Total War: WARHAMMER III

Total War: WARHAMMER III

79 ratings
Skaven Clans United - submod for Skaven Clans
2
2
   
Award
Favorite
Favorited
Unfavorite
overhaul
Tags: mod
File Size
Posted
Updated
5.288 MB
2 Aug @ 7:44pm
26 Sep @ 3:00am
8 Change Notes ( view )

Subscribe to download
Skaven Clans United - submod for Skaven Clans

Description
"Yes-yes! More clans, more rats, more ruin-ruin!"

Skaven Clans United is a comprehensive faction-expansion mod for Skaven Clans Blood for the Blood God! that reworks the unique Skaven Clans, introducing new/existing building chains, recruitment mechanics, and thematic garrisons.

Each clan brings its own warped identity to the Under-Empire — as the team of Skaven Clans is bringing flavor to the Skavens bit by bit.

Avalible for all clans.

What I'm currently trying to implement
What I'm currently trying to do 1
What I'm currently trying to do 2
What I'm currently trying to do 3

Key Features
- Each faction of "Skaven Clans" has their own building chain, either from the OG mod or build/expanded to fit their unique rooster.
- Each agent type made available to recruit for their original buildings, or new ones fitting the original.
- Each lord type available to recruit, for extra thematic armies.
- Give you an option to make lore accurate armies for your LL, if using "Recruit Defeated Legendary Lords".
If you like playing longer campaigns, gives extra flavor to keep going.
- Designed with compatibility in mind, so most building have been duplicated or made from scratch, to avoid conflicts.
- Access to other Clans building chains and Landmarks.

Play testing
- Avalible for all clans for public testing.
- Key features currently missing, and all building chains, lords, agents and units available from the start for now.
- Cai is able to build and recruit from all the building chains, some instances appear twice, as if I missed some one, they aren't without a military chain. Duplicates will be fixed in time.

Compatibility
- Tested on "IE" and somewhat on "The Old Worlds Campaign".
- Should work on "IEE"
- Uses custom buildings and duplicates to avoid file overwrites
- Landmarks of Legend
- Immortal Landmarks

Next Steps / Future Plans
- "STARTED" Locking units, building chains, agent and lords types behind factions, accessible through confederation/recruiting defeated LL.
- "STARTED" Add specific faction’s mechanics, achievable through confederation.
- Polish/edit in game names, text and descriptions for buildings and chains, for extra flavor.
- Add faction-specific advice events and UI touches.
- "STARTED" Add specific mechanics tied to specific clan lords.
- Possible adding faction colour to all units, so each unit keeps their faction identity.

Future compatibility
- Landmarks of Eternity
- Possible some Skaven unit packs

Installation
1. Subscribe
2. Enable in modmanager
3. Start a new campaign with your favorite Skaven Clan.
4. Enjoy-yes! Praise be to the Great Horned Rat!
5. Please report bugs, missing text or Ui

Credits
The team behind the Skaven Clans Blood for the Blood God! mod
The team from The Old Worlds Campaign for permission to use their Clan Skully banner
Popular Discussions View All (3)
23
17 Sep @ 2:47am
Bug repporting
K-9
0
25 Aug @ 1:20pm
Current known issues
K-9
0
7 Aug @ 8:19am
Q & A
K-9
107 Comments
Meow Meow 4 Oct @ 8:20pm 
It's not certain, but it seems like the research on ‘Rictus’ and ‘Moulder’ has been reversed.
Sindri Myr 2 Oct @ 3:08am 
solution for compatible with sfo maybe just make a new tab for your tech instead of fitting them inside the vanilla tech tab? i tried to look at doing this myself but i never do anything that complex in mods i just change numbers sometimes. too advanced a change for me.

very cool mod, i love where this is going.
K-9  [author] 1 Oct @ 5:22am 
Undea
The Ai also got the option to build the buildings.
When the last bit of the "locked behind faction" is done, they will have to confederate first.

Medbraktlik
It looks like SFO uses a different tech-tree than vanilla, that's why the techs aren't showing up.
My vision was that the "techs" was to be given, but they currently take 1 turn. Even though I have set them to demand 0 researche like some vanilla tech.
When I find what gives the vanilla tech, but not mine, it should solve this incompatibility with SFO.
Undea 29 Sep @ 2:02pm 
i notice, that the ki is building the other clan buildings.
i have now clan Gangrous with skurvy snipers. xD
so only the player is locked.
K-9  [author] 29 Sep @ 5:31am 
Undea
It's actually what I'm working on, as I found something in the creation kit, that could tied specific things to ancilleries/traits like the sword of khaine.
But irl takes some much time right now, so I don't get that much modding done.

The tech is the first implement of that feature, as I can lock specific things behind that.

Medbraktlik
It might be that my mod and SFO places the techs at the same place in the tech tree.
Then the load order picks which one is shown.
Can you post a picture to me, then I might be able to move my techs to another location.
Undea 29 Sep @ 12:22am 
how about lock the tech behind a legendary lord skill, wich is already activated?
this way you get it only with the right lord.
Undea 29 Sep @ 12:17am 
@Medbraktlik
same here, i dont see any tech from this mod.

@K-9
good work so far.
i was waiting for a mod like thisfor years.
Medbraktlik 28 Sep @ 2:28pm 
seems like your clan techs are incompatible with sfo tech tree. they are not showing up.worked fine with sfo turned off. Great mod btw!
Bone daddy. Ainz Ooal Gown 28 Sep @ 6:02am 
ah ok