Total War: WARHAMMER III

Total War: WARHAMMER III

Skaven Tech-Tree
46 kommentarer
NotReally Λlex 26. sep. kl. 15:10 
I'm playing with Ikit Claw, but when I get the Doomwheel research to give them Barriers, Ikit claw no longer gets it, despite knowing He did get it previously
Downer36 19. sep. kl. 22:14 
Playing the Death Master Snikch, I just realized that none of the abilities that can be researched affect the Night Runners, Gutter Runners, or Death Runners. :( Still, great mod though!
TridetusCZ 17. juli kl. 8:03 
@ilililovvv damm... that sucks :( sorry
ilililovvv 5. juli kl. 12:25 
@TridetusCZ conflict with great harmony sentinel
TridetusCZ 1. juli kl. 14:22 
I don't know what happened but your mod got screwed. Suddenly, it relies on warpstone as new resource and its split on two sections, both unnamed. The vast selection of tech upgrades + outpost stuff is all gone!
WTF HAPPENED??
Is this what the June update brought??
OsamaBinDrinkin 8. feb. kl. 4:11 
Removing the requirement seemed to do the trick. Thanks!

As for barrier for characters mounted on Doomwheels/Flayers, this seems to work.

db/effect_bonus_value_ids_unit_sets_tables
battle_barrier_health decky_effect_barrier_health_mod_skv_doomwheel wh2_dlc12_skv_cha_doomwheel
battle_barrier_health decky_effect_barrier_health_mod_skv_doomflayers wh2_dlc12_skv_cha_doomflayer
Decky  [ophavsmand] 31. jan. kl. 22:09 
@OsamaBinDrinkin: unfortunately, the effect cannot be applied to a mount, but only to units.
Decky  [ophavsmand] 31. jan. kl. 22:08 
Unfortunately for me, CA always changes a lot in the game, like new factions that have different buildings. This is nice for the player, but for modders like me it's hard to keep all mods up to date and bug free. I will remove the tech requirements of the buildings. Since some questions do not have some buildings and all use the same tech tree, this is no longer feasible.
OsamaBinDrinkin 21. jan. kl. 6:28 
Also, there's a minor issue with techs like Shield Generator that require a tier 5 settlement building (Skaven Stronghold.) They don't include unique tier 5 settlement buildings like Skavenblight.

Thanks for maintaining these mods, by the way! I use your tech mods on all my campaigns. Makes the game a lot more fun!
OsamaBinDrinkin 20. jan. kl. 4:43 
Any chance you could include characters on doomwheel and doomflayer mounts to the Shield Generator tech?
Decky  [ophavsmand] 24. dec. 2024 kl. 5:20 
The mod has been updated.
Ascaris 13. nov. 2024 kl. 21:04 
Does anyone know if this works on latest update?
Gladwell 28. aug. 2024 kl. 10:57 
Awesome,
I appreciate it! Keep up the amazing work, sir!
Decky  [ophavsmand] 28. aug. 2024 kl. 8:40 
Yes it is for the immortal empires created. At the offther playmody there is no tech-tree!
Gladwell 27. aug. 2024 kl. 13:08 
Hello Mr. Decky and workshop community,

Can somebody share if this mod is currently playable for immortal empires?
Decky  [ophavsmand] 25. aug. 2024 kl. 8:13 
Yes, the outpost units were a bad idea. I have over 30 tech trees and keeping all outpost units up to date is a permanent task. But I'm doing it for this mod because you asked so nicely.
Brusix1984 24. aug. 2024 kl. 7:50 
Can you update this? The outpost training camp, for example, doesn't apply to any unit.
Decky  [ophavsmand] 4. maj 2024 kl. 6:20 
updated
Magrichad 12. nov. 2023 kl. 4:11 
Food Rescue perhaps still not bound for modded factions ? I can't seem to learn it. (stays locked and grey, not bound to a building)
The Mightiest Pocket Square 3. okt. 2023 kl. 7:23 
Very nice, ty
Decky  [ophavsmand] 3. okt. 2023 kl. 1:21 
I will remove the dependency.
The Mightiest Pocket Square 2. okt. 2023 kl. 15:40 
@decky It might be because I'm playing a modded faction, but Food Rescue isn't available to tech. If it's because it's bound to something like the basic skaven barrack, any chance you could re-assign it to the warren structure like some of the others to make it more mod friendly?
Decky  [ophavsmand] 28. sep. 2023 kl. 9:12 
The AI will use the new techs too. (This concerns all my Technology-trees.)
zValdez 27. sep. 2023 kl. 17:47 
Does this mod only affect the player skaven faction? Or can the AI skaven factions use the tech tree as well?
mshweez 27. sep. 2023 kl. 12:40 
wait what do i need to build to unlock food rescue? playing as nurglitch from pestilent brotherhood..
NotAnarchy 25. sep. 2023 kl. 5:45 
Thanks for your efforts man, and good luck with your job.
Decky  [ophavsmand] 25. sep. 2023 kl. 3:44 
@Sokar: Sorry I don't have the time to start more mod projects.
I have so much stress at work that it makes me sick, so I have to get away. I am more than busy with applications and job interviews.
When I have time I have to do some gaming and not programming.

