Total War: WARHAMMER III

Total War: WARHAMMER III

Tech-Tree Compilation (New Version)
724 Comments
glospey 1 hour ago 
Beastmen don't call research "research". Sorry, I don't remember off-hand what they DO call it . . .
LikeABith 4 hours ago 
Update: It only crashes if I type into the search bar - for all beastmen (e.g. I tried typing "research" to find tech that boosts research)
LikeABith 5 hours ago 
My game crashes when I open tech tree for Beastmen (I've only tested Taurox). Anybody else experience this or do I have an incompatibility?
glospey 8 Jul @ 12:53pm 
Yea, there are a few mods I refuse to play without. This is one of them! :)
SFH 8 Jul @ 9:49am 
Just here to say, i love this mod mate, good job
Decky  [author] 27 Jun @ 4:35am 
Tested Khorne tech-tree with 2 factions, works finde too.
Decky  [author] 27 Jun @ 4:33am 
@DarknessWrath: I tried 3 Empire faktions (Karl Franz, Volkmat and Elspeth) and the tech-tree works fine.
DarknessWrath 26 Jun @ 6:03am 
Doesn't work with all faction it seems, most of those i've tried got their tech tree, weird...though i agree, Empire one is weird
@Decky tested only this mod as Blooded Wanderers. Tech tree stays vanilla.
墨倾无垠 23 Jun @ 9:09pm 
empire tech-tree seems to have a bug
Selmevias 20 Jun @ 12:50am 
Thank you very much.
Waffle 19 Jun @ 3:21am 
THANK YOU!!
Decky  [author] 19 Jun @ 2:41am 
I updated all tech trees. but they have still worked.
Decky  [author] 19 Jun @ 1:53am 
@Khorne : I tried the mod now and alle Khorne factions have tha mod tech-tree. I think you have a conflict with a nother mod. Pls try the mod allone and give me a feedback.
khorne dlc factions doesnt have new tech tree
GoldBondTM WarCrimes 8 Jun @ 1:08pm 
using this with SFO and parts of the empire tree are barely visible is there any mod to make everything fit in the screen?
TToKKang 30 May @ 11:19pm 
Hi, I'm really enjoying this mod. If it's okay, can I translate this mod into Korean and upload it?
Selmevias 9 May @ 9:53am 
This mod is very lovely.
Mogie 8 May @ 2:45pm 
This mod is great thank you for all your work! I tried to use this mod with Jurassic lost calm for the lizardmen but your techs seem to be overlapping with the tech changes made in that mod. Seems like the positions are off. Is there any way to fix that?
Waffle 28 Apr @ 1:05am 
THANK YOU for this great Mod!:WH3_greasus_rofl::WH3_greasus_rofl::WH3_greasus_rofl:
Krakenous 23 Apr @ 12:06pm 
Awesome, sounds good as ever :)
Decky  [author] 23 Apr @ 8:51am 
update for Lizard tech-tree. Techs now require techs and no building.
Krakenous 23 Apr @ 8:20am 
Oh and update 👀, what's inside this time Decky?
Nuka 19 Apr @ 5:26am 
Danke für die Mod :)
DarknessWrath 14 Apr @ 5:50pm 
In this case, it should be the whole SCM spectrum and all customs factions as well :p, if vanillas ones can works though x)
Robineus 14 Apr @ 3:55pm 
There is one thing I would like but yet again don't know how much work it would be so not demanding at all. SCM's tribes of the north adds a lot of really cool and unique Norscan LL's to the game but the expanded tech tree seems specifically designed for Wulfric and the Troll guy, it would be nice if a generic Norscan one could be added so those factions can benefit.
Robineus 14 Apr @ 3:50pm 
I'm sorry I should have updated, I was using the compilation submod and didn't know there was one specifically designed for SFO which I have now added, this one works seamlessly with SFO and allows both of these great mods to work together without a hitch. @glospey I'm really not a modder so no I can't @Decky thanks for all the work everything is running fine and thank you for this great mod it's really improved my game.
glospey 14 Apr @ 8:13am 
This is the bug I know of (booting up a game to see if it's still there):

"Heads-up: Playing as Tiktac (Lizardmen), the Flyings Bravery chain cannot be started. It doesn't SAY it requires a building but the other techs nearby do so I suspect it's that.

