Total War: WARHAMMER III

Total War: WARHAMMER III

Tomb Kings Tech-Tree (New Version)
37 Comments
lethery Sep 21 @ 9:57am 
well all other contact effect are working fine, just the contact effect your tech tree added to tomb guards (tomb curse) has this problem, anyhow I'm not trying to criticize work, as it is very good and I used it for every faction I play, I just want to point to a problem I faced that maybe could lead to a fix if possible,
Decky  [author] Sep 21 @ 7:22am 
@lethery : The poison effect was programmed by CA, not by me. It is the same effect that other units in the game use. If it is as you say, and not caused by a mod that alters the effect... which my mod does not do. Then CA will notice it and fix the bug.
lethery Sep 21 @ 2:22am 
In my testing I found only one problem or a bug maybe : the contact effect you gave to units (the curse tomb poison) only applied to enemies for a fraction of second and got removed nearly instantly, I saw it got applied and then removed very fast,
Decky  [author] Sep 17 @ 11:07pm 
The mod has been updated.
Dahak Sep 12 @ 11:17am 
Thanks!
Decky  [author] Sep 12 @ 5:42am 
The mod has been updated.
Dess Sep 11 @ 1:00am 
Some techs are missing, like the patronage of the X dynasty ones for the first dynasty, and some techs are in the wrong spot like First Dynasty plans are instead replaced by Ageless Collosi
Dahak Sep 4 @ 2:32pm 
I am getting a crash relating to a missing ability 3. Not sure if thats what others are getting, but it is broken for me :(
carvinalife Sep 3 @ 1:33pm 
I can see this has been updated, but it does not see to be working with the 6.3 patch.
Terminator_t102 Sep 2 @ 10:04am 
kannst du das bitte auf 6.3 ubdaten??
Thancred Lux Aug 20 @ 8:17am 
any compatibility submod for arkhan the black expanded?
https://steamcommunity.com/sharedfiles/filedetails/?id=2852724610&searchtext=arkhan+
Foe-Hammer Apr 16 @ 7:15pm 
any chance of this getting a sub-mod for Agemouk Tomb Kings Extended?
Veni Jan 20 @ 1:16pm 
crypt poison is definitely op.
If you want to keep the current magnitude I would turn it into a passive ability that is only active if the unit is in a negative morale state, it could have a longer duration then. Maybe 30ish seconds.

If you want to balance it, change it to fixed stat reductions or -10% instead of -30%.
Green Mohawk Derg Jan 10 @ 4:28pm 
It seems that buffs like crypt poison do not apply to archers or crypt ghouls (first dynasty extra techs) despite mentioning them
Decky  [author] Dec 24, 2024 @ 5:16am 
The mod has been updated.
AI-Man Aug 31, 2024 @ 5:13pm 
@Da Git will it still work if i use the compliation version instead of this one?
Cultist of Tzeentch Aug 31, 2024 @ 12:49pm 
@Driver-TG

@GreyGhost14

@Doc Gurgul

this submod https://steamcommunity.com/sharedfiles/filedetails/?id=3002258013 still seems to work. its old and will tell you to use an outdated compilation mod. just use the mod on this page instead, seems to work just fine. I haven't experienced any errors or anything. ignore the warning if using the mod manager.
AI-Man Jul 8, 2024 @ 7:38pm 
damn, i wish i could mod, would love to be able to play with both the Tomb kings Extended mod and this one. They both add amazing stuff, hopefully a compatibility patch is made between them either by the author or a another brave talented modder from the community
Nalkor Jun 3, 2024 @ 6:52pm 
This mod also doesn't quite work with Arkhan The Black: Expanded mod either.The two mods use that space on the right via scroll bar for their custom techs and they get this weird overlap as a result. The (hopeful) submod could also add the additional units on the roster to the existing techs that are on the left side of each dynasty line.
GreyGhost14 Apr 20, 2024 @ 7:04am 
good mod but please make submod for Agemouk's Tomb Kings Extended :) thanks
Doc Gurgul Mar 9, 2024 @ 8:18am 
These new techs look cool, however the mod would require a submod/separate version to play well with Agemouk's Tomb Kings Extended (another extremely popular TK overhaul). Right now these 2 mods are rather incompatible - Wakhaf's tech is missing, substituted with "Re-Writing the Great Plan", and many other techs' positions are jumbled and mishmashed, especially the ones tied to the dynasties.
Latex Santa Jan 13, 2024 @ 1:48am 
@Decky The tech "Wakhaf of the First Dynasty" DOES NOT SHOW UP AT ALL in the new tech tree for me. Instead, in that position I have "Re-Writing the Great Plan". The First Dynasty is also labeled the Third Dynasty for me. In my mod list, I have Mixu's Legendary Lords, Agemouk's Tomb Kings Redone (something like that), and others. No idea what could be causing these bugs. I will be switching to the older, unsupported version. I like Wakhaf the Cavalry Tomb Boi too much to give up on him.
The Ohio Question Nov 23, 2023 @ 8:35am 
sounds about right for CA lol, thanks mate.

And happy thanksgiving!
Decky  [author] Nov 23, 2023 @ 4:58am 
CA has changed the name of the effect "wh3_main_effect_winds_of_magic_pooled_resource_change_positive_mod" to "wh3_main_effect_winds_of_magic_pool_cap". This is why the mod was crashing.
I have corrected the effect and will now do the same for the other tech-tree mods.
A lot of work that is actually totally unnecessary... thanks CA.
The mod has been updated and is working again.
vashhenko.igor90 Nov 22, 2023 @ 7:39pm 
upd pls
The Ohio Question Nov 21, 2023 @ 10:49pm 
bricked in 4.1.

crash report says due to magic increasing, guessing the rework of mana pool broke it
Decky  [author] Jun 25, 2023 @ 1:32am 
@JakdMavika: The mod you show is not my mod. Pls ask the creator of the mod.
JakdMavika Jun 16, 2023 @ 3:42pm 
TheDevilNextDoor Jun 8, 2023 @ 7:01am 
thanks just cleans up my loadorder a fair bit when i am already want all these mods you have made.
Decky  [author] Jun 7, 2023 @ 1:38pm 
TheDevilNextDoor: See Mod "Tech-Tree Compilation". The Mod includes Tech-Trees for all faktions.
TheDevilNextDoor May 31, 2023 @ 6:53am 
great additions all around i do hope you make a combined mod for all your tech mods down the line.
HMT May 24, 2023 @ 5:52pm 
thank a lot ,Bro!
Decky  [author] May 24, 2023 @ 7:04am 
Submod for the mod Necromancy released.
Einherjar May 21, 2023 @ 6:56am 
Fabulous and incredible !

There is a little error in the description of the "nomadic riders" tech : it should be nehekhara horsemen instead of nehekhara warriors ;-)

Thank you very much for this awesome mod !
204873fast256ps4 May 20, 2023 @ 9:04pm 
would this be incompatible with tomb king extended since it also changes the tech tree?
HMT May 19, 2023 @ 5:57pm 
thanks you very much
FullAutoAttack May 19, 2023 @ 10:45am 
Awesome work as always.