Total War: WARHAMMER III

Total War: WARHAMMER III

Agemouk's TOMB KINGS: Extended
NoSkill 7 Sep, 2023 @ 7:08am
Feedback and suggestions
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Showing 1-15 of 44 comments
NoSkill 7 Sep, 2023 @ 7:27am 
Some of my older suggestions ( if they have not been implemented already).
https://forums.totalwar.com/discussion/286709/further-tomb-kings-campaign-improvement-suggestions#latest
NoSkill 7 Sep, 2023 @ 7:32am 
General feedback on campaign:

- Maybe the Invocation of Khsar could reduce visibility on the campaignmap (for enemies) significantly
- Maybe the defensive line could make the city appear as a ruin, as additional defense.
- The amount of canopic jars from occupying and razing could be more different ( maybe 30 to 60)
- Maybe Tomb Mummies could be part of the royal burial chamber chain
- Maybe Khalida could be a hybrid archer/spear lord

On Units:
Javelinmen have the exact same stats as spearmen, maybe they could have smaller shields and less bonus vs large (they do have spears, but shorter throwing ones).

Bugs:
The ancient mummies have weir effects if you zoom in close.
Alan 7 Sep, 2023 @ 2:13pm 
A lot of technologies are locked behind certain resource buildings. However, unless you've memorized which buildings go with which resources, there is no way to know what resource you need to find. Some are obvious, but some are less so (for example, Cinnabar Mining Pit and Dyes). It would be really useful for the technology to include information on which resource you need, rather than which resource BUILDING you need.
NoSkill 8 Sep, 2023 @ 6:31am 
Since Tomb Kings have to do with caps, maybe allow them to build multiple military buildings of the same type ( barracks / stables etc) in the same city?
tww2alldlc_pro 8 Sep, 2023 @ 6:44am 
i have few suggestion to tomb king expanded mod , in main ttc skeleton warriors and nehekhara are core units , tomb guard cost 1 special point
but in your mod nehekhara warriors cost 2 special , with halberds 1 , skeleton warriors with great weapon cost 1 same as corasir legion wich are weaker than vanilla nehekhara , new tomb guard version cost also 2 pecial point same as all new special TG legion unis , my suggestion is if you could adjust point cost new units variants to orginal ttc mod , idk whatt wih new special legion they cost 2 but ror of tg cost also one , i leave that up to you , and last one for me usirian khepra swarm is two weak unit for me to cost 2 special , sorry for bothering you so much
Alan 8 Sep, 2023 @ 9:43pm 
Khalida's heroes should get Necroserpents instead of chariots at level 10.

Reasoning:
1. Sneks
2. Not not sneks.

I rest my case.

Also chariots suck and I hate them.
NoSkill 10 Sep, 2023 @ 7:13am 
The "Sand-veil"-ability could be an AoE, since only on 1 units it´s not that useful.
Alan 10 Sep, 2023 @ 4:02pm 
Given that Serpent Guards do the same amount of damage as Sepulchral Stalkers, but cannot stalk, they feel inferior, even though they are much harder to get. Without the ability to shoot backwards, their ability to fire while moving is almost irrelevant, and their longer range isn't longer enough to make up for the lost ability to get into position without taking damage or triggering enemy reactions.
Last edited by Alan; 10 Sep, 2023 @ 5:07pm
Alan 10 Sep, 2023 @ 6:28pm 
The entire continent of Lustria appears to have zero dyes, which is...annoying, since Heirotitans with bows are Khalida's special thing (other than sneks). Putting a dye resource over there would be great.
Ben 27 Sep, 2023 @ 1:19pm 
In all honesty the Carrion Riders should be made into a regular unit. Make them an end-tier one unlockable via tech from a tier 5 building. Replace the regular Carrion Riders you get from the upper part of the tech tree with a unique RoR version of them.
Dalumbr 28 Sep, 2023 @ 11:49pm 
I understand but disagree with the faction identity locking of units instead of capping them, (For purely TK units, not VC), some mechanism tied to either the faction leader (for something like recruited defeated lords, or confederations) or vassal status of the faction, would be massively appreciated.
Lord of Change 24 Nov, 2023 @ 3:56pm 
Since the Tomb Kings recently had an update in tabletop The Old World, i think it would be very thematic to change a little bit the Khemri Zombie Dragon model to look more alike the new Tomb Necrolith Bone Dragon. (Change the head using Ushabti croc head model and leave only the bones in the zombie dragon model) .This could also be applied in all zombie dragon lord mounts. Love this mod and hope we'll get newer updates in the future :)
Wolffang 30 Mar, 2024 @ 11:30am 
After testing playing this mod with Arkhan of course, haha, I would say that the skill trees and special buildings need to be nerfed in the amount of units they give you. I very easily able to supply 6+ armies with strong units early on.

Also the research and crafting should be heavily nerfed in my opinion with higher costs and longer wait time because they further increase how strong and how many units you can get when you unlock the tech for the units.

Putting the units to be unlocked from the tech tree is amazing but I think it needs to be pushed further back and the skill tree from priests that give you reasearch buff should be nerfed so it doesnt give you so much. With the buildings and skill tree that give research buffs it makes it easy to power through the tech tree.
Agemouk  [developer] 31 Mar, 2024 @ 12:14am 
Could you confirm that you're playing with or without Arkhan Expanded and the submod, as by your comment it sounds like you're playing with that mod as well as TK:E. And/or were you playing with SFO and the SFO submod.
Last edited by Agemouk; 31 Mar, 2024 @ 4:30am
CorvaxBanefire 4 Jun, 2024 @ 8:06am 
Before I do something superbly stupid: Does this mod work with Legions of Nagash and the OvN: Dread King mods or is there a need for a submod?
Really having fun with Tombkings in WH3 and tried your mod separately before looking into Nagash now :)
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