Total War: WARHAMMER III

Total War: WARHAMMER III

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Runes of the Karaz Ankor - Unit Upgrades for the Dwarfs
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10 sep, 2022 @ 6:46
26 mar @ 2:44
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Runes of the Karaz Ankor - Unit Upgrades for the Dwarfs

I 1 samling av Dirty Dan
Dirty Dan's Mod Collection
15 artiklar
Beskrivning
Working with 6.2

Adds several unit upgrades for the Dwarf factions in the game working similar to the Greenskin scrap upgrades. The upgrades are not exclusive and cost a varying amount of oathgold, which makes this resource even more valuable especially in the late campaign. In the early game the availability of oathgold is rather sparse so decisions have to be made what is needed and what is not.

Minor incompatibility issue when used alongside Mixu's Legendary Lords: A submod is needed for it to work without issues

Mods for other factions
Empire

Bretonnia

Wood Elves

Vampire Counts and Vampire Coast

Beastmen

Norsca

High Elves

Lizardmen

Kislev

Grand Cathay


Submods and Translations
Submod Compilation (by Apex)

Submod for Mixu's Legendary Lords (by Apex)

Submod for Radious(by Louie04k)

Submod for GLF Units (by FullAutoAttack)

Submod for Radious (by FullAutoAttack)

Submod for SFO Grimhammer (by FullAutoAttack)

Chinese Translation (by Sato Nozomi)

Polish Translation Pack (by wojtekb)


Special thanks to Rhox for providing the modding community with a script based solution for the 6.0 Scrap UI issue
196 kommentarer
Dirty Dan  [skapare] 3 jul @ 23:07 
@Orthranus you should also add the norse dwarf mod as depency btw but I don't know what the packfile is called so you would need to look it up
Dirty Dan  [skapare] 3 jul @ 23:05 
@Orthranus since this this seems to be an entire custom faction with a complete roster the easiest way to achieve baseline compatibility would be to create carbon copies of the upgrades that require technologies they don't have access to and link them to the modded units. This should be possible using the unit_purchasable_effects_tables and unit_purchasable_effect_sets_tables only. When you got rpfm running and created a new packfile, use the depencies manager to add my DD_dwf_runes.pack and generate the dependency cache so the keys to the upgrades are known to the program without having to copy-paste them into your submod
Orthranus 3 jul @ 16:56 
That sorta sounds like something I could learn to do, however the mod I was looking at, the Norse Dwarves by Cataph has a different technology tree entirely meaning that unless units reach a certain rank only the baseline runes are available. That I have no idea where to begin.
Dirty Dan  [skapare] 2 jul @ 15:51 
@Orthranus I'm sorry that I misread your question. Adding upgrades to units from other mods is very easy when you are familiar with rusted packfile manager. Check the submod section and the description and especially Apex' compilation to see which unit mods are already covered. Adding it to allied units is not so easy for upgrades that use pooled resources since the costs stay the same. In case of this specific mod no non-dwarf faction would have access to oathgold and therefore wouldn't be able to buy a single upgrade.
Orthranus 2 jul @ 15:35 
Apologies I was referring to units from other mods and units from allies
Dirty Dan  [skapare] 2 jul @ 13:38 
@Orthranus I tried this once in warhammer 2 and it worked back then, but the unit will lose all upgrades every time the current mount is changed. This happens because the game will internally just swap out the unit with the corresponding mounted variant. So in case of a lord with a 3 mount progression he would lose all upgrades at least 3 times and everytime afterwards when manually changing mounts. I didn't test it at all in game 3 but have no reason to expect different behaviour
Orthranus 2 jul @ 11:17 
From a technical perspective is it possible to create a version of this mod that can apply the upgrades to all non hero/lord units in an army?
Dirty Dan  [skapare] 30 jun @ 2:50 
@Frozen_Sun it's working
Frozen_Sun 30 jun @ 2:29 
update pls
KKB 16 apr @ 2:08 
Submod for Great Harmony Sentinel Overhaul?