Total War: WARHAMMER III

Total War: WARHAMMER III

High Elf Tech Rework
30 Comments
chris_sansom  [author] 31 Jul @ 5:21am 
@Vincent no plans to do this for any other factions at present, I'm afraid - life gets in the way haha!
Vincent 30 Jul @ 4:19pm 
Haven't used it yet to check if it breaks SFO, but regardless, absolutely beautiful work. Planning on doing this for every faction or just the select few? Cheers.
Laserdream 30 Jul @ 2:33am 
Spicy rites, huh. Well, uh, maybe Glorious Charge to the rite of Eldrazor? Resistance to fire/Weakess to greater of Vaul? Some sort of magic buff to the rite of Hoeth, WoM per turn got made completely redundant by tech tree mod? Maybe duration/aoe range buffs, or adjustments to on-cast trigger lore attributes. Factionwide mist for Yvresse? And so on. Lileath's and base Vaul are more or less good as is, since you populated Vaul with new items and Lileath's gives infinite wom that scale on number of casters in army.

That whole "lets add neat attributes at xp level 7" thing you did was pretty cool, and game has a bunch of rarely used modifiers and niche attributes that might be fun to play around with.

NGL I kind of though that barrier got removed because it became substantially easier to stack 80% resistances on phoenix guard.
chris_sansom  [author] 28 Jul @ 3:33pm 
Hi @Invicta

I'll tweak Strength of Avelorn tech effect to also give armour to Sisters of Avelorn.

My personal opinion on the visibility from Maritime Empire / Spy Networks is that if you research it, it's a massive economic buff to be able get a load more diplomacy agreements. I'll keep those as is, especially since Maritime Empire giving visibility is a vanilla effect. You can always prioritise other techs sooner until you're ready to deal with those factions who might declare war if you made contact.

Thanks for your feedback though :)
Invicta 28 Jul @ 11:23am 
I like many of the ideas in this but I am still not sure why Strength of Avelorn doesn't give armour to Sisters like it does for Handmaidens (maybe even the physical resist into Ward save would be nice)? And the other annoying thing is the vision gain from the Maritime Empire is more detrimental to you than helpful, not only does it increase turn times since you discover pretty much the whole map but many enemies that you'd rather not fight early in the campaign on multiple fronts now will declare war on you because you have made "contact" with them through that tech, it's the same with the other tech that gives vision over allies with whom you have agreements.
chris_sansom  [author] 27 Jul @ 10:17am 
@Laserdream Intended change :) in my play testing, I felt it made them too good at being a front line troop and taking missile fire, when I think the game design is that they should be like a back line "anti-monster" specialist.

I made quite a lot of broad changes with the update on 29th June - and felt that at point it was better to just redo all the screenshots for the mod. But you can see my comment down in this thread for when I made those changes.

One thing I might do in the future is made a mod which adds some spice to the 4 High Elf Rites, and make it so that Rite of Asuryan also gives barrier to Phoenix and Phoenix guard (a bit like Gor Roks rite which gives barrier to Saurus). That way Phoenix guard can have barrier sometimes but without you being able to build around them being a front line troop all the time. What do you think to that, and are there any other little things like that you'd like to see added to the Rites :) ?
Laserdream 27 Jul @ 6:42am 
You made Blessing of Asuryan give barrier to Phoenix Guard some time ago; this is no longer a thing. Intended change?

//Not seeing it in the changelog, therefore asking.
chris_sansom  [author] 26 Jul @ 12:30am 
Hey @Alkor thanks - that's a good tip for overriding the loc text!

In this case, I'd also wanted to completely remove those vanilla effects from the techs they appear on. If you look at my changes in `effects_tables` at the changes in my `cs_high_elf_tech_improvements_disable_some_vanilla_effects`, I've set the `Priority` of those vanilla effects to 0 (along with adding in a duplicate instead).

Setting the effect `Value` to 0 in `technology_effects_junction_tables` doesn't stop the tech showing up sadly. I think I got the idea for doing it that way from these Total War modding wiki [tw-modding.com] notes.

I was torn at the time between replacing the tech nodes or 'disabling' those effects. In hindsight, it would probably have been cleaner to replace the tech nodes.
Alkor 25 Jul @ 3:08pm 
Thanks for your work. And especially for keeping a proper changelog, which is rare. Helps me tremendously while I'm stealing your ideas for my personal modpack ;)

On that note, a technical question: why all the vanilla effect overrides? Am I missing their purpose? If it's just to overwrite the loc text, then you can override vanilla text simply through load order - i.e. if you prefix one of your loc filenames with a "!", that file will take precedence over vanilla and let you overwrite vanilla keys.
Min_njw2111 18 Jul @ 11:45pm 
Haven't played with it yet but looking through everything and comparing it to the new tech tress they have made its 100% balanced and i would say they could take a note or two.
chris_sansom  [author] 18 Jul @ 1:30pm 
Updated again - just some small changes this time.

