Total War: WARHAMMER III

Total War: WARHAMMER III

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Additional Buildings: Bastions, Forts & Gates | Province Submod
   
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407.408 KB
8 nov 2024 om 13:58
16 feb om 9:20
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Additional Buildings: Bastions, Forts & Gates | Province Submod

In 7 verzamelingen van ChopChop
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Omschrijving

This is a submod to my mod: Additional Buildings: Bastions, Forts & Gates and it requires it enabled to work.

This submod is adding all new custom buildings to all regions I created in order to compose the Fort/Gate buildings sets in main mod:
  • Smith/Carpenter/Workshop
  • Worship/Corruption
  • Tavern/Public order
  • Small economy building
  • Roads
  • Special semi-landmark "discovery" buildings

Depending on the factions - some required less (ie. High Elves), some others more (ie. Empire) custom buildings to compose this theme that I chose for the Forts & Gates (and further also to Bastions).

This submod is adding all this custom buildings to all provinces.

Some of the buildings are available only in the province capital to keep it balanced without changing the effects.

Check the table below with all added buildings and Major / Minor City availability.



FACTION
MAJOR SETTLEMENT ONLY (Province Capital)
MAJOR + MINOR SETTLEMENTS (All Regions)
BRETONNIA
HUNTER
ROADS
CHEESE
CHAOS DWARF
DOZERS
MINES
DARK ELVES
BLOODWINE VINEYARD
BLOODWINE FOUNTAIN
DWARFS
TRADERS
GUILDS
PATROLS
EMPIRE
ACADEMY
HUNTER
CHEESE
SMITH
GREENSKINS
STINKYPOO
SHROOMS
HIGH ELVES
DREAMWINE VINEYARD
ROADS
KISLEV
CONCLAVE
TRACTS
SKAVEN
COUNCIL
LOOTERS
TUNNELS
VAMPIRE COUNTS
DESACRATED TEMPLES
CURSED FIELDS
WOOD ELVES
AMBUSH
ROADS
4 OUTPOST BUILDINGS

More buildings will be added as i will be working on the main mod.


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10 opmerkingen
Revjak 31 dec 2024 om 14:24 
And the hunter only affects the current region, so always only the region of the provincial capital. Is that intended?
Revjak 31 dec 2024 om 14:22 
I believe the roads are already effective province-wide. At least that is what the description of the building says
ChopChop  [auteur] 15 dec 2024 om 16:18 
thank you for the report, i will do my best to fix this in next days 🙏
드로우달스 8 dec 2024 om 6:35 
Additionally, Chaos Dwarves do not work with this sub-mod.
The Walled Settlements normally have DOZERS and MINES,
but the Major Settlements and Minor Settlements do not.
드로우달스 6 dec 2024 om 18:26 
There is a problem that some buildings added in this mod remain after demolition.
For example, there is a building that can be upgraded to tier 1~3, but if this building is tier 3, the building does not disappear immediately when demolished, but remains as tier 2, so it takes time to demolish.
There are also cases where buildings exclusive to the opposing faction remain after occupation.
For example, I captured the Skaven faction as a Dwarf, and there is a problem that the buildings added in this mod remain.
The player can demolish them, but the AI ​​cannot demolish them and uses them.
Rustic "Kalessin" Citrus 8 nov 2024 om 17:30 
Awwwwww q.q

Well i gues then.... MORE SUBMODS!!! LOL :WH3_greasus_rofl:
ChopChop  [auteur] 8 nov 2024 om 17:29 
Thanks for the comment! I can tell straight away that i wont do MCT support as i dont know how to do it so it either all roads provincewide or keep the vanilla as they are and only the new custom ones will be scoped to province. but then its kind of unfair towards the vanilla compared to new ones ;p a tough one
Rustic "Kalessin" Citrus 8 nov 2024 om 17:23 
I would like the change of roads are province wide! Right now it feels like you NEED to build them in every region to get their benefit I feel?

Perhaps an MCT option for those whom do not find it agreeable, to change it how they prefer?
ChopChop  [auteur] 8 nov 2024 om 15:27 
Thank you! 🔥👊
Jopanis 8 nov 2024 om 15:20 
This submod is pure fire! :cool_seagull: