Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Elves Rework
Casualfield  [developer] 25 Dec, 2024 @ 10:01pm
To-Do
If I ever get really really bored and feel like modding this clown game

NERFS few things little too much

Anti large Witch Elves/SoS
armored mech
armored hydra
Can't fix stances because Clown Assembly

bolt thrower showing a ♥♥♥♥♥♥♥ metal spell for the multi bolt option???
ror bolt thrower projectiles not visible at distance(doubt I can fix)
Lokhir left hand is now backwards and the sword is upside down???

bloodwrack shooting multi projs AGAIN..... idk I've fixed it 6 times already just going to give up, i cbf to fight bad devs.

wsmodels and emissives for units like the Black Dragon RoR, Corsair RoRs ect.
Dwarf Deeps System for slaves or something?
Last edited by Casualfield; 15 hours ago
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Showing 1-3 of 3 comments
UltraStrategyMan 26 Dec, 2024 @ 10:17am 
Dwarf deeps would be cool if you would manage to implement it.
Casualfield  [developer] 26 Dec, 2024 @ 10:31am 
Originally posted by UltraStrategyMan:
Dwarf deeps would be cool if you would manage to implement it.

I can just not sure what I should do with the buildings
UltraStrategyMan 27 Dec, 2024 @ 7:35am 
Originally posted by Casualfield:
Originally posted by UltraStrategyMan:
Dwarf deeps would be cool if you would manage to implement it.

I can just not sure what I should do with the buildings
Well, basically build them around using slaves that would convert into gold, like dwarfs do with oathgold, but more consuming, since slaves are very easily to get. Maybe each level should cost ton of slaves to expand too(and cost negative public order)
For unique Deeps bonuses(same as Zharr-Naggrund, Skavenblight and etc), Naggarond, Hag Graef and Grond could suffice since this cities are famous for their mines.
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