Total War: WARHAMMER III

Total War: WARHAMMER III

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Chaos Dwarfs Overhaul
   
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Tags: mod
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277.697 KB
28 Dec, 2023 @ 4:44am
29 Dec, 2023 @ 3:36am
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Chaos Dwarfs Overhaul

Description
Much like my Overhaul for Nurgle's faction, this mod aims to slightly alter the way Chaos Dwarfs' mechanics work, without changing the faction entirely.

If You were unable to decypher what exactly this mod does from the screenshot (completely understandable), here's a quick summary:

- All Chaos Dwarf units are now unlimited and no longer need to have their capacity increased via the Forge.
- Chaos Dwarf units are now slightly weaker than their standard Dwarf counterparts:
> Ch.D. Warriors scaled to D. Warriors.
> Infernal Guard scaled to Ironbreakers/Hammerers.
> Ironsworn slightly stronger than Infernal Guard.
- Chaos Dwarf units can be upgraded with three tiers of upgrades using Armaments (Orc scrap mechanic).
- Remaining Chaos Dwarf units (Artillery, Monsters, Modded units) still need their caps increased, however the cost no longer goes up with each purchase.
- Edicts entirely reworked into four stages of mobilisation, each with benefits and penalties.
- Outposts now produce labor.
- Factories now produce armaments by default.
- Outposts produce more Raw Materials.
- Buffed ports.
- Labor no longer decreases (aside from the effects of Edicts).
- Tower building and Chaos Dwarf Barracks have increased Public Order.
- Chaos Dwarf Barracks increase recruitment slots.
- Labourers and Hobgoblins slightly buffed.
- Fireglaives slightly buffed.

Minor update:
- Slightly readjusted the stats of Hobgoblins and Chaos Dwarfs infantry.
- Edicts will now consume Raw Materials and change their gain value.
- Refinery income boost changed to all income boost.
- Nerfed upgrades responsible for missile strength.

Future plans (Maybe):
- Rebalance the upgrades.
- Add Night Goblin Warboss Lord Choice, with a custom Hobgoblin variant.

Issue: It's entirely possible that the mod may conflict with something and cause the Tower of Zharr mechanic to no longer work and I don't know why.

Enjoy!
15 Comments
jshn 25 Jun, 2024 @ 8:33pm 
The Tower of Zharr is broken. Please fix it
jshn 25 Jun, 2024 @ 8:32pm 
EKG_Todesbrot Did you solve the Chaos Dwarf Zharr's Tower problem?
jshn 25 Jun, 2024 @ 2:30am 
Can't you just have unlimited units?
jshn 25 Jun, 2024 @ 1:35am 
Please remove Chaos Dwarf units are now slightly weaker than standard Dwarf units. Could you please change it back to the original?
EKG_Todesbrot 22 May, 2024 @ 12:21am 
Errors I have found:

- Tower of Zharr doesn't work (known problem)

- in Multiplayer it also disables other mechanics like Tamurkhans Plagues and Chieftain mechanics.

- Selectable Starting Province mod gets disables in Single- and Multiplayer.
EKG_Todesbrot 20 May, 2024 @ 6:33am 
Very nice mod overall. Thank you very much.

Little critique / question:

I seem to have a lot of problems with managing Labour, because I always have faaaaaar to many. Like I get lots of Rebellions even though I sacrifice slaves for money or control every chance I get and I rebalance the Slaves across the Regions. Any tips or known problem?
StigOnStæm 12 May, 2024 @ 1:01pm 
F in chat for the Tower of Zharr
Môrthē  [author] 10 Apr, 2024 @ 8:43am 
Everything should still work
Salzmann 10 Apr, 2024 @ 8:17am 
update pls
okkebeltman 30 Dec, 2023 @ 9:23am 
sorry I was confused. I thought Ironsworn were Dwarf not C Dwarf units
You mentioned *infernal* scaled to *ironbreakers*. I assume this is a nerf in their power. After using the arnaments, are they still weaker or stronger then their current, not modded, counterparts?

So, modded infernal + arnaments weaker, equal or stronger then non modded infernal