Total War: WARHAMMER III

Total War: WARHAMMER III

319 ratings
Marks of the Wild - Unit Upgrades for the Beastmen
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Tags: mod
File Size
Posted
Updated
1.597 MB
23 Sep, 2022 @ 5:29am
8 May @ 8:34am
11 Change Notes ( view )

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Marks of the Wild - Unit Upgrades for the Beastmen

In 1 collection by Dirty Dan
Dirty Dan's Mod Collection
15 items
Description
Working with 6.2

Adds a unit upgrade mechanic comparable to the greenskin scrap system to the beastmen factions. The upgrades cost dread and are very powerful since they need to compete with other very useful options that also cost dread. The upgrades are exclusive though so every unit can only have one of that. The marks itself are loosely themed around the 4 major dark gods.

I'd appreciate any sort of feedback, especially if units are missing or if other factions that use beastmen units are also showing these upgrades.

Mods for other factions
Empire

Bretonnia

Dwarfs

Wood Elves

Vampire Counts and Vampire Coast

Norsca

High Elves

Lizardmen

Kislev

Grand Cathay


Submods and Translations
Submod Compilation (by Apex)

Submod for GLF Units (by FullAutoAttack)

Submod for Radious (by FullAutoAttack)

Submod for SFO Grimhammer (by FullAutoAttack)

Polish Translation Pack (by wojtekb)


Conversions
Marks of Chaos (by FullAutoAttack)


Special thanks to Rhox for providing the modding community with a script based solution for the 6.0 Scrap UI issue
97 Comments
Krankhar 7 Jul @ 10:18am 
Ok thank you.
Dirty Dan  [author] 7 Jul @ 3:10am 
@Krankhar this should do the trick. Maybe you need to start a new game for it to work. If the problem persists deactivate all submods related to this and try again. Since I didn't make them myself I cant' guarantee that someone copied the base entries into them for some reason
Krankhar 6 Jul @ 5:53pm 
I was trying to modify the mod so that the upgrades would be non-exclusive but I can't manage it. I unchecked all the boxes that said "exclusive" in db/unit_purchasable_effect_sets_tables/dd_bst_upgrades. But it's still exclusive once in game...
Dirty Dan  [author] 21 Jun @ 11:12am 
@满嘴跑火车 yes, you need to add an entry there for every single upgrade a unit should receive. I recommend you to do this in a separate packfile that only contains this table, so your work doesn't get overwritten when this mod gets updated
满嘴跑火车 21 Jun @ 6:44am 
Hi, how do I add a unit so that it can be upgraded?
unit_purchasable_effect_sets_tables
Is it adding the unit name inside this table?:winter2019happybulb:
Baltsaros 6 Jun @ 12:17pm 
Seems to work fine. Thanks for the mod!
Baltsaros 6 Jun @ 1:51am 
I will try then and tell later about the result :D
Dirty Dan  [author] 6 Jun @ 1:40am 
@Baltsaros maybe, but didn't test it
Baltsaros 6 Jun @ 12:22am 
Is it possible to load the mod mid game?
chubbyninja89 (TNB) 8 May @ 9:44am 
I don't think the melee defense was the problem, just that with all the other stuff it had, perfect vigor in particular, that it just felt like there was far more reason to only use that.

But I'm glad to see that you're adding to it so that all the options feel like they have worth.