Total War: WARHAMMER III

Total War: WARHAMMER III

⚒️ 🚧🏗️ (Under-Construction) - Agemouk's TOMB KINGS: Extended - ⚒️ 🚧🏗️ (Under-Construction)
977 Comments
Yuni Aug 28 @ 3:39pm 
Thank you for putting up with everyone's neediness, Agemouk. :) I work in customer support, and I just wanted to share that I appreciate your time, and it's done when it's done. You matter too, you are not a mod dispenser.
Agemouk  [author] Aug 28 @ 4:03am 
⚒️ 🚧🏗️ - Under-Construction - This mod is currently being fully revised for a post 6.3 environment. It should not be used in the current Beta nor in the future patch update until it is fully updated. This version is safe to use only in the current live 6.2 environment.
Woozy Aug 27 @ 12:37pm 
is the mod compatible with the ovn legion of terror mod?
Agemouk  [author] Aug 27 @ 4:03am 
I already find TK pretty easy and straightforward in vanilla, even on Legendary tbh. The new acceleration curve of the faction really wasn't needed.

Might need to start picking fights with Skarbrand early game now to keep me entertained. 🤣
Serious Lee Aug 27 @ 3:55am 
out of curiosity what do you not like about 6.3? Do you think they get buffed too much? Feels like their early game will be a lot faster. Not sure how I feel about it tbh
Agemouk  [author] Aug 24 @ 10:21pm 
FAQ 1.2
Kharn the Betrayer Aug 24 @ 5:33pm 
Howdy, first off awesome mod, love what it does to supplement Tomb Kings and change up the experience, did encounter an odd issue though when trying to play co-op with someone as also Tomb Kings.
When trying to play with a buddy who wanted to try Army of the Golden Scarab, playing as any of the other factions that were given a choice to move spawn location would result in one of two things happening, either my buddy would chose to move to his actual spawn next to Skarbrand which would result in my choice being picked and his not happening, or if I picked first he was unable to click his one option and would effectively soft lock the campaign immediately.
I really hope this is unintended and just a weird quirk of some background code that can be ironed out, if not then it's alright but it's odd that it even happens.
Big Bad Wolf Aug 22 @ 8:27pm 
The time has come Great Pharoh Agemouk! The Tomb Kings shall rise and all the world shall tremble as it gets trampled under the chariots of the Gods!
I'm looking forwards to the update, though to be honest, both the Tomb Kings and Lizardmen update seem like pale imitations of mods made by the community. From the screenshots on the Blog, I am the only one who thinks 250 canopic jars to start a dynastic research is punishingly absurd? Idk how they balanced the Jars rewards from battles, but that means for a few turns you cannot research anything at all and then it will take 10 turns to get the 1st research completed. Its shit. Army research rate drops as usual, you think that you can use the jars to get bonus research rate, but the cost for many techs is 250-500 jars so idk how that will work out.
So I'm more interested your mods new iteration in the new patch. Hope there is a SFO sub-mod for your updated mod.
Wandering_Tumbleweed Aug 22 @ 12:49pm 
I gotcha man I can't wait for the update! Hope you have a great day!
Agemouk  [author] Aug 21 @ 9:01pm 
It will be updated, though the timeline on that will be extended - as it's very important that I do a number of vanilla playthroughs first to judge the new baseline correctly and then adjust TK:E accordingly. Just off the top of my head - every tech tree will need to be adjusted, most buildings, entire mechanics such as Settra's Dominate mechanic etc. And much, much more.

TBH, I'm unimpressed with many of CA's changes - but we are where we are. I'd suggest enjoying 6.2 while you can, it's possibly peak WH3 Tomb King-ing, with 6.3 onwards just a real mess.
Wandering_Tumbleweed Aug 21 @ 12:41pm 
Hey man I love your mod! Do you plan on updating this mod when the tomb king update hits next week?
Lilrobinboy Aug 19 @ 8:05am 
Hey so I have been looking and I cant find it anywhere how does one do the quest clease the taint it has no location no specific requirement I cant seem to find anything on it
Agemouk  [author] Aug 17 @ 7:56pm 
Is there something wrong with using the feedback and suggestions discussion thread? Please use that, and keep your feedback as a single coherent entry, rather than cluttering the comments section and burying other people’s issues beneath a cascade of one liners.

