Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Elves Technology Expanded
61 Comments
Alastar Sturmheim Mar 26 @ 6:36am 
Needs update. Crashes on startup.
BlackLegion Feb 21 @ 7:06am 
Need new update
Robineus Nov 12, 2024 @ 11:07pm 
Issue with SFO compatibility because it overrides one or two of their added tech slots which add witch brews which is needed for bonuses from certain buildings.
Sikhi Jedi Sep 9, 2024 @ 9:14am 
update
Deymur Jul 24, 2024 @ 8:47am 
Hello, Sir!
Need update, please.
Dioltas  [author] Jul 18, 2024 @ 3:59pm 
Updated to 5.1.1
Vato Jul 14, 2024 @ 4:05pm 
Update to 5.1 please good sir!
Vato Jul 3, 2024 @ 6:15am 
does this work for 5.1 update? im new to modding btw
mikeybaka Jun 23, 2024 @ 4:03am 
Need punctuation for da boyz in the descriptions
King Glenmore May 25, 2024 @ 9:22am 
Does it work with Dark Elves Rework?
bnw82002 May 6, 2024 @ 6:37am 
thanks for the update!
Dioltas  [author] May 5, 2024 @ 6:24pm 
Updated for 5.0
Hugo Stiglitz Apr 5, 2024 @ 12:04am 
awesome mod thanks for your work, the dark elves need all the love they can get
Lemon Mar 31, 2024 @ 7:25am 
thank you
bnw82002 Mar 31, 2024 @ 6:24am 
Thanks for the update!
Dioltas  [author] Mar 31, 2024 @ 5:38am 
Updated for 4.2.2.
Lemon Mar 5, 2024 @ 9:23am 
could you update this to 4.2.1
ZacharyBuilder Oct 3, 2023 @ 8:56pm 
Thanks
Dioltas  [author] Oct 3, 2023 @ 3:39am 
Updated for 4.0
ZacharyBuilder Sep 17, 2023 @ 4:03pm 
4.0?
Barak Yisrael Jul 27, 2023 @ 1:24pm 
That'd be dope if ai does use it. Wonder how to find out
Dioltas  [author] Jul 21, 2023 @ 3:21am 
I don't think AI uses it, they probably stick to the vanilla options. But not 100% sure.
Majeed Jul 18, 2023 @ 4:44am 
does this work for AI?
Barak Yisrael Jul 3, 2023 @ 6:17pm 
is there an sfo version of this?
Dioltas  [author] May 28, 2023 @ 5:47am 
Updated for 3.1
Dozer Apr 16, 2023 @ 2:53am 
thank you again for the update! (feel like a broken record at this point XD
Dioltas  [author] Apr 15, 2023 @ 4:15am 
Updated for Version 3.0 :-)
Flamboyant Schemer61 Mar 4, 2023 @ 1:38pm 
ah no I doN't think it'll make ai op or anything. I mean as u said, ai is weak anyways. I was just making a mod myself that needs some techs to work for ai and wanted to ask if you know the ai is using newly added techs or not.
Dioltas  [author] Mar 3, 2023 @ 7:36am 
Hi Flamboyant. I think the AI can use them but I'll be honest I don't really know how the AI makes those decisions and it's not an area I looked into much. I wouldn't be too concerned about it making AI overpowered or them making good decisions... CA usually makes sure they don't ;-).

If you're not playing as a DE Lord I'd probably suggest disabling it, but even if you are I guess other AI DE Lords would maybe benefit from it. I'd imagine they're more likely to stick to the vanilla route, but honestly I've never attempted to validate it.
Flamboyant Schemer61 Mar 2, 2023 @ 5:31pm 
hello @Dioltas! I love your mods but I have a simple question. Is ai also using newly addded techs? I was sure of myself that it does but then I started adding techs for something else myself and couldn't find any tables that dictates the "quality" of techs for ai to force ai make choices easier.
grz34998 Feb 27, 2023 @ 3:12pm 
Okay, thanks for the help
Dioltas  [author] Feb 27, 2023 @ 12:51pm 
If you want an even easier suggestion though, you can actually view how any mod is made by downloading and opening it with RPFM. In RPFM just go to "Packfile" in top left corner, then "Open from Content" then select the mod you wish to look at it will show you the source code / changes. And you can easily modify it yourself or play around with it.

