Total War: WARHAMMER III

Total War: WARHAMMER III

Imperial Armoury - Unit Upgrades for the Empire
750 Comments
King Kobra 20 hours ago 
Can you add the Deithland mod please. It would be awesome!
Distratos Sep 6 @ 8:51am 
Can you add the Uber Brothers pleaase
Dirty Dan  [author] Sep 5 @ 12:47pm 
@I BENCH MORE THAN YOU no, that's not possible. Please enable the context viewer in the game settings and look if the game is reporting script break errors
I BENCH MORE THAN YOU Sep 5 @ 12:43pm 
can confirm that the button on the ui goes on and off. most of the times you have to select the army twice for it to show up. another question @dirty dan. Is there any way this mod could be conflicting with the vanilla imperial authority ui at the top of the screen? it does not show up for me but the imperial authority effects still stand.
Dirty Dan  [author] Sep 5 @ 1:27am 
@the Loofy thanks for the clarification. The button in the unit panel is added by a script when selecting your armies so it might behave weirdly when facing lua errors caused by other mods
the Loofy Sep 4 @ 7:58pm 
@Dirty Dan
My bad for not being more clear before.
The imperial armory button wasn't appearing in the UI, but having got on to debug and test today to write a full ass bug report, it's now fully funcitonal, sooooo...
Yay? ¯\_(ツ)_/¯
I BENCH MORE THAN YOU Sep 3 @ 3:29pm 
@Dirty Dan yep, you were correct. User error on my part. Was trying to click the little arrow
Dirty Dan  [author] Sep 3 @ 1:40pm 
@I BENCH MORE THAN YOU I just checked it and it still shows up. Try deselecting and reselecting your army until the button shows up in the army panel. If you are coming from before 6.0 have in mind that the old upgrade ui does not exist anymore (that was opened by clicking on the arrow of the unit card)
I BENCH MORE THAN YOU Sep 3 @ 12:37pm 
the ui to upgrade is no longer showing up
Dirty Dan  [author] Sep 1 @ 1:30am 
@the Loofy Warband upgrades will always remove any unit upgrades the initial unit might have.
the Loofy Aug 31 @ 11:24pm 
I believe this mod is mostly non-functional when playing Markus Wulfhart while using the Warband Upgrade mod.
Croatoan Aug 27 @ 3:13am 
Also TW Millenium. :steamsad:
ᛣ Munin ᛉ Aug 23 @ 7:21pm 
Seconded for deithland compat
Croatoan Aug 16 @ 9:04am 
Would love a Deithland compatibility
Dirty Dan  [author] Aug 15 @ 6:52am 
not yet
BioVolck Aug 15 @ 2:39am 
Have you created a mod to upgrade the Dark Elf troops?
Dirty Dan  [author] Aug 15 @ 2:24am 
@BioVolck I would recommend starting a new campaign with it since I don't think that the scripts would work as intended when adding it to an ongoing one
BioVolck Aug 14 @ 10:52pm 
Can this mod be included in the saves?
Dirty Dan  [author] Aug 7 @ 12:55am 
@Betamax if you're asking for the resource id it's dd_fine_steel
Betamax Aug 6 @ 6:55pm 
What is the pooled resource that "fine steel" is listed under?
Dirty Dan  [author] Jul 20 @ 3:37am 
@Ba$ed thank you for reporting this. It will be fixed in the next update
Ba$ed Jul 19 @ 6:32pm 
Love the mod. I can see a small typo in Technology->State Troop Standards. The pop-up display says "Enables Advanced combat Training...". The 'c' in 'combat' should be capitalised. Minor issue, of course. Just helping out to perfect your mod.
lthull Jul 18 @ 2:48pm 
Thanks, I look forward to it. I understand your logic, but their basic combat stats are just terrible. There is no reason for Franz to use anything other than Reiksguard for shock cavalry, but I like to have themed armies of various flavors.
Dirty Dan  [author] Jul 18 @ 1:36pm 
@lthull I only enabled this upgrade for melee cav and demygryph knights as I didn't want to incentivize using shock cav out of their intended role. That being said I think I will enable it in the next update and leave it to the players
lthull Jul 18 @ 9:38am 
Playing as Karl Franz, I noticed that the Knights of Morr, the Knights of Everlasting Light, and the Knights of the Blazing Sun are not given the option to the upgrade "Advanced Combat Training." Is this intended?
Dirty Dan  [author] Jul 13 @ 4:46am 
@Blissblessed no, the AI in the game cannot interact with unit upgrades at all. Not even with those already present in the game (greenskins or wood elves). That being said I put a copy of the script that randomly distributes upgrades to their troops in most of my mods so they will get upgrades over time like the greenskins do
Blissblessed Jul 13 @ 3:39am 
Do AI use upgrade on their troops actively from this factions mods?
Dirty Dan  [author] Jul 13 @ 2:54am 
@tatupetinati I think that mod was covered by Apex' compilation. You can find a link in the description
VioletGrey\\ Jul 12 @ 7:21pm 
@tatupetinati iam not 100% sure but i think there was no submod for sigmas heirs. but unless its a different mod, there was some compatibility from sigmas heirs side? but yah not sure anymore. been a while
tatupetinati Jul 12 @ 5:14pm 
Hey there! amazing mod, mind to help me please? which submod i need to be able to upgrade Sigmar's Heirs troops? Thank you!
Dirty Dan  [author] Jul 9 @ 12:00am 
@SpooNNNeedle it's dd_fine_steel
SpooNNNeedle Jul 8 @ 8:02pm 
what's the resource id? i want to use the "res" command from the console command mod to just quickly level out my carroburg greatswords
Dirty Dan  [author] Jul 8 @ 2:03am 
@Dawn&Twlight yes
Dawn&Twlight Jul 7 @ 6:35pm 
Will the upgrades work for Amethyst Units as well?
Nashoba Jul 5 @ 8:27am 
+1 For Deithland Compatch
Croatoan Jun 26 @ 2:06am 
Would like a submod for Deithland if possible. TIA!

