Total War: WARHAMMER III

Total War: WARHAMMER III

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Zombie Tide SFO Standalone (Waaagh! mechanic for vampires)
   
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10 okt @ 20:04
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Zombie Tide SFO Standalone (Waaagh! mechanic for vampires)

I 1 samling av stiginge-oy
STS mods
7 artiklar
Beskrivning


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀🦇The Zombie Tide🦇 SFO- Standalone

"All fear the witching hour, when a tide of groaning, clawing Undead batters down sturdy wooden gates, or when a crowd of Zombies pile together in order to spill over walls and palisades."
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Mod Summary


The Zombie Tide grants your Vampire Counts armies the terrifying, festering, and unending masses of undead infantry.

Vampire Counts warfare is built on the philosophy that a tidal wave of brutal, expendable flesh will always crush ordered steel.

Vampire Counts lore consistently describes Zombies as the absolute lowest caste, used solely as disorganized cannon-fodder, grave-diggers, and the first wave to break an enemy's line. Their purpose is not to win the battle, but to soak up ammunition, distract the enemy's formation, and pave the way for the powerful Grave Guard, Black Knights, and ethereal units to deliver the killing blow.

However, in vanilla campaigns, Zombies often aren't worth the recruitment slot, pushing players toward small, elite monster stacks that feel far removed from the promise of a realm-drowning, shambling horde.

This mod allows your armies to truly muster the unending masses of the undead.

Mechanic:This mod alters Assemblage of Necromancers, adding a mechanic inspired by the Greenskins' Waaagh! This grants all your armies up to 10 additional Zombies (with small chance of Skeletons or Fell Bats) for 15 turns.


The Horror of the Unending Grave

Instantly transform your main force into a terrifying stack of disposable, rotting beasts. Drown the enemy's walls in the bodies of the unworthy, let the Undead ascend, and destroy all that is not part of the unending, primal night!

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FAQ

Will it work with SFO? - If Rites mod works with SFO, then yes.
Will AI use that mechanic? Yes
Will it work with modded factions? - Yes, no need for submod

9 kommentarer
stiginge-oy  [skapare] 17 okt @ 20:57 
Gideon- No, sorry/ Modders usually have to much idea and to little time. But moding is easy. Give it a try.
Gideon The Destroyer 17 okt @ 18:30 
This mod looks really cool i'm gonna try it out! do you by chance ever take recommendations for mods if so I have a really detailed mod idea that utilizes traits to try to group up armies together and I want to see if that's possible and practical
mourn 11 okt @ 12:17 
I was playing with more mods, but I tried deactivating all of them and proceeded with only the ones I listed there. Main mod I wanted to play is the Old World Campaign and then MIXER is a req, and MCT is a req for MIXER.

I was playing as Sylvania/Vlad.
stiginge-oy  [skapare] 11 okt @ 11:56 
Intresting - I will have a look. s that all of mods ? What faction are you playing ? some moded one ?
mourn 11 okt @ 11:35 
Mod list is:

MIXER - Mixu's Unlocker
The Old World Campaign
Zombie Tide SFO
Mod Configuration Tool - v0.9
SFO
mourn 11 okt @ 11:33 
Mod conflict. I tried running it on the Old World campaign mod and it defaults to Greenskins. Not sure if it's because of the campaign itself, or because of MIXER/Mod configuration dependencies. Sad times, I really wanted to play the two together :(
stiginge-oy  [skapare] 11 okt @ 11:09 
What faction ? Works fine for me.
mourn 11 okt @ 11:01 
Hi! Whenever I try to use this, the units that spawn are orc units, could it be due to a conflict? I'm not sure what I'm doing wrong.
The Bateman 10 okt @ 20:49 
beast as fuck thanks!