Good high quality feedback is always appreciated- but there are ways and means to be clear and be heard without crowding out others.
SpiralRazor Aug 17 @ 5:23pm 
The Mortuary Cult stuff needs a pass as far as cost to performance...for instance comparing the banner that gives + flaming attacks and 8% WStr to everything in 35 meters to the banner that gives one unit flaming and +15% WStr against certain factions.. Why would I ever spend double the cost for the 2nd one?
SpiralRazor Aug 15 @ 10:36pm 
Sand Snakes sandstorm effect must be bugged..its way too loud and shouldnt repeat. The ability itself also takes way to long to build up. Last battle they had killed 1231 units and it still was only at 3%
SpiralRazor Aug 15 @ 12:07am 
Royal Garrison doesnt add any units the site garrison?
SpiralRazor Aug 14 @ 11:33pm 
Greater Bastethi have no access to unit upgrades, whereas lesser do.
SpiralRazor Aug 14 @ 10:12am 
Restored Heirotitan statue does not supply +1 Heirotitan to the garrison.
SpiralRazor Aug 13 @ 12:39pm 
Note: King Thutep is missing an arcane item slot despite Rasut having hers....and despite being an actual Liche Priest lord.
SpiralRazor Aug 13 @ 12:38pm 
@Soki Aye, some of it is faction specific, a lot of it requires tech tree unlocks + the right resources under control...and further some of it resides in special landmark buildings. You wont need the normal Heirotitan anymore btw, theres quite a few units that can fill its shoes and the bow variant is massively better anyway for Lybaras faction due to a tech tree unlock.
Soki ( •ᴗ•) Aug 13 @ 11:10am 
read through the full mod change description that i missed, my bad, and see that they hierotitan is replaced with the bow variant for the court of lybaras.
also see that each faction can have specific units unlocked based on tech,
thank you to all the modders that made this one possible, big props <3
Soki ( •ᴗ•) Aug 12 @ 2:28pm 
Loving the mod so far but im a bit at a loss on how to get some of the units in campaign,
for example normal heirotitans, not the colossal bow variant, and the ancient tomb mummies.
if anyone could point the way id be grateful
SpiralRazor Aug 11 @ 11:42am 
Tomb Barque's also dont have access to any unit upgrades?
SpiralRazor Aug 10 @ 2:43pm 
Tomb Barques need greater mass...they cannot escape charge engagements. Or they should be strictly flying units like Cathays stuff.
Agemouk  [author] Aug 9 @ 4:21am 
@The white comet
FAQ 1.1.A.i
Dragon32 Aug 9 @ 2:05am 
@Uncle Gray
A mod's .pack file is in its Workshop folder. Navigate to the game's folder (1142710 for TW:WH 3) then the mod's, the mod's folder is the ID in its Workshop URL.
Uncle Gray Aug 8 @ 7:12pm 
i have a question .
could anyone tell me please how to find the data.pack that contain db in RPFM for WH3 ?
i was able to find for WH1 and WH2 !
SpiralRazor Aug 8 @ 6:04pm 
I uninstalled the mod then reinstalled it, verified all files; now the bonus is showing up on the intended units:).

Yes, im aware of QUeen Hashuts line for Basteti, but its a long road to actually get to them, lvl 14 is a good ways away especially if you awaken her 3rd or 4th and the easy fights are gone. To the rest of hte lords though, they are wasted design space because they already have specializations that lean towards previously existing units.

So what i did was add thier ID to anything in the red line that increased carrion and tomb swarms since to me, they are all part of the taxidermy line and it allows you to use sun scorched bones early on.

