Total War: WARHAMMER III

Total War: WARHAMMER III

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Buildings Expansion - Undivided edition
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2.813 MB
1 nov, 2024 @ 8:38
5 dec @ 14:00
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Buildings Expansion - Undivided edition

Beskrivning
Description
Purpose of this mod is expanding general buildings list for all races. For now, not all races presents in this mod, but further I will expand it more. And number of new settlements depends on my imagination.
Undivided version means that it is compatible with any base and mod campaign, I don't know about separated theatres of Old World campaign, but their mains work good.
Range of mod expansion is endless, new races. factions, reworks of existent buildings give vast space for new ideas. And also new mechanics about buildings, which CA bring in game are used here.
I'm not competent in Lua coding, so some ideas can wait a much more.

Previous Version
1.8

Buildings sheet
Here's a link to the Google sheet with my buildings and some informative things about them:
List of buildings[docs.google.com]

Translation
Русский перевод by me
Geman Localization by Balthazar23th

So, write your impressions and rate this mod!
78 kommentarer
cenTURion  [skapare] 8 dec @ 4:55 
Try to redownload mod. I fixed this bug on Dec. 6.
GrimlockTarrasque 8 dec @ 4:19 
Ever since tides of torment dropped, i've been getting this Crash report:
Thefirst invalid database record is:
buildsexp_chs_infra_road_2wh2_main_effort_force_own_campaign_mov
evment_range in table building_effects_juncion_tables
and packfile Buildings_expansion_undivided.pack
cenTURion  [skapare] 5 dec @ 14:01 
Fixed
Cyno 5 dec @ 13:38 
I still get an error and crash

The following mods cause a crash to the Database:
A
ts
Buildings_expansion_undivided.pack
e
The first invalid database record is
buildsexp_vc_def_wights_2buildsexp_vc_wights_charge in table building_effects_junction_tables
and pack file Buildings_expansion_undivided.pack
The application will terminate now.
raw666 4 dec @ 15:49 
Thanks for the update.
raw666 8 nov @ 2:06 
However, I wonder if your willing to just make a economic version that adds only infrastructure (green) buildings?

Also, possible suggestions for a building is for the High Elves, Dwarfs and General.
- For the High Elves is the Trade Hall/Trade Depot/Trade Exchange House is a building setup to serve as a major trade hub for the High Elves and High Elves's trade partners to exchange resources across the world. Building increases trade tariffs, income, and generate resources.
- For the Dwarfs is the Hall of Bookkeeps/Hall of Records/Hall of Memories is the collection of records of a dwarf hold to remember their ancestors and crimes to the dawi that deserves a grudges. Building increase research speed.
- Farms for High Elves, Grand Cathay, and Dark Elves. And Farm Mills for everyone that has farms, including the Empire, Dwarfs, Kislev, and Vampire Count to work with their farms (Vampire Counts introduce in this mod).

If not, no problem, its still a good a mod.
raw666 8 nov @ 2:06 
Well done, thanks for the mod.
cenTURion  [skapare] 6 okt @ 12:26 
Для таких моментов, чтоб влезало я использую мод на три ряда слотов для строительство
as 6 okt @ 7:25 
Круто. Прям вообще много построек, будто в первый рим и вторую медь попал. Теперь получается на слоты надо мод поставить а то 8 и 4 маловато. Но таких вроде много. И чтоб в интерфейс влазили, а то как то сильно инфруструктурных много и справа места не хватает. Пока не нашёл варианта, кроме уменьшение интерфейса, но это глазикам не оч.
cenTURion  [skapare] 25 sep @ 13:48 
У меня всё совместимо идеально. И мой, и Sigmar's Heirs, и моды на достопримечательности и т.д. Могу только предположить, что ты выбрал Южан вместо Имперцев, и поэтому много чего у тебя отсутствует