Total War: WARHAMMER III

Total War: WARHAMMER III

132 ratings
Ash's 33 skills - single player
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Posted
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2.855 MB
7 Apr, 2023 @ 9:00am
5 Jul, 2024 @ 8:01am
35 Change Notes ( view )

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Ash's 33 skills - single player

In 1 collection by Orchesthai
Dubious mods
5 items
Description
I don't play TW these days so I can't make submods for things like radious. To do so would mean I'd have to download each mod and keep them up to date and keep track of changes which I just don't have time for.

I am more than happy for anyone to make their own submods. I can supply a cheatsheet google sheets if you want to take it on.

Ash's 33 skills for single player use only

Check out my level 100, 3x skill points and skill point dump for help with levelling up these extra skills - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2961902704

Get Mixu's legendary lords addon here - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3030450389

This is version will generally be more up to date than the multiplayer version. Changes by CA mean that compatibility for Mixu's legendary lords is now a separate submod to avoid this having a dependancy.

Submod's created by others - Support other creators and check out their work.


Points to be aware of:
  • All factions have the vampire skills and undead skills - this is so you can use them on units recruited through the allied recruitment (Allied outposts)

  • All factions lords will have access to both Horde and standard version of the growth skill - with the changes CA made to the tables it is simply too much work to separate these - please be careful which one you pick up

  • The vampire skills that affect vargheists, terrorgheists and bats should affect all variations of those units. - basically the vampire coast, and tomb king versions of fell bats and terrorgheists

  • There is currently an issue that will change Malagors starting spells. I have no idea why

  • Multiplayer is currently untested


Find all my mods in this collection - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2963172118

Changes from update 4
  • CA decided to change the way skills are connected so this has changed how the mod works slightly. Any weird issues, drop a comment and I'll investigate.

  • Mixu compatibility now needs a separate submod to avoid this having dependancies. Check out the link above.

  • Also as I am short on time, I have not filtered out the skills too much. I have separated the lords and heroes but all factions will see all skills. Please be careful when selecting skills that have a horde and standard variant. I'll filter these out at a later date.

Changes from update 5
  • I missed an update in 4.2 that affected the positioning of skills. This definitely broke in update 5. Skills have been reshuffled to now appear correctly but are likely in a completely different order to before.

  • I have removed the skill 'Dread' from heroes so your Skaven can function in the late game.
70 Comments
AdjutantReflex0 21 Jun @ 7:52pm 
Still works but some of the new lords are missing the skills (Skulltaker and the like)
Panzer 20 Jun @ 12:14pm 
Mod still works by the way (6..2)
Oswald 13 Mar @ 5:36am 
Ada 21 Feb @ 9:11am 
Love to see this get reworked. Excellent mod.
REITERPALLASCH 8 Jan @ 4:56pm 
Is this guy abandoning the mod and if so can somebody make an updated version?
JMoore82 14 Dec, 2024 @ 8:29pm 
Yes please update and thank you so much.
Toelar_Bear 13 Dec, 2024 @ 8:05am 
So looking forward to this being updated. It is my go to mod
pointman 5 Sep, 2024 @ 2:57am 
Thanks for the information. I did some research and I think I found the source of the confusion. Your mod seems to be based on Arkwys 33 skills - which itself was a rebrand of a defunct Mixu mod - all based on Ash's original mod. Ash's mod does not contain the skills we discussed, but Arkwys' version does. Again, thanks for the information.
Orchesthai  [author] 4 Sep, 2024 @ 10:59am 
I also enabled some skills to work on heroes.
Orchesthai  [author] 4 Sep, 2024 @ 10:52am 
As for the recruiting of undead:

https://totalwarwarhammer.fandom.com/wiki/War_coordination

You can construct special Outpost buildings in your ally or vassal's major settlements. This does 3 things:

First, it generates more allegiance with that faction every turn.
Second, it adds some of your faction's units to the garrison of the settlement. This also means you might see an ally's units in your own garrison, meaning there's an ally's outpost there.
Third, it allows you to use Allied Recruitment to recruit some of the ally faction's units. This depends on what is available in the province. Stronger units will cost more Allegiance. Other than Allegiance, these units are essentially free (besides upkeep) and come from their own recruitment capacity.