Tried it with all other mods turned off to confirm the issue persists. Mazdamundi shows it requiring the Terradon Hatchery. Tiktac has that building at a lower level so it may be a faction specific building and your mod probably doesn't see that version."
Decky  [author] 14 Apr @ 8:11am 
Otherwise, are there any bugs?
Decky  [author] 14 Apr @ 8:10am 
@Robineus: It took about 18 months to create the tech trees for all the factions. Then others were added. Like the Dawi faction changeling etc. . I always tried to stick to the original template from Ca when it made sense and was possible.

Unfortunately I don't play with FSO. Since I am alone I don't think I can manage that. Then I have to keep another compilation up to date. I currently have over 50 mods.
And I would like to create new units again when I find the time.
glospey 13 Apr @ 3:54pm 
@Robinues, the neat thing about modding: Anyone can do it! YOU could make the submod you're looking for ;)
Robineus 11 Apr @ 7:09pm 
Well in this case I'm just saying it could all be fixed by using the formula of the different pages for the new techs for everything, I don't know how hard that is to implement though.
DarknessWrath 11 Apr @ 11:00am 
Overhauls adds a lot, but sadly, especially on Radious ends now, a looot of submods are needed, so i had to make a choice :(, though i miss as hell their additions
Robineus 11 Apr @ 10:26am 
Well I mean sure, I have definitely tried playing it without SFO and a mix of other things but I don't really want to play without SFO given the option because it really adds that much to the game.
DarknessWrath 11 Apr @ 6:40am 
It's not fixed in this, it's comptability, and SFO just like radious are overhaul mods...so yeah, it can happen lol, it's why i (sadly) needed to stop playing with overhauls :(
Robineus 11 Apr @ 6:19am 
I\ve tried using the submod for this but it still has issues with SFO specifically. The ones which work really well are where you've put in different page branches so you can select from original tree and then 2 others. Some factions like the Tomb kings or Empire don't have that so some things are over the top of each other and cancel each other out. In Tomb kings it's the sixth dynasty and in Empire it's the minor diety worship.

It's not really game breaking and I love this mod so much I'll keep using it but it would be nice if it could be fixed.
glospey 10 Apr @ 1:58pm 
We ALL make mistakes. But, you are/were sick so you even have an excuse. No need to apologize ;)
Krakenous 10 Apr @ 1:13pm 
You don't apologise to us. Your work is without question, crucial for me to fully enjoy this game even more so. Thank you for your continued exemplary work ♥️
Decky  [author] 10 Apr @ 12:34pm 
I must apologise that Kohrne has felted. I only added kohrne to the tech tree to the backup and not to the online version. That was my mistake and not intentional. But Ksilev had to be tested bevor.
I try to improve.
WarGul 10 Apr @ 11:11am 
Thank you
Decky  [author] 10 Apr @ 8:01am 
The mod has been updated.
Khorne and Kislev Tech-Tree added.
xDRAGONx102 6 Apr @ 9:15am 
Please update
khorne8 5 Apr @ 2:28pm 
@glospey Thanks!
glospey 5 Apr @ 2:25pm 
Kislev is temporarily, intentionally NOT in the compilation per the author. Khorne probably got missed when the compilation was redone. You can, per the author, use the Kislev standalone tech mod with this mod. Probably the same for Khorne.
khorne8 5 Apr @ 2:22pm 
@Boytoy not working for me with Kislev either, I suspect it's a mod conflict/load order issue
Boytoy 4 Apr @ 11:53am 
Anyone else having issues with this mod not working? Tried with only this mod enabled and did not work with any Khorne faction, did not check others though.
DarknessWrath 2 Apr @ 3:20pm 
The Kairos one ? Might be that, kind of weird though.
glospey 2 Apr @ 11:42am 
@subway, @Darkness: The author's comment is still visible on Page 1. You should read that as it directly addresses your comments.
DarknessWrath 2 Apr @ 11:29am 
Oh, i thought it was me having problems with iEE and Kislev rework :o
subway_34 2 Apr @ 5:55am 
Kislev is missing your tech-tree addition