Total War: WARHAMMER III

Total War: WARHAMMER III

Chaos Dwarfs Tech-Tree
47 Comments
Goldberg 23 Jun @ 4:02pm 
Hello Decky. All my pleasure, trying to help as I can with my low skills :)

I see, very nice to know it does nothing in case text do not rely to something.
Also, I hope you did not see my message as a "You could do better, it looks easy come on". Not at all that way. I had no idea it was looking that hard and it is normal that, as a passion free time hobby, you cannot get the perfect DB knowledge of CA :)

Unefortunately, it would be such a pleasure to help that way, but my drawing skills are limited to Sticks Men :D

Lastly, thank you very much bout taking the time to answer and most of it, talking the time to explain me all this. It really help understanding the "hidden face" of your work. Work that is just huuuuuuuuge among all those tech mods!

Once again, thanks and cheers! :)
Decky  [author] 19 Jun @ 2:51am 
@Goldberg: Thank you for your feedback. The texts do nothing because they belong to no effect. So there are no conflicts.
Ability Icons are very small and its very difficulty to create a new one (for me). There are so many skills to need for modding. Knowledge of image processing knowledge of the complete CA database knowledge of the asseteditor and much more. Unfortunately I am not an expert in image editing. And therefore I only change a few colours of the pictures from existing skills.

If someone can create great icons in max 48x48 pixel, please let me know. It should be noted that these must be round.
Maybee you Goldberg?
Goldberg 16 Jun @ 9:30am 
Also, it seems you forgot some "Norscan units", I noticed those while I was translating the mod, on those in "decky_chd_tech_effects_.loc" :

effects_description_decky_effect_nor_anti_infantry_Champions
effects_description_decky_effect_nor_anti_infantry_manticore_chariots
effects_description_decky_effect_barrier_health_mod_warhounds
effects_description_decky_effect_barrier_health_mod_skin_wolves
effects_description_decky_effect_barrier_health_mod_chd_monster
Goldberg 16 Jun @ 2:27am 
Hey Decky! I noticed that the tech for Chaos Dwarves "Projectiles like meteors" got the icon of "Missile strength" for stats giving range. Small mistake, but in case it does matter, wanted to share it with you :)

Cheers, and thans for everything you've done!
Decky  [author] 11 Jun @ 8:00am 
@Lone: 35,000 people use the mod (the mod is also included in the mod compilation). If many of them have the same problem, then it is a mod problem. If only one or a few people have problems, then it is due to the combination of different mods and most likely not my mod.
Lone 10 Jun @ 11:15am 
can you investigate crashing? i got the dark power upgrade for the laborers/hobgoblins, and it seems im crashing in manual battles.
Enemyz 9 Jan @ 1:10pm 
Hey man thanks for the mod but you have alot of spelling errors. There also maybe a bug or wrong names for the stuff that buffs hell cannons is called outrider?
pce15 5 Jan @ 6:28am 
thanks bro.
Decky  [author] 24 Dec, 2024 @ 5:17am 
The mod has been updated.
DireTech 20 Dec, 2024 @ 2:33pm 
This one loads fine despite the compilation failing.
Bac à 20 Dec, 2024 @ 9:56am 
@Lord Tzeentch Maybe the compilation no longer works because they updated the greenskin tree ?
Lord Tzeentch 18 Dec, 2024 @ 6:44am 
First of all thanks a lot for your mods, I have been using the Compilation for a while now, but it doesn't work anymore since the update 6.0, anyone knows if this one works? just planning to start a new campaign with Chaos dwarfs
Avvaro 17 Oct, 2024 @ 3:45am 
Has it been updated for industry right-side tree to appear?
The Fox 2 Oct, 2024 @ 3:43am 
Nope, Im using the one everyone use. Wasnt even aware we could use another one. I work with the one that open when you launch the game. Tried to unsubscribe and re subscribe several times, relaunch steam, the game, nothing work
Decky  [author] 1 Oct, 2024 @ 9:57pm 
The mod appears in my CA Mod Manager. Are you using a different manager?
The Fox 29 Sep, 2024 @ 6:16am 
Somehow, mod doesnt appear on the mod manager once downloaded. Just to let you know
Jester Orion 8 Jul, 2024 @ 2:03pm 
Most of this still works, but as mentioned on the Compilation, part of the industry's right-side tree is missing. This is with just running the mod on its own.
al081a 26 Jun, 2024 @ 9:38am 
can you update this mod please?
Max Power 16 Dec, 2023 @ 4:26pm 
Thank you Decky! These are great mods.
Decky  [author] 23 Nov, 2023 @ 5:13am 
CA has changed the name of the effect "wh3_main_effect_winds_of_magic_pooled_resource_change_positive_mod" to "wh3_main_effect_winds_of_magic_pool_cap". This is why the mod was crashing.
I have corrected the effect and will now do the same for the other tech-tree mods.
A lot of work that is actually totally unnecessary... thanks CA.
The mod has been updated and is working again.
giegoar 22 Nov, 2023 @ 4:40am 
Needs another update for 4.1
Decky  [author] 23 Sep, 2023 @ 5:13am 
The mod has been updated.
Godzilla2021 19 Aug, 2023 @ 8:20pm 
I don't know if another mod is conflicting with this but when I use this, some of the vanilla industry techs disappear
Decky  [author] 14 May, 2023 @ 10:31am 
ok nice to hear that. So have fun with your game :-)
HardWorkingLoner 14 May, 2023 @ 1:15am 
thats not the problem, the units displayed under the individual techs are all correct and all the technologies apply only where they should exept dig in, which now applies to ALL units,
it dosnt seem to be problem of this mod tho, but i wont be trying to find the conflict since i have over 230 mods, and since this dig in ability dosnt hurt anyone :)
Decky  [author] 14 May, 2023 @ 12:32am 
Abilities are applied to Unit Sets. A Unit Set is a group of Units. I always try to use the original sets and not create my own. So that modded units, also get the Abilitites and effect like +3 Attack etc.. As described, 2 units (+1 ror unit) get the "Dig In!" Ability. Of course, if you use other mods, especially unit mods, then please contact those modders. If they assign their unit or agent to the wrong unit set, then there is nothing I can do. Assigning the correct unit set is essential for modded units.
HardWorkingLoner 13 May, 2023 @ 5:56pm 
on the tech card it shows all chaos dwarf missile infantry (including modded units)
i dont have any other mod that would change tech tree outside of research overflow

