Total War: WARHAMMER III

Total War: WARHAMMER III

Better Vampire Coast Technology
20 Comments
link500 17 Jan @ 8:53am 
I recommend not using this. It doesn't work and author seems to refuse any updates.
Smalec 22 Dec, 2024 @ 12:54pm 
update please
Rustic "Kalessin" Citrus 21 Dec, 2024 @ 4:28pm 
Con confim the start up CTD.

Thank you for this mod, your others, any updates, and all your hard work <3 :WH3_clasp:
jzo14 14 Dec, 2024 @ 9:25pm 
I agree with the moldy lunchbox cat bellow my comment.
Moldy_Lunchbox321 13 Dec, 2024 @ 12:58am 
any plans to update for 6.0? causes a crash to desktop now
Sturm 20 Nov, 2024 @ 12:13pm 
loving this mod but the queen bess is way op to the point i can defeat multiple stacks in siege using only the queen bess
TyM 11 Jun, 2024 @ 2:28pm 
Good to know. I'll be curious to see what comes of it. Either way thanks for the mod.
No.213  [author] 11 Jun, 2024 @ 11:05am 
@BtheUnquenchable
Yes. I'm preventing too much amount of OP for my mods, but definitely no interested perfect balancing. Cuz now, the vanilla game itself is already out of balance.

Now, in campaign, we have dwarf's irondrake from tier 2, empire's huntsman from tier 3.
And in battle, undivided chaos fury(550 cost in multi) kicks manticore's ass(800 cost in multi), and tzeench chaos fury(600 cost in multi) kicks cockatrice's ass(1100 cost in multi).

I'm no longer interested in serious balancing for mods, so just preventing no-brain OP(such as making all unit's stats to 99).
No.213  [author] 11 Jun, 2024 @ 10:54am 
@TyM
I know what you're talking about. I already have received similar feedback from Korean version, and considering to make it compatible or not...
No.213  [author] 11 Jun, 2024 @ 10:52am 
@StopGamer
For my mods, not necessarily.
BtheUnquenchable 11 Jun, 2024 @ 10:32am 
I can't say it's balanced, but it's definitely a fun mod.
TyM 11 Jun, 2024 @ 6:35am 
If you want an example of what I'm talking about for how they stop UI elements from overlapping for multiple tech based mods try checking out the HE Tech Compilation mod. It's one of my favorites.
TyM 11 Jun, 2024 @ 6:34am 
Hi, I think I commented this on your standalone revived Vamp Coast tech mods, but this mod is incompatible with Deck'y extra Vampire Coast tech mod because it has overlapping UI elements between Decky's extra techs and the handful of extra techs you added. Would it be possible to make them compatible if you added a large blank offset inbetween the base game tech tree and the mods you added in order to prevent UI overlapping with Deck'y techs? Or if you perhaps moved the techs you added into the UI area taken up by the base game techs? I'm sorry I'm not a modder so idk if these things are possible, and it's up to you if you are even interested or not. I would be greatly appreciative if you could get your mod to work with Decky's though. Expanded tech trees are one of my favorite ways to make long campaigns more interesting to make them feel worth playing into the high turn counts of 100+.
NorscanWarlord 11 Jun, 2024 @ 1:44am 
the kraken's pull on queen bess sounds cool, wish it was a standalone
SageHashirama 10 Jun, 2024 @ 4:58am 
nice
StopGamer 8 Jun, 2024 @ 12:35pm 
Should research cost be increased, as you made them more powerful?
Rustic "Kalessin" Citrus 8 Jun, 2024 @ 12:30pm 
<3
No.213  [author] 8 Jun, 2024 @ 2:27am 
Thank you for using my mods and kind words. :mhwgood:
Rustic "Kalessin" Citrus 7 Jun, 2024 @ 12:14pm 
Thank you for all your hard work and dedication :WH3_clasp:
bnw82002 7 Jun, 2024 @ 11:54am 
Yaaaaah buddy! I love all your mods.