Total War: WARHAMMER III

Total War: WARHAMMER III

Skaven Tech-Tree
44 Comments
TridetusCZ 17 Jul @ 8:03am 
@ilililovvv damm... that sucks :( sorry
ilililovvv 5 Jul @ 12:25pm 
@TridetusCZ conflict with great harmony sentinel
TridetusCZ 1 Jul @ 2:22pm 
I don't know what happened but your mod got screwed. Suddenly, it relies on warpstone as new resource and its split on two sections, both unnamed. The vast selection of tech upgrades + outpost stuff is all gone!
WTF HAPPENED??
Is this what the June update brought??
OsamaBinDrinkin 8 Feb @ 4:11am 
Removing the requirement seemed to do the trick. Thanks!

As for barrier for characters mounted on Doomwheels/Flayers, this seems to work.

db/effect_bonus_value_ids_unit_sets_tables
battle_barrier_health decky_effect_barrier_health_mod_skv_doomwheel wh2_dlc12_skv_cha_doomwheel
battle_barrier_health decky_effect_barrier_health_mod_skv_doomflayers wh2_dlc12_skv_cha_doomflayer
Decky  [author] 31 Jan @ 10:09pm 
@OsamaBinDrinkin: unfortunately, the effect cannot be applied to a mount, but only to units.
Decky  [author] 31 Jan @ 10:08pm 
Unfortunately for me, CA always changes a lot in the game, like new factions that have different buildings. This is nice for the player, but for modders like me it's hard to keep all mods up to date and bug free. I will remove the tech requirements of the buildings. Since some questions do not have some buildings and all use the same tech tree, this is no longer feasible.
OsamaBinDrinkin 21 Jan @ 6:28am 
Also, there's a minor issue with techs like Shield Generator that require a tier 5 settlement building (Skaven Stronghold.) They don't include unique tier 5 settlement buildings like Skavenblight.

Thanks for maintaining these mods, by the way! I use your tech mods on all my campaigns. Makes the game a lot more fun!
OsamaBinDrinkin 20 Jan @ 4:43am 
Any chance you could include characters on doomwheel and doomflayer mounts to the Shield Generator tech?
Decky  [author] 24 Dec, 2024 @ 5:20am 
The mod has been updated.
Ascaris 13 Nov, 2024 @ 9:04pm 
Does anyone know if this works on latest update?
Gladwell 28 Aug, 2024 @ 10:57am 
Awesome,
I appreciate it! Keep up the amazing work, sir!
Decky  [author] 28 Aug, 2024 @ 8:40am 
Yes it is for the immortal empires created. At the offther playmody there is no tech-tree!
Gladwell 27 Aug, 2024 @ 1:08pm 
Hello Mr. Decky and workshop community,

Can somebody share if this mod is currently playable for immortal empires?
Decky  [author] 25 Aug, 2024 @ 8:13am 
Yes, the outpost units were a bad idea. I have over 30 tech trees and keeping all outpost units up to date is a permanent task. But I'm doing it for this mod because you asked so nicely.
Brusix1984 24 Aug, 2024 @ 7:50am 
Can you update this? The outpost training camp, for example, doesn't apply to any unit.
Decky  [author] 4 May, 2024 @ 6:20am 
updated
Magrichad 12 Nov, 2023 @ 4:11am 
Food Rescue perhaps still not bound for modded factions ? I can't seem to learn it. (stays locked and grey, not bound to a building)
The Mightiest Pocket Square 3 Oct, 2023 @ 7:23am 
Very nice, ty
Decky  [author] 3 Oct, 2023 @ 1:21am 
I will remove the dependency.
The Mightiest Pocket Square 2 Oct, 2023 @ 3:40pm 
@decky It might be because I'm playing a modded faction, but Food Rescue isn't available to tech. If it's because it's bound to something like the basic skaven barrack, any chance you could re-assign it to the warren structure like some of the others to make it more mod friendly?
Decky  [author] 28 Sep, 2023 @ 9:12am 
The AI will use the new techs too. (This concerns all my Technology-trees.)
zValdez 27 Sep, 2023 @ 5:47pm 
Does this mod only affect the player skaven faction? Or can the AI skaven factions use the tech tree as well?
mshweez 27 Sep, 2023 @ 12:40pm 
wait what do i need to build to unlock food rescue? playing as nurglitch from pestilent brotherhood..
NotAnarchy 25 Sep, 2023 @ 5:45am 
Thanks for your efforts man, and good luck with your job.
Decky  [author] 25 Sep, 2023 @ 3:44am 
@Sokar: Sorry I don't have the time to start more mod projects.
I have so much stress at work that it makes me sick, so I have to get away. I am more than busy with applications and job interviews.
When I have time I have to do some gaming and not programming.