when i go vanilla + Tech-Tree compilation then its OK
but with 230 mods it still happends

i mean its not a problem i guess but still .. there seems to be some conflict somewhere, but idk where
Decky  [author] 13 May, 2023 @ 10:59am 
The effect "Dig In" only works on 3 units (chaos_dwarf_blunderbusses, chaos_dwarf_blunderbusses_ror and infernal_guard_fireglaives). Do you have any other mods active? Does anyone else have this problem?
Decky  [author] 13 May, 2023 @ 10:48am 
@TrapperCZE: Thank you for information. I'll check that.
HardWorkingLoner 12 May, 2023 @ 6:48pm 
BUG: literaly every unit has DIG IN including heros, LL, bullcentaurs labourers etc..
Decky  [author] 12 May, 2023 @ 3:26am 
Updated: An incorrect tech-key caused an error when loading the mod with the Wood Elves Tech-Tree. The error has been fixed. The mod has been added to the compilation.
Decky  [author] 12 May, 2023 @ 3:23am 
Yes, the mod is svegame compatible.
Price 12 May, 2023 @ 2:51am 
will it work midcampaign if the original techs are untouched?
Decky  [author] 10 May, 2023 @ 12:42pm 
@TrapperCZE: I noticed it today too. That could be due to the updfate, because it wasn't like that before.
There are 2 technologies missing from the Wood evles that are displayed on the Chaos dwarfes when you use the compilation with this mod. This is actually not possible because the technologies belong to different factions. CA has screwed up something here. I will report it to CA.
HardWorkingLoner 10 May, 2023 @ 8:55am 
BUG: im not sure if its conflict with something somewhere but

INDUSTRY
the last colum on the right (Research, Dark Knowledge, Explored World) are missing, instaed on top there is Allied Vision (research +25%) and now i have FOURTH section (Military, Sorcery, Industry, ECONOMY) ECONOMY that has in the same faar place the most right 2 nodes Seeking Knowledge, Deepwoods Prayers that both give research rate

its not research overflow mod
NorscanWarlord 9 May, 2023 @ 12:51pm 
@Lovering i use this for my radious collection, seems fine
Decky  [author] 9 May, 2023 @ 12:48pm 
@TrapperCZE : The mod is part of the compilation and all unit values for all factions are increased by the same value. It is therefore not possible to make an exception for a mod.
HardWorkingLoner 9 May, 2023 @ 3:22am 
looks great but there are couple things tha tcould be tweaked, while many technologies are great and powerfull (i would almost say OP) others seems like pointless waste of time

MILITARY
my sugestion would be to round all the numbers to 5 / 10 /15 etc to make it eaiser to count with (especialy with % values)... and up all the small numbers (below 5) up to 5, like melle attack +2 on labourers is whatever, but +5 feels way better, could be OP tho


could be added?
increase number of uses of Tower of Zharr abbilities
increase number of uses of hero/Lammasu/Taurus abbilities
new abilities for hero/Lammasu/Taurus/Kdaai units
Decky  [author] 6 May, 2023 @ 9:32pm 
I only use vanilla unit sets... and the effects always work on a unit set. If aldo other modders who create units don't use ideu nit sets, which they should always do. then please contact the appropriate unit modder. Thank you.
THE DEEP 6 May, 2023 @ 6:44am 
just curious what if i use your tech tree mod for Overhaul like SFO or Radious, will your new tech tree still work on their new unit ?
Ciaphas Cain 5 May, 2023 @ 10:41pm 
Awesome! Now I can actually go for completing a Chaos Dwarves campaign
Pyrodysseus 5 May, 2023 @ 2:25pm 
same here, haven't played Chorfs was waiting for this mod!
BlazinFox18 5 May, 2023 @ 11:53am 
I have been waiting for you to make this since the dlc dropped im so excited to use it!
Sin 5 May, 2023 @ 8:16am 
best mod ever! hoping beastmen comes next
Decky  [author] 5 May, 2023 @ 6:12am 
The mod is savegame compatible and it is compatible with the Mod "Tech-Tree Compilation".
Bovril Knight 5 May, 2023 @ 3:43am 
It's OK to use this one along side the current compilation mod?
Dragonofelder 5 May, 2023 @ 3:22am 
I'm guessing this can't be added to a campaign in progress. Blooming shame