Total War: WARHAMMER III

Total War: WARHAMMER III

57 ratings
Vampire Coast Mechanics
   
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File Size
Posted
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1.105 MB
2 Jun, 2024 @ 7:22am
21 Jun @ 11:15am
7 Change Notes ( view )

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Vampire Coast Mechanics

In 2 collections by Incata
Total War Warhamer 3: Gameplay Mods
76 items
Multiplayer
80 items
Description
This mod improves the Vampire Coast faction by adding some features and reworking others. Some original units from the game are also added to the roster of this faction and make them fully functional.





+++++++++++++++++++++++++++++Roster Expansion+++++++++++++++++++++++++++++++



Ethereal cavalry was added to this faction in the form of 3 units that were only used as summons, these new units are now fully functional and give the faction a type of unit that they did not have before. These units can be recruited from the support monsters building and its horde equivalent.
Knights errant condemned
Knights of the realm condemned
Questing knights condemned


3 Pirate units added to Sartosa roster and its recruitment was reorganized according to its value
Maneaters (Ironfists)
Leadbelchers
Slayer pirates



+++++++++++++++++++++++++++++General Changes++++++++++++++++++++++++++++++


-Pirate Cove establishment delay reduced from 15 turns to 5
-Doubled the number of famous battles that can be persistently on the map
-Recruitment rosters have been expanded from 2 to 4 for greater variety in AI recruitment
-The stance flagship patrol now adds horde replenishment by 10%
-The penalty for establishing a pirate cove within the first 15 turns after establishing a cove has been reduced from 200% to 20%.
-All units that were not enhanced by technology or general abilities are now affected by some of these, including the new Sartosa units and Sirens. The texts have not been modified but you can see the units affected by each technology and skill in the pop-up window when you hover your mouse over them.
-Has been modified edict share the spoils to grant 10 infamy per turn instead of subtracting it
-The use of new units in custom battles has been enabled
-Sartosa ports now provide garrison pirates based on the units that can be recruited.



This mod has taken many turns and what wanted to be a small revision in the end became this, it went through moments in which the pirates became undead skeletons but in the end I decided to continue closer to the vanilla version of the game.

Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]

Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
19 Comments
Otto 6 Mar @ 8:08am 
I can't :(
Incata  [author] 6 Mar @ 7:20am 
@Otto I don't know what that is, but in the change notes, you can download whichever version you want without needing a mod manager
Otto 6 Mar @ 3:06am 
Hi! Can you upload this mod to "Cataloguemods.ru" pls? :er_uwu:
Dandoz [LCU] 25 Dec, 2024 @ 7:45am 
Works now for me thanks Incata
Incata  [author] 12 Dec, 2024 @ 12:48pm 
@Jolc3r That is possible, although it seems strange to me.
Jolc3r 12 Dec, 2024 @ 12:16pm 
I fixed it on my end by fixing that reference and it works fine now
Jolc3r 12 Dec, 2024 @ 12:15pm 
Sure about that? I am getting a consistent crash whenever I run only this mod. Big ol database crash. Maybe it has to do with the dlc?
Incata  [author] 12 Dec, 2024 @ 12:04pm 
@Jolc3r I don't find any errors and it lets me start the game and play normally.
Jolc3r 12 Dec, 2024 @ 11:42am 
Looks like its simpler than that, they changed the names so now it starts at 1 instead of 0.
Jolc3r 12 Dec, 2024 @ 11:38am 
Hi, love this mod. It seems this mod causes a startup crash on latest update. Seems there are invalid references in building_level_armed_citizenry_junction_tables for the maneater unit groups. I think CA may have moved those out of there or something.