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It feels like something they would do if they're a faction with modded in jade blooded vampires more akin to traditional vampires than in the unique mods. My other recommendation for this would be for Gelt to have access with a submod too considering his lore of flirting with the undead it would be fun to roleplay him as being more corrupted.
Thanks in advance and for keeping tthis great mod up to date.
https://whfb.lexicanum.com/wiki/Lich
https://medias.community.creative-assembly.com/forums/dreamtraveler3-2244/ChatGPT_Image_Jul_21,_2025,_04_11_33_PM.png
https://medias.community.creative-assembly.com/forums/dreamtraveler3-2244/ChatGPT_Image_Jul_21,_2025,_04_11_41_PM-1.png
I also had the idea of other types of augmented undead. Like burning skeletons or skeleton constructs that have lost their arms but have had them be replaced by blades. Basic zombie varieties like diseased ones, spitting/puking ones, screaming ones (that attract the horde), armored ones, and running ones floated through my head. And just dismembered skeletons or zombies that keep crawling or are headless or one armed, etc. Just a bunch of variations on the plain, basic types lol.
It was a whole brainstorming thing I was doing while working on an original Necromancers faction:
https://community.creative-assembly.com/total-war/total-war-warhammer/forums/8-general-discussion/threads/10628-creating-a-lore-of-magic-for-each-vampire-bloodline-a-necromancer-faction-creative-exercise?page=2#post-160683
@Kienen0101TT you can use the one of the mod managers to do that for you.
Sure :)
Here is the Submod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3505075409
i thought about it and implement an MCT option to adjust the recruitment cost instead of a hard coded version
@haxo it does
@TheClowN thanks for the feedback they will get nerfed increasing their recruit cost, upkeep and reducing their resistance to missiles
@Malefic nope and i don't get that bug so not sure why it is happening to you
@Przemo96 not a bug since you can get access to late game units right at start it would either need to lock them behind techs or have a soft cap like the one this mod uses where you require a lot more money to recruit them while your lord is weak when he becomes stronger all units will become cheaper and cheaper.
@Koyellow not all necromancy units get buffed from red skills and tech but a significant number of them do. Do you have any specific examples of what you would want to see ?
@Sean tested it today and it works
i literally beat 3 enemy stacks with one Hekatoncheires stack army
i beat the campaign with this
i was getting destroyed before i spammed those units and just auto resolved everything
If anyone knows a way to change it (or maybe it's another submod?), I'd be interested as well - it's just too much as a follower of Nagas to get this kind of cash...