Total War: WARHAMMER III

Total War: WARHAMMER III

Improved Tech Effects
44 Comments
HotPizza87 11 Feb @ 2:09am 
needed in 2025?
Seven Samurott 25 Sep, 2022 @ 10:54am 
Is this mod dead?
lahcenal117 5 Sep, 2022 @ 11:36am 
update pls
Decky 12 Aug, 2022 @ 3:49am 
It crashes becuase the Vanilla tech trees has been updated. That's why I added new technologies to my tech trees and did not add more effecte to the Vanialla techs. I can only recommend this for the future. ;-)
Sam8872  [author] 11 Aug, 2022 @ 1:42pm 
Hey all, will be updating the mod when Immortal Empire releases.
Zane87 10 Jul, 2022 @ 4:07am 
@Sam8872 Crash is caused because of 4 changed effect names in the last patch. Namely:
1.
wh3_main_effect_ability_enable_children_of_nurgle_nur_great_unclean_one ->
wh3_main_effect_ability_enable_children_of_nurgle
2.
wh3_main_effect_force_stat_ammunition_nur_exalted_plaguebearers ->
wh3_main_effect_force_stat_ammunition_nur_exalted_plaguebearers_soul_grinder
3.
wh3_main_effect_ability_enable_blissful_rapture_sla_keeper_of_secrets ->
wh3_main_effect_ability_enable_blissful_rapture
4.
wh3_main_effect_ability_enable_fires_of_change_tze_lord_of_change ->
wh3_main_effect_ability_enable_fires_of_change

These 4 causes the crash, just replacing the old effects in tech_effect_junction table solves it. If it still makes sense adding those ofc is another topic that you have to decide as your mod obviously :D
Nakor 6 Jul, 2022 @ 1:54pm 
yep unfortunately it is causing crash on startup
HEAVY 4 Jul, 2022 @ 12:28am 
Confirmed crashing on start up.
Havic 30 Jun, 2022 @ 9:54am 
Causing crash on startup after update - just letting know.
Gilgamesh 4 Jun, 2022 @ 1:58pm 
Could you add mastery of elemental wind to lords of change in a tech? Really would love this for tzeentch and make that unit more useful. Thank you!
Sam8872  [author] 2 Jun, 2022 @ 11:57am 
Updated for the new patch, current changes have been updated in the changelog and I've had to remove some tech effects as they've either been updated by CA to a reasonable level or are no longer compatible.
FullAutoAttack 25 May, 2022 @ 10:09am 
Yeah crashes for me too
Dr. Squares 25 May, 2022 @ 9:04am 
Game crashes with this mode, but without it, I cant continue my campaign :(
limper106 17 May, 2022 @ 5:02pm 
PSA for anyone considering typing "needs update": The recent patch changed a sh*tload of tech tree stuff. It's going to take a while to rebalance a mod like this. Please have patience. Thank you, support your modders!
Ragnarjan 17 May, 2022 @ 9:47am 
needs update
light 22 Apr, 2022 @ 11:56am 
Great efforts man! This was badly needed.
Gilgamesh 21 Apr, 2022 @ 1:09pm 
Is there any chance for the adding spell to lord of change to be bound spells? Currently they all use the extremely limited winds of magic which sucks
Skipping Oppossoum 19 Apr, 2022 @ 5:14pm 
@Skup Thanks! This is going to be a fun mod then!
Skup 19 Apr, 2022 @ 3:45am 
@Kervucio I've played two co-op campaigns with it (and 40 other mods) and all works fine :)
Sam8872  [author] 18 Apr, 2022 @ 8:40am 
Little update based on some feedback:

Locus of Contrivance now gives +10% ammunition to Flamers of Tzeentch.
Sam8872  [author] 12 Apr, 2022 @ 5:26am 
@TorgueUser - Hmm, I'll have a look.