I also went rhrough and added Fire While Moving to several units that should have it on recruit; Skeletal Elephant, Khemrian Warsphinx and Tomb Barque and all special versions to bring mechanics in line.
Agemouk  [author] Aug 7 @ 11:09pm 
Intrigued at what the Herald of Mahrak error is - as that’s a vanilla effect that I simply add Royal Guard to - if that’s not working on Tomb Guard it would imply that the vanilla version isn’t working either.

Oh well, that interesting investigation can wait two weeks till I return from a beach 🏖️ in 🇹🇭 Thailand anyway. 🤣
Dragon32 Aug 7 @ 10:41am 
@The white comet
Read the FAQ but short answer is no.
The white comet Aug 7 @ 9:20am 
While it might be kind of rude, might I ask if there could be a lite-version of this mod that's just the units added by this mod?
Dragon32 Aug 7 @ 5:49am 
Sorry to be that guy but it's bonuses in English.
SpiralRazor Aug 6 @ 11:52pm 
Herald Banner of Mahrak seen to be only applying its bonii to Royal Guard.
Agemouk  [author] Aug 6 @ 11:29pm 
Also- 7 ammo is correct- they are a light skirmish unit. Will take a look at the skill later.
Agemouk  [author] Aug 6 @ 11:28pm 
Bastheti have an entire lord dedicated to them. Tomb King Lords also have a title they can get related to Bastethi.
SpiralRazor Aug 6 @ 10:35pm 
No bumps for Bastethi in any red line? Anything that bumps carrion should bump Bastethi as well...since they are both embalmed animals. Speaking of which, im surprised none of them has undead crocodiles.
SpiralRazor Aug 6 @ 7:31pm 
Legions of the Asp Goddess includes the RoR Serpent Guard but leaves out normal Serpent Gaurd???
SpiralRazor Aug 6 @ 7:24pm 
Vulture Legion(Shortbows) only get 7 ammunition?? Surely this is an error.
SpiralRazor Aug 4 @ 10:34am 
@Almo[CAT] You need the following DLCs Total War:
WARHAMMER III - Rise of the Tomb Kings
Total War: WARHAMMER III - Curse of the Vampire Coast
Total War: WARHAMMER III - Bone Giant
Total War: WARHAMMER III - The Grim and the Grave
Total War: WARHAMMER III - 30th Anniversary Regiments

I believe that Bone Giant and 30th anniversary regiments are only available on the CA homepage.
SpiralRazor Aug 4 @ 10:29am 
@Almo[CAT] No crashes here bro. are you sure you have it installed correctly? Mod conflict? Im in immotrtal empires right now with Khalida.
Almo [CAT] Aug 4 @ 8:42am 
here crashes too
SpiralRazor Aug 3 @ 8:14pm 
DLC links are broken
Agemouk  [author] Aug 2 @ 10:44pm 
FAQ 1.2
barwoj_16 Aug 2 @ 11:43am 
Does this modification work in multiplayer? Because it s crashing my friend.
Cho'Giki Jul 31 @ 2:41am 
ok, sorry for making troubles
I'll test later without localization
Agemouk  [author] Jul 30 @ 10:38pm 
Just tested and able to build all underpyramids with Court of Lybaras - so a false positive there. Unable to replicate your issue.

I suggest you test with just TK:E, Mixer and MCT as the only mods you are running before posting bug reports in future to save wasting any time.

Most likely you have a mod conflict with something else you are running.
Cho'Giki Jul 30 @ 6:54pm 
I can't build pyramids (their window doesn't appear after building) while playing as Lybaras
ZhangJao Jul 29 @ 4:49pm 
Just a small point this mod changes some locations that were minor settlement for exampel Qatar to regular settlements in a certain way right? Because I use a "Return Minor settlement battle" mod and when I was attacked in Qatar even though having the main building intact the battle was in a land battle, if the location is important for the tomb kings wouldn't be better a proper way of defending it? Landing battle doesn't look right
ZedsDeadBabe Jul 29 @ 2:10pm 
does this reskin the vanilla units as well?
Agemouk  [author] Jul 29 @ 11:11am 
And how have you ascertained this mod has anything to do with that?