That's also the reason why my mod updates take a little longer. But I try to keep the mods up to date for all of you.
Decky  [ophavsmand] 25. sep. 2023 kl. 3:39 
@NotAnarchy: you need the building Clanrats Stage 2.
Decky  [ophavsmand] 25. sep. 2023 kl. 3:37 
Updated.
NotAnarchy 30. apr. 2023 kl. 1:35 
Dunno why but I cannot research "Food Rescue".
It' simply blocked, there's no requirements, nothing, just cant click it.
Decky  [ophavsmand] 14. apr. 2023 kl. 7:54 
Updated to patch 3.0
Sokar 9. apr. 2023 kl. 12:53 
@Decky I asked but to my understanding all you need to do is subscribe to it and you then got the mod right, if so then why would he need to release it?
Decky  [ophavsmand] 9. apr. 2023 kl. 12:47 
I'm sorry about that... You can ask him if he will release the mod for other modders.
Sokar 9. apr. 2023 kl. 11:00 
@Decky the author already answered about porting it to TWH3 and he said

"CrabMonarchy [author] Aug 31, 2022 @ 2:28am
Don't have TWW3, due to lack of time + energy to play. If I ever do get TWW3 I'll probably port this, but who knows when that will happen, if ever."

Unfortunately it doesn't look like that will happen
Decky  [ophavsmand] 9. apr. 2023 kl. 9:19 
@Sokar: Why don't you ask the creator of the mod? Because the changes for the modification of the tech tree from WH2 to WH3 do not mean much work.
Dozer 28. mar. 2023 kl. 14:48 
@Sokar , absolutely. That one and this here would go together like waffles and syrup
anybis 17. feb. 2023 kl. 8:04 
Good afternoon.

Update to the new version of the game.

In a single game, the mod works.

And with a cooperative (joint) passage, it cannot connect.
Not compatible versions.
Sokar 2. feb. 2023 kl. 13:55 
I wish someone would import the "Skaven Tech Tree Forbidden Workshop Upgrades" mod from WH2 to WH3
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1986185340&searchtext=workshop+upgrades
Gleen Cross 19. jan. 2023 kl. 19:56 
Also, I hope you tried to be thematic, like using the number 13 a lot for these techs. It's a dumb detail, I know, but it's charming at the same time
Gleen Cross 13. jan. 2023 kl. 11:06 
I know it's a lot of work, but it would be cool if these new techs had a proper description. Maybe you can try to work together with the people responsible for the "Legendary Lore" mod, https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2789857945&searchtext=lore for something written by fans, it's surprisingly good
Decky  [ophavsmand] 23. nov. 2022 kl. 6:52 
@wellan_heavy: The mod still works pls try this mod for its own an give me a feedback.
wellan_heavy 22. nov. 2022 kl. 9:00 
It seems broken in the last update. At least it doesn't show in the tech tree. It worked in the previous one
andrea.edelman 31. okt. 2022 kl. 11:07 
is this save compatible? guess I'll find out.
Ironslayer541 28. okt. 2022 kl. 22:45 
Very nice.
Signout 28. okt. 2022 kl. 21:50 
My guy does it again lets goooo
GoatScream 28. okt. 2022 kl. 19:38 
holy shit