That's also the reason why my mod updates take a little longer. But I try to keep the mods up to date for all of you.
Decky  [author] 25 Sep, 2023 @ 3:39am 
@NotAnarchy: you need the building Clanrats Stage 2.
Decky  [author] 25 Sep, 2023 @ 3:37am 
Updated.
NotAnarchy 30 Apr, 2023 @ 1:35am 
Dunno why but I cannot research "Food Rescue".
It' simply blocked, there's no requirements, nothing, just cant click it.
Decky  [author] 14 Apr, 2023 @ 7:54am 
Updated to patch 3.0
Sokar 9 Apr, 2023 @ 12:53pm 
@Decky I asked but to my understanding all you need to do is subscribe to it and you then got the mod right, if so then why would he need to release it?
Decky  [author] 9 Apr, 2023 @ 12:47pm 
I'm sorry about that... You can ask him if he will release the mod for other modders.
Sokar 9 Apr, 2023 @ 11:00am 
@Decky the author already answered about porting it to TWH3 and he said

"CrabMonarchy [author] Aug 31, 2022 @ 2:28am
Don't have TWW3, due to lack of time + energy to play. If I ever do get TWW3 I'll probably port this, but who knows when that will happen, if ever."

Unfortunately it doesn't look like that will happen
Decky  [author] 9 Apr, 2023 @ 9:19am 
@Sokar: Why don't you ask the creator of the mod? Because the changes for the modification of the tech tree from WH2 to WH3 do not mean much work.
Dozer 28 Mar, 2023 @ 2:48pm 
@Sokar , absolutely. That one and this here would go together like waffles and syrup
anybis 17 Feb, 2023 @ 8:04am 
Good afternoon.

Update to the new version of the game.

In a single game, the mod works.

And with a cooperative (joint) passage, it cannot connect.
Not compatible versions.
Sokar 2 Feb, 2023 @ 1:55pm 
I wish someone would import the "Skaven Tech Tree Forbidden Workshop Upgrades" mod from WH2 to WH3
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1986185340&searchtext=workshop+upgrades
Gleen Cross 19 Jan, 2023 @ 7:56pm 
Also, I hope you tried to be thematic, like using the number 13 a lot for these techs. It's a dumb detail, I know, but it's charming at the same time
Gleen Cross 13 Jan, 2023 @ 11:06am 
I know it's a lot of work, but it would be cool if these new techs had a proper description. Maybe you can try to work together with the people responsible for the "Legendary Lore" mod, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789857945&searchtext=lore for something written by fans, it's surprisingly good
Decky  [author] 23 Nov, 2022 @ 6:52am 
@wellan_heavy: The mod still works pls try this mod for its own an give me a feedback.
wellan_heavy 22 Nov, 2022 @ 9:00am 
It seems broken in the last update. At least it doesn't show in the tech tree. It worked in the previous one
andrea.edelman 31 Oct, 2022 @ 11:07am 
is this save compatible? guess I'll find out.
Ironslayer541 28 Oct, 2022 @ 10:45pm 
Very nice.
Signout 28 Oct, 2022 @ 9:50pm 
My guy does it again lets goooo
GoatScream 28 Oct, 2022 @ 7:38pm 
holy shit