https://steamcommunity.com/workshop/filedetails/?id=3502673197
Verrow Jun 12 @ 12:36pm 
@Dirty Dan I tried doing as you suggested but it didn't seem to work. The closest I've gotten to getting it to work was to remove the lines in emp_salvage.lua between "Locks everything at beginning of campaign" and "Lock tech-specific upgrades for humans", which worked for a while in my campaign, but after some time stopped working, maybe because i ended my turn and it refreshed or something. When i start a new campaign with this setup, the same happens, as in it works for a while, then stops.
Dirty Dan  [author] Jun 12 @ 8:53am 
@Verrow try deleting the faction_banned_unit_purchasable_effects_tables. If this doesn't work you woul also need to remove the upgrades in the emp_salvage.lua script under faction_exclusive_available. But try it once without touching the script as I'm not sure how it behaves when that list is empty
Verrow Jun 11 @ 11:04pm 
@VioletGrey\\TTV Just to clarify, I'm talking about the in-race faction specific upgrades, as in, the factions that are tied to a lord, such as Gelt's unique upgrades, Franz's, and so on.
VioletGrey\\ Jun 11 @ 8:31pm 
@Verrow there are no faction requirements you could change, but you would need to make the whole mod for every faction separate. thats why Dirty Dan made this mod for many other factions seperatly.
Verrow Jun 11 @ 7:55pm 
If i wanted to remove the faction requirements for the faction specific upgrades with RPFM, how would i do that?
Dirty Dan  [author] Jun 7 @ 10:48am 
@Paperbagman every unit added by mods requires submods to receive upgrades. Check the mod description for links
Paperbagman Jun 7 @ 10:29am 
does it work with Sigmar's Heirs? i can't upgrade any unit after turn 2
MichaelGFI May 15 @ 10:13am 
@Dirty Dan Great, thanks
Dirty Dan  [author] May 15 @ 7:07am 
@MichaelGFI yes, after turn 25 they will periodically receive upgrades
MichaelGFI May 15 @ 7:06am 
Looking forward to trying this. Will the AI use these upgrades?
Dirty Dan  [author] May 8 @ 8:15am 
@Koba_Aka_Stalin thanks, added it to the description
Koba_Aka_Stalin May 7 @ 2:43pm 
Hi, thank you for this mod, I was glad to see it again, just like in the second part of TTW. I made a translation in Russian of your mod. If you don't mind, add it to the description of the mod. Thanks!
https://steamcommunity.com/sharedfiles/filedetails/?id=3477655909&searchtext=%D0%BF%D0%B5%D1%80%D0%B5%D0%B2%D0%BE%D0%B4
NeoKorp May 1 @ 2:07am 
Issue:
If the Fine Steel regeneration doesn't show properly even after having 2 or more Iron Mining then

Solution:
Wait for the next turn because it will update itself afterwards.
Dirty Dan  [author] Apr 30 @ 1:13am 
@miramew i considered this and came to the conclusion that it would just make updating and pinpointing issues harder for almost no benefits. I will probably do so one day when I consider all the mods done and CA moved to the next game, so the compilation won't need maintenance