全面战争:战锤3

全面战争:战锤3

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All Building Slots Unlocked
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523.639 KB
2024 年 11 月 23 日 下午 12:10
12 月 5 日 上午 5:44
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All Building Slots Unlocked

描述
Disclaimer: this is my first mod and I don't really know what I'm doing, so it's possible there are bugs in the mod despite its simplicity. If you find any, please report it in the comments and I'll try to fix them. That said, in my testing, it seems to work.

What it does:

It does what it says on the tin. With this mod installed all the building slots in a given region should be unlocked regardless of the main building's level. Works for both major and minor settlements, as well as special settlements like Cathay bastions. It doesn't mean you can build anything right out of the gate, to build a level 2 building, the main building still needs to be at least level 2 and so on. Also, it allows a higher number of buildings to be built in certain special settlements such as Altdorf, Skavenblight etc. regardless of the owner as long as they are not beastmen or woodelves (previously only the original owner had that privilege). To be honest, I did this latter change accidentally, but I like it, so I'll keep it in as it makes capturing those unique settlements more rewarding.

The goal of this change is to give the player more freedom when it comes to building choice in the early game and thus encourage more unit variety. As it stands, it's often hard to justify building unit recruitment buildings early on, not because they are inherently bad, but because they take away building slots that could be filled with the more important economy buildings, thus the player is pushed towards building only economy buildings and using the same basic low tier units until they can level up their cities. This is a rather hamfisted approach at tweaking the balance of the early game (it has some side effects like speeding up the early game in general and making the incentive for upgrading main buildings a bit weaker), but for now I'll upload it like this since there doesn't seem to be a mod exactly like this and some might find it to their liking. It works the same way for the AI as well. In the future I will try to make a more nuanced balance mod for the early game but I make no promises.

Compatibility:

No idea. Should be compatible with everything that doesn't touch the same building tables, but like I said, I am new to modding so I might have missed something. If it doesn't work try placing it lower in your load order.

The mod doesn't seem to be savegame compatible based on my testing, so you need to start a new campaign to use it. No idea how to help that unfortunately.
28 条留言
👁 15 小时以前 
Weird I know I had a mod like this that made all building slots accessible at level 1 but also added more slots. I guess it was all in a single mod.
BombRoss  [作者] 16 小时以前 
Yes, it's incompatible with mods that in any way alter the number of building slots since all such mods edit the same entrie. I think there is a mod that adds extra slots and unlocks them all at level 1, but not sure what the title was.
👁 20 小时以前 
Does this interfere with or have compatibility with the building slots extended or more building slots mods? Because I can't seem to get them to work together.
BombRoss  [作者] 12 月 5 日 上午 5:48 
Updated to 7.0. There were a few new settlement types I had to change. Let me know if I missed something.
Время перемен 7 月 7 日 上午 6:05 
Thanks
BombRoss  [作者] 7 月 6 日 下午 1:54 
Must be a mod conflict on your end, works fine on my end.
Время перемен 7 月 6 日 下午 12:25 
Why it dont work?
BombRoss  [作者] 7 月 5 日 上午 10:32 
Updated the mod, after some testing, everything seems fine. For future reference, the mod most likely won't need an update unless new races are added or new main building types are added to any race.
CrAcKHeaD 3 月 28 日 上午 3:57 
I'm playing as Kislev after the recent patch and things seem to working perfectly until now. Thanks for your help!
BombRoss  [作者] 3 月 26 日 上午 6:22 
I don't have the game installed at the moment so I can't test it. But from what I read, there is an issue with the patch that makes the game crash if you have mods installed with uppercase letters in the title of the ".pack" file itself (bravo CA). I'll wait until there's a fix for that before I reinstall the game and test the mod itself. It should still works, the only thing I can imagine that might cause issues is changes to Kislev main buildings.