that they got lower model count than t1 archers, meaning t1 archers at least got a bigger volume of fire going on for them. I dislike unit tier upgrades that are exactly the same as previous, but better in every way.
SteelBlood  [author] 5 Sep, 2023 @ 1:36pm 
Stats updated. This mod was ported from WH2 so it was still using old values from then. The charge defense and such was because I accidentally gave it attributes from the halberd version. Everything mentioned should be up to date now. Enjoy!
Comrade Petrov 4 Sep, 2023 @ 7:24am 
Thank you for this mod and for the work you have put into it

It fills a few holes in the roster.

The tomb guard (great weapons) has a few stat oddites.

I has 5 lower leadership and armor then the unmodded 2.

Also they have charge defence vs large and charge reflection, which doesn't fit great weapon units and really should be reserved for halbead and spear units, which are made for anti-large.
SteelBlood  [author] 3 Sep, 2023 @ 1:45pm 
Thanks for letting me know, an update did change it at one point. Fix should be uploaded later today.
Lion 2 Sep, 2023 @ 4:59pm 
Not sure if an update broke anything but for some reason the nehakara archers are not undead and so they are routing off the field instead of crumbling.
Ciaphas Cain 15 Jun, 2023 @ 4:00pm 
Ta mate!
SteelBlood  [author] 14 Jun, 2023 @ 8:07pm 
Not to my knowledge.
Ciaphas Cain 14 Jun, 2023 @ 1:44am 
Does this require an update at all Blood?
SteelBlood  [author] 8 Oct, 2022 @ 6:23pm 
Updated with tooltip and unit cap fixes for Strider.
SteelBlood  [author] 7 Oct, 2022 @ 6:47pm 
The strider is an anti large mirror to the scorpion. Earlier access and less limited by unit caps than the max tier units. Plus it's nice for people who like themed armies or Khalida.

Thanks I'll look into the issue.
PassiveRegresive 7 Oct, 2022 @ 6:31pm 
I like the variants but idk about the strider. It just seems redundant when the necrosphinx and bone giant exist.

Minor bug but the recruitment buildings say place holder where the unit caps for your units should be. The building does show that the added units can be recruited.
zett 7 Oct, 2022 @ 6:05am 
Lets gooo !!
Queen Aoife 6 Oct, 2022 @ 7:01pm 
alllll the snakes! i wish khalida had that nice strider or the avatar of asaph mod was ported!