@Kevurcio - Haven't tested in multiplayer but I don't see any reason why it wouldn't work.
Skipping Oppossoum 11 Apr, 2022 @ 7:07pm 
Would this be issue-free in multiplayer?
LimeUser 10 Apr, 2022 @ 7:46am 
Could you balance the Bloodfeast tech for Khorne? It's a weaker version of bloodgreed but it has regen, sadly it's too weak in terms of stat bonuses to be worth it since Minotaurs are dmg dealers not tanks.
To infinity and beyond 9 Apr, 2022 @ 9:50am 
Hey, thank you for your work, it's very useful
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2790155753
I made a Chinese translation
Sam8872  [author] 7 Apr, 2022 @ 2:33am 
I believe I will have a look at the flamers considering that the exalted ones got buffed in the latest patch though I'll do some testing.

@PassiveRegresive - To my knowledge this should work out better than before, the techs previously gave growth bonuses dependant on where the city was located climate wise. Since you'll be taking over cities that aren't in the climate that the tech boosts they receive no bonuses. I e changed it so that you receive less per climate, but the additional 5 growth however makes it so that it'll work out the same anyways (+10 in the climate with the tech) and also gives other climates a bit of a boost.
PassiveRegresive 6 Apr, 2022 @ 4:59pm 
you might have nerfed the growth techs overall for Nurgle. The climate techs give +10 per climate not just a flat 10. Going to test but the way you have it written the tech will give +25 growth for the starting province instead of +40. Also the plague drone techs dont apply to the death's heads variant in vanilla, I'll have to test to see if your mod has the same issue.
Coldstripe 6 Apr, 2022 @ 12:00pm 
Seconding the extra ammo for flamers, I think with how little ammo they have a 25-50% boost would be just right (9 ->13).
Satou the Deus Musco 6 Apr, 2022 @ 5:23am 
Could you add / change a technology to give flamers more ammo? I kinda hate how little ammo they have.
Sam8872  [author] 6 Apr, 2022 @ 1:20am 
@Lice - I believe so yes.

@Deathbringer22 - Good thing about modding is that it's all subjective, I've let people know that they can provide feedback and am happy to take it on. I went through an entire Khorne campaign on Legendary and thought their techs were really quite good, especially compared to someone like Kislev which I also did a Legendary play through on. Moreover, the Khorne hound tech gives flesh hounds strider and a charge bonus now (as per 1.1) which I think is sufficient personally. Regarding Cathay, I'd be happy to take some specific feedback if you provide it.
Deathbringer21 6 Apr, 2022 @ 12:03am 
Not sure how you think the other factions tech tree are in a good spot honestly, like Khorn hounds tech giving nothing. Some Cathay techs are completely useless too. Really weird to give some factions a lot of of love and others absolutely nothing.
LICE 5 Apr, 2022 @ 5:08pm 
I this save game compatible?
Sam8872  [author] 5 Apr, 2022 @ 4:13pm 
@FullAutoAttack - Correct, the techs are attached to the factions so player and AI receive them.
FullAutoAttack 5 Apr, 2022 @ 3:45pm 
AI gets this too?
Sam8872  [author] 5 Apr, 2022 @ 1:23pm 
@Simon - View the Changelog discussion above, details what the tech used to be and what it became.
simon seveneves 5 Apr, 2022 @ 12:52pm 
Is there a way to see how you have changed the tech effects?
Master Fuch 5 Apr, 2022 @ 11:25am 
THANK YOU SO MUCH !
NoSkill 5 Apr, 2022 @ 11:02am 
works now
OriginalNuttah 5 Apr, 2022 @ 8:57am 
Loading now thanks =)
Sam8872  [author] 5 Apr, 2022 @ 8:53am 
Updated, let me know how it is now.
OriginalNuttah 5 Apr, 2022 @ 8:45am 
Unsubscribed from all mods and tried again with just yours still hangs on start
OriginalNuttah 5 Apr, 2022 @ 8:43am 
Not that I know of. Checked all mod pack files via RPFM all showing as mod type none as movie type. But I will try remove all files and try again
NoSkill 5 Apr, 2022 @ 8:23am 
Game gets stuck on first screen.
Sam8872  [author] 5 Apr, 2022 @ 8:23am 
Seems to work fine for me, do you have any other movie packs enabled?
OriginalNuttah 5 Apr, 2022 @ 8:16am 
Crash on startup only mod enabled