Total War: WARHAMMER III

Total War: WARHAMMER III

Skaven: The Council of 13 - Skills & Buildings
33 kommentarer
ChopChop  [ophavsmand] For 15 timer siden 
ok thanks :steamthumbsup:
Invincible under the Heavens For 15 timer siden 
yes im using that allow you to keep under-city under your own settlements or survive razing though i still think it cost too little in terms of gold
ChopChop  [ophavsmand] For 15 timer siden 
@Invincible under the Heavens: In terms of gold? I already compensated with additional negative discovery debuff. remember that once your undercity will be discovered and destroyed - all your buildings are gone together with everything else. if you use this mod together with another mod that allow you to keep under-city under your own settlements or survive razing than dont expect this to be balanced for unintended gameplay mechanics. I think this is well balanced price, especially that it also takes slot that you wont use for something else.
Invincible under the Heavens For 15 timer siden 
Vermalanx the Poxlord - Verminlord of Clan Pestilens cost too little for what it does espeically compare to scavenger horde
ChopChop  [ophavsmand] 5. okt. kl. 5:49 
I've updated the mod but without any internal changes. Just new thumbnail 📷
ChopChop  [ophavsmand] 1. okt. kl. 3:08 
you have a mod conflict then, keep looking in your modlist for a mod that edit skaven undercity and let me know when you fix, i will add the info to description as it works for me.
cuchurrumincito23 30. sep. kl. 18:19 
i already tried that and still cant recruit heroes on the under cities, i can recruit lords though
ChopChop  [ophavsmand] 30. sep. kl. 5:40 
Let me know if this helped as it will help with future-proofing this mod in case you are using a different incompatible mod that prevents you from recruiting the agents. I only know about the mod i linked below that could get in the way of mine, but with the setting in MCT it works as intended (even better as i personally use that mod to just enable hero, which is not possible to be selective about without script included in the mod i linked)
ChopChop  [ophavsmand] 30. sep. kl. 1:54 
Enable hero recruitment from Under-Empires with MCT (by default - Disabled) when using: Under-Cities Survive Razing, screenshot in MCT: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3570390793
cuchurrumincito23 30. sep. kl. 0:16 
hey, im trying to recruit the hero from under cities (in this case warlord, i already have the tier 4) but when i open the hero recruit tab the option to recruit the warlord appears locked saying that i need that building when i already have it
ChopChop  [ophavsmand] 29. sep. kl. 3:33 
NEW REQUIRED COMPATIBILITY UI MOD :steamthis:
[UI] Builder: 3 Rows Settlement & Foreign Slots
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3576835384

Please change as this mod now requires new Steam item that provides compatibility with all BSE mods
ChopChop  [ophavsmand] 27. sep. kl. 6:00 
Ahh i can see what kind of mods you make. Explains a lot, my bad bro. Please take my apologies, but this mod is definitely not going to match your game balance with mods like 1 turn building or straight up Player Cheat Mod.

Just to everyone know:
- this mod creates a variation of existing vanilla skill just to add small variety to lords and heroes. the skill already exist in the game and i am not planning to buff it more as it's good itself.
- all building effects are 99% local with exception of the Skavenblight landmark that starts with effects at 2 and end up at 13. This with 1 turn cycle of 12 buildings gives roughly +6 per turn if taken as average.

