Total War: WARHAMMER III

Total War: WARHAMMER III

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Expanded Building: Johnny's Advanced Buildings LITE Submod
   
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Tags: mod
File Size
Posted
Updated
533.798 KB
Nov 8, 2024 @ 1:59pm
Dec 13 @ 4:29pm
8 Change Notes ( view )

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Expanded Building: Johnny's Advanced Buildings LITE Submod

In 11 collections by ChopChop
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Description

This is a submod to Johnny's Advanced Buildings. It requires it enabled to work.

This submod is saved game compatible.

NOT compatible with my other mod Johnny's Advanced Buildings | Unlimited Submod


  • This submod is allowing construction of all Johnny's Advanced Buildings with separate building instance. This means that you can build them all like any other buildings.
  • However this submod is also disabling all faction-wide effects added in main mod, therefore it's nerfing it's original power.
  • Some province-wide effects are also reduced (income from buildings)
  • Because of this I also reduced the cost and time of all buildings to match their current strength (max 10k gold / 5 turns)
  • This submod also creates a new building category for Johnny's Advanced Buildings: Province Capital for compatibility with landmark mods that on occasion lead to UI overlap on campaign map, cutting the building tooltip offscreen. With this submod all buildings should always fit on screen.

It is recommended to use together with any additional mod adding extra building slots.


Many thanks to Johnny for the original mod and permission for this submod.


chopchop chop chop workshop
8 Comments
ChopChop  [author] Nov 15 @ 1:14am 
Thats a different way of reporting the problem. I think you have problem with load order so my question is are you using a mod manager or CA launcher? Have to use mod manager
---- Nov 14 @ 12:27am 
No, I meant that this is bugged with faction-wide effects still applied, as the main mod. Might be something conflicting with other mods, but this is only one adding any buildings, and they look great. It is just too OP late game with faction-wide effects. Apologies if there was misunderstanding.
ChopChop  [author] Nov 12 @ 2:40pm 
LITERALLY SAYS IN DESCRIPTION

"However this submod is also disabling all faction-wide effects added in main mod, therefore it's nerfing it's original power."

I really don't know how to make it more clear and its devastating to release mods, write all mod descriptions to then be constantly notified by comments of people that either disregard reading the description, don't bother to read a few comments below them to find an answer to their question or cannot resubscribe to a mod properly and treat comments under my mods like it's google search bar for steam support. Very burning out experience to communicate with TW:WH3 community that becomes detrimental to my modding fun :steamthumbsdown:
---- Nov 12 @ 2:13pm 
There is alas, can't use it with factionwide bonuses.
ChopChop  [author] Oct 24 @ 12:18pm 
There shouldnt be any factionwide effects in this submod at all. I disabled them and kept only local stuff with money nerf + of all 3/4 buildings possible to build
Rustic "Kalessin" Citrus Oct 24 @ 12:11pm 
Would you think it possible to have a shaved down (half or third?) faction wide effect version of this? I find the default vaules a tad too high?
ChopChop  [author] Sep 17 @ 4:41am 
Mod updated :steamthis:
- Added and rebalanced all remaining effects to Warriors of Chaos
- Added new building category tab: Province Capital (info in description)
- cleaned database
ChopChop  [author] Aug 10 @ 9:11am 
MOD UPDATED :steamthumbsup:
- added missing chs and chd building effects, yet still have to rebalance them soon. this was just quick bug fix to catch up with OG mod.