Please see the changelog https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/3030550783
bnw82002 3 Jul @ 8:18am 
TY for the update!
HotPizza87 29 Jun @ 4:17pm 
Fair enough. I look forward to the changelist.
chris_sansom  [author] 29 Jun @ 12:05pm 
Updated!

I've made quite a few tweaks on most recent update, and I need to update the screenshots and the description above. I hope I've not deviated from what people liked about this mod originally too much - if you don't like the direction of any of the changes, please let me know in the comments.

@HotPizza87 I've just stuck with stalk only for rangers as of this update, as I wanted to "de-bloat" some of the techs in some places. I think having 4 or 5 effects for a given tech can already look pretty busy in the UI. Apologies though, and as ever I do appreciate the feedback (even if I don't implement it).
HotPizza87 30 May @ 5:49pm 
To put the 360 missile block chance proposal into perspective, one of the boons from the Motherland of Kislev gives 360 missile block chance to a variety of units like Kossars.
HotPizza87 30 May @ 5:47pm 
Instead of the vanguard deployment for rangers, 15% 360 missile block chance and +5% missile resistance. This represents their agility and will help them on the approach into melee when not used as a flanking unit while not being excessive on top of their 20% physical resistance. It would also help them take slightly less damage from missiles when in melee.
NeoKorp 31 Aug, 2024 @ 3:15am 
Does this mod needs an update?
HotPizza87 10 Aug, 2024 @ 9:03pm 
I'm also hoping this mod will have an SFO submod that slaps your changes on to whatever it does. For example Imrik on SFO has additional "dragon" techs at the end of the tree but it doesn't make any major changes on the original technologies. But I don't know what it does for Yvresse's Mistwalkers/whether they have a different tech tree to account for the Mistwalkers.
chris_sansom  [author] 8 Aug, 2024 @ 4:56am 
Yeah I had that tech since before the most recent patch which gave rangers vanguard deploy by default. I was thinking to give them a different buff instead (in addition to stalk) from that tech. Maybe devastating flanker - but not decided yet. Let me know if you have any ideas!
HotPizza87 7 Aug, 2024 @ 9:51pm 
One slight change I suggest is to the tech which gives Vanguard Deployment to Rangers. Rangers already get Vanguard Deployment as standard. They do not get Stalk though so that is a really cool addition which can make them a more useful unit with better tactical applications.
HotPizza87 6 Aug, 2024 @ 11:14pm 
I love how you made your additions fall in line with CA's most recent work on technologies. It really has the feeling of the Dwarfs tech tree rework that came out with Malakai and Age of Reckoning. Truly, this mod carries the welcome and refreshing sense of post-5.0 polish. Also it always felt off that Mistwalker and Tree Spirit units didn't get any love in the tech tree, kind of like Arkhan's special vampire counts units didn't get anything in his campaign.

Now, if only I could find a mod which reduced the building tier for Mages and Handmaidens access and capacity by 1. I'm so sick of waiting 50+ turns just to unlock 1 more of each hero.
BolloG 18 Jul, 2024 @ 7:56pm 
Thanks for reply @chris_sansom, but I actually do think they work together?

Atleast the -control thing applies for -5% upkeep for archers etc. Not sure how the other parts works tho, the extra abilities. Im quite noob so maybe it works maybe not haha..

Great mod either way, love it! keep it up
chris_sansom  [author] 24 Jun, 2024 @ 2:30pm 
Sorry @Bollo - not tested them together. I would assume not, as SFO probably already overwrites much of the same techs (I would assume).
BolloG 22 Jun, 2024 @ 7:54am 
Does this work with Grimhammer SFO?
modmodmod 17 May, 2024 @ 12:07pm 
This mode is not overpowering and goes well with vanilla. thank you!
chris_sansom  [author] 14 May, 2024 @ 3:32pm 
Updated for 5.0.3

On a previous patch for this mod I had added some effects to late game High Elf techs which would unlock spells from the lore of High magic for Loremasters of Hoeth - I've reverted that on my most recent patch.

Unfortunately, it would result on other spells from their spell pool going missing which I'd missed in my testing. And I just couldn't get it to work giving them two spells pools to toggle between because they have a composite spell lore.

Instead, I've added other buffs to spell lores that felt thematic to those late game techs instead. Will detail the full changes in latest mod patch notes.
Tesrali 29 Sep, 2023 @ 4:16pm 
Ty for mod dude
chris_sansom  [author] 4 Sep, 2023 @ 4:47am 
@Pelos probably not I'm afraid. I've got a few other mods in mind for the High Elves I'd like to do first, and I don't get that much time :(

Never say never though - I reckon the Lizardmen tech tree would be my next pick if I were to do another one like this mod.
Malykriss 3 Sep, 2023 @ 11:35pm 
Damn this makes the tech a lot more exciting. Any plans on trying the other races?
Pyrodysseus 3 Sep, 2023 @ 7:07pm 
Love that this only modifies what’s already there. Sick mod, thanks!