All of the above follow strictly vanilla balance of skills and buildings effects. Never gonna surpas that, as intention of this mod is to use lore of Skaven to enhance the experience itself, not break game balance. Skaven already in player hands have enough power.
ChopChop  [ophavsmand] 27. sep. kl. 5:43 
" trying to make a mod that added a whole bunch of stuff but that stuff ended up feeling a bit underwhelming" XDD
this was never my intention. its exactly the opposite - i am adding as little as possible using all available mod tools known to me with skills and buildings so you have to work for it to feel the benefits of the mod like the game intends to do - actually play it.
ChopChop  [ophavsmand] 27. sep. kl. 5:35 
You got wrong impression then and you're complaining on my mod as it doesnt do what you want. This wont be a cheat mod buffing everything around with millions of effects everywhere. I did everything i wanted in this mod to be close to vanilla and be an eye candy in form of pich of extra stuff. I am not interested in mod requests unless its a bug or error. I dont care to convince you to use it either (dont like - dont sub) and no longer interested in pursuing this topic. Have a nice day.
ChopChop  [ophavsmand] 27. sep. kl. 4:39 
Nothing personal, just wanna share my style of gameplay that i translate further to my mods which is more channeled to individual hero types. If i'd add the unit buffs the way you propose - suddenly chieftains could buff ratling guns or eshin sorcerer buff stormvermin, which i am not a fan of as this unifies all characters across the board without uniqueness. In the mod i linked i created hero unit army buff when the hero is embedded in army, but each hero type buff only narrow variety of related units, and so the chieftain buff stormvermin, assassin buffs eshin units, warlock engineer the weapons teams, plague priest buff plague monks etc.
I appreciate the suggestion though :steamthumbsup:
ChopChop  [ophavsmand] 27. sep. kl. 4:31 
Existing skills already are related to the clans in names:
Moulder: + battle healing cap
Eshin: Ambush
Skryre: Research rate
etc. :steamthumbsup:
ChopChop  [ophavsmand] 27. sep. kl. 4:30 
Not mean at all, but i dont want to add unit buffs to this skills as i already do it in another mod and i dont like overlaps. This mod is closer to vanilla and heroes in base game not necessarily buff army (thats lords army red line skills). For heroes army buffs i use my other mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3409174610 can make nice doomstacks with it. If i'd be expanding the skills in this mod - it will be very closely related to already existing buffs, yet still very close to already existing vanilla skills as i dont want to unbalance the game and im currently pretty much done with them. Im still working on additional stuff related to Skavenblight landmark, but that is very difficult and i currently am doing something else.
ChopChop  [ophavsmand] 26. sep. kl. 12:26 
To the person that ghosted the comment: i think that you either seen an unrelated screenshot in my gallery and you are looking for this mod (that give all Skaven access to all Skaven mechanics - but you need to confederate them):
合邦就能用 confiderating you can get 6.3
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2882587644
or you are asking about Skaven Clans United mod:
Skaven Clans United - submod for Skaven Clans
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3540840234
ChopChop  [ophavsmand] 26. sep. kl. 9:24 
Can you explain your question as i genuinely dont understand what are you asking about. I read it already couple of times but its really unclear to me what does it mean. All the mod features are listed in description.
ChopChop  [ophavsmand] 26. sep. kl. 9:03 
Excuse me: what?
ChopChop  [ophavsmand] 24. sep. kl. 12:22 
Technically no, but you will get 3 rows of slots inside building window as i share the same code in this mod. If you dont enable - campaign map will be vanilla, but the building tab when open will be resized and undercity slots may be cut-off.
Smokey 24. sep. kl. 12:07 
Do you have to use the ''3 rows of buildings slots''?
ChopChop  [ophavsmand] 24. sep. kl. 0:50 
Enemyz 24. sep. kl. 0:46 
Maybe load order?
ChopChop  [ophavsmand] 24. sep. kl. 0:19 
Have you tried to resubscribe? :steambored: 1k+ people can't be playing with a broken mod :steammocking:
Enemyz 24. sep. kl. 0:00 
Doesn't work. Missing files apparently.
Loki 23. sep. kl. 7:46 
This is great!
ChopChop  [ophavsmand] 22. sep. kl. 8:46 
It's entirely possible that yes, but I haven't checked it as I made the mod with IEE :WH3_arsebelcher:
Kraut 21. sep. kl. 22:31 
Does this work with the old world mod?
ChopChop  [ophavsmand] 21. sep. kl. 18:48 
I think ou have problem with load order, you should use a Mod Manager. Either way this mod should be above the required mod in Load Order, which would be automatic in community Mod Manager like this one: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2845454582 :steamthumbsup:
Kitochka-Kitochka 21. sep. kl. 18:02 
Please tell me what the problem could be. I installed the mods, but my advice 13 is shifted up and I can't see the upper stages of construction. Even when I turned off all the other mods except for the necessary ones, it didn't fix the issue.
Killerkitty641 21. sep. kl. 7:40 
This is amazing, all it needs is Thanquol as a LL Grey Seer.
ilililovvv 21. sep. kl. 2:27 
YES YES!