This mod will display as Dark_Elves_Technology.pack
Dioltas  [author] Feb 27, 2023 @ 12:49pm 
In short, I've only added new stuff, and not changed any existing tech - which helps reduce any conflicts with other mods. But in terms of placing them on the UI it's just like a slot based system, and I fitted them in mostly within the design of the original DE tree. But you can also easily add entirely new columns and rows - it's more of a frontend or User-Interface thing with what position you assign them.

You can adjust that in the technology_nodes_links_tables and technology_nodes_tables.
grz34998 Feb 27, 2023 @ 10:28am 
@Dioltas, could you explain how you extend the vanilla tree, is there more to it than just adding or moving nodes?
Dioltas  [author] Feb 20, 2023 @ 8:50am 
Updated for the latest version (2.4 patch).
Dioltas  [author] Jan 31, 2023 @ 11:34am 
No idea @FlexEmperor, I've certainly not tested it or designed it to work with any overhaul system. It does only touch the research/tech tree though, so isn't high risk for incompatibility but if something else modified DE tech tree then it'll depend entirely on whether they just extended the vanilla (as I have done) or directly altered the original stuff too.
FlexEmperor Jan 31, 2023 @ 5:18am 
Hi, it work with radious?
Dioltas  [author] Nov 24, 2022 @ 7:44am 
It's been updated to latest patch, although I suspect it would work regardless, this just removes the annoying warning.
wanzzzz Nov 23, 2022 @ 7:27am 
does it works in 2.3?
Dioltas  [author] Nov 15, 2022 @ 8:34am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2862256729

Dark Elves Global Recruitment Mod (which should work with the technology)
Dioltas  [author] Nov 15, 2022 @ 8:33am 
Hi Nocturnal there are some mods which allow Dark Elves to use Global Recruitment. I've used it with that, rather than putting it into my mod. But yeah I probably should update the listing and recommendation to benefit from that.
Nocturnal_lp Nov 15, 2022 @ 7:56am 
Hey loving the mod so far! Adding the extra techs for long games is really enjoyable. Idk if anyone referenced this but one of your techs (conscription) give -1 to global recruit of all units. Being the dark elves, you don't have the ability to global recruit making this tech useless. Will there be any changes to this being local? or plans to remove that part out?
Tactical Drongo Nov 13, 2022 @ 8:23am 
any way to look at the techs without installing this?
Dioltas  [author] Oct 19, 2022 @ 5:23pm 
Hey Kami, I've updated for the latest patch, hopefully your annoying alerts are gone now :-)
Kami Oct 19, 2022 @ 2:00pm 
Update would be nice, dont think any changes are needed but warnings are annoying especially when you have a lot of mods to track.
The Dark Ranger Sep 30, 2022 @ 12:38pm 
Can you make a expansion on Rakkarth to make him and his faction better? With his chariot renown unit mentioning capturing slaves could you give his faction a slave capture buff and maybe movement speed? Rakkarth could use a bigger command aura to use his whip on the beasts, I tend to replace cavalry for monsters when I play him.
ArchAnge1LT Sep 19, 2022 @ 3:13am 
Thank for the tip! Will check that out. I usually also prefer vanilla stuff, but as the game got bigger, i think CA cannot manage it properly. So i need to use mods cause with reason being, why would you have tech tree and never reach the techs you want before campaign is over. Appreciate your mod and your tips!
Dioltas  [author] Sep 19, 2022 @ 3:04am 
Hey ArchAnge1LT yeah I can look at maybe reducing some that I added although I deliberately wanted to avoid editing any of the original/vanilla trees as this makes it more compatible with other mods.

You could also try something like this mod to give you faster research
https://steamcommunity.com/sharedfiles/filedetails/?id=2790255541

I think there are also some mods that let you set the initial starting research, which would effectively allow you to remove just 1-2 turns from every node.

Glad you're enjoying the mod, and I agree completely it's frustrating to barely touch a research tree by the time a campaign is effectively done.
ArchAnge1LT Sep 19, 2022 @ 2:48am 
Btw really appreciate your mod, it is great!
ArchAnge1LT Sep 19, 2022 @ 2:47am 
Is it possible to reduce every node research time by 1? It takes way too long to research anything.

By turn 100 greenskins have almost all tree researched, or empire pretty much having all they want depending on their army comps.

By comparison, Dark elves have reworked crossbows, some growth and some random stuff, it takes almost 250 turns to get all the good things. CA have overlooked many things and some tech trees of some races take too long, you finish campaign long before you get your end units buffed.