全面战争:战锤3

全面战争:战锤3

SWO-RD - Climate Overhaul
220 条留言
stephane.f.david  [作者] 10 月 12 日 上午 4:29 
edit
- db/campaign_group_member_criteria_subcultures_tables/
- db/campaign_group_member_criteria_factions_tables

depends if youi work at the faction or subcutlure level.

You may have to create new entries, I'm sure what you want to do, and what you already have done
Ae Ti 10 月 12 日 上午 1:41 
How would one go about adding these climate preferences to new subcultures? I have made a very simple patch for The Southern Realms before, but I just copied the values from the basegame factions to correspond to the modded factions' keys
stephane.f.david  [作者] 9 月 8 日 下午 7:47 
A new faction should work if it uses a existing subculture. If by faction you mean a race, then it won't work, unless a compatibiliy patch is made.
Pink Elephant 9 月 8 日 上午 7:04 
How will this interact with Mod Added factions like OVN Firmr, Araby and the likes?
stephane.f.david  [作者] 9 月 8 日 上午 1:34 
Major update!
- Rework of the effect for armies. Now work via script and work as intended!!
stephane.f.david  [作者] 8 月 7 日 上午 10:11 
I don't see them green at all, they are red for me. Harsh, but Wood Elves prefer trees to rocks.
CapitaineYolo 8 月 7 日 上午 8:05 
great mod ^^ I believe I found an error. mountains are listed twice for durthus faction, once in green, once in red. as a result the mountainous regions next to his territory are red which is pretty harsh
OpalGotMyHeart 5 月 26 日 下午 6:51 
omfg this is sfo compatible, thank you so much! this mod makes climate feel meaningful!
Player 3 月 1 日 上午 2:13 
Wait so you play on the cut map? lol why?
stephane.f.david  [作者] 2 月 10 日 上午 4:44 
Not any time soon. I'm too busy with making regional units for every race, and CA may expend the map with future DLC.
At some point in a relatively far future, when I have finsh every race, and if I CA does nothing with the map, maybe I'll switch my mod to IEE as a a base instead of IE
Nekroz 2 月 10 日 上午 3:46 
Will you try making a submod for IEE or Old World?
squirelord 2024 年 12 月 24 日 上午 4:51 
thanks guys
Tsundak 2024 年 12 月 23 日 下午 11:51 
@squirelord,

You can use my mod "SWO-RD - Add-on: Base Sized Icons":

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3373353492

Just deleting "script/campaign/mod/sword_settlement_climate.lua" causes UI issues.
stephane.f.david  [作者] 2024 年 12 月 23 日 下午 8:17 
Small icons are harder to identify with many climates, and I really didn't like them.
But if you really want that, you can try it.

Edit the pack with RPFM, and remove this file

script/campaign/mod/sword_settlement_climate.lua
squirelord 2024 年 12 月 23 日 下午 4:23 
Is there any way to reduce the size of the climate icons? Like the art just wish it was vanilla sized
Cheris 2024 年 12 月 18 日 上午 3:11 
If possible, you could limit the tier of the Deeps main building depending on the type of mountain, so mountains that are more foreign to the dwarves have less impressive Deeps. Since there are four tiers (T4 being the upgraded magma caverns) it could go something like this:

T1: mountain_naggaroth, mountain_pass_ulthuan, mountain_cathay_coast, mountain_cathay, mountain_jungle
T2: mountain_desert, mountain_mourn
T3: mountain, mountain_snow, mountain_pass
T4: mountain_dwarves

(Desert and Mourn mountains at T2 as there are some dwarven settlement in these regions, maybe Snow mountains should be T2, I don't remember fully where they are distributed on the map)

You could also move all the T1 biomes to T2 and have T1 Deeps be available everywhere.
Rincewind322 2024 年 12 月 17 日 下午 1:26 
I think the Dwarfs being able to delve Underdeeps in any mountain makes a lot of practical sense, but I could also understand the thematic logic behind restricting extensive Underdeeps to traditional and reclaimed Great Dwarf Holds
stephane.f.david  [作者] 2024 年 12 月 17 日 上午 7:34 
New version released with several corrections, mostly to mechanism using climates in script.
I hope I covered everything, if you spot something else let me know, climate effects are soimetime tricky (hidden in some unexpected places).
I have not fixed the issue with effects applying to army, based on the suitability of region owner.
stephane.f.david  [作者] 2024 年 12 月 17 日 上午 3:54 
Also Skaven undercities have climate in their scripts
stephane.f.david  [作者] 2024 年 12 月 17 日 上午 3:53 
Working on scripts a bit more. Fixed Rakarth's creature pen, Malakai's adventure
stephane.f.david  [作者] 2024 年 12 月 16 日 下午 10:47 
I have fixed the Deeps (which require scripting, not a simple table edit). The question now is: should the Deeps be expandable in any mountain climate?
I could resctrict to only a few mountains (Dwarven hold climate.
Or exclude some of them, like the Naggaroth mountains, the Mountain passes, Mountain of Mourn, or Cathayan mountains?
Tsundak 2024 年 12 月 15 日 下午 3:15 
Just to let y'all know: I’ve decided to stop working on my add-ons for this mod, so that I can focus on my own standalone climate overhaul mod (work in progress, not released yet).

If anyone wants to take over the add-ons, I’m happy to add you as a contributor—so long as you know your way around modding!
Dictator Sky 2024 年 12 月 11 日 下午 12:05 
@stephane.f.david
I understand. It's better to wait for a major update. Please don't give up on this cool idea.
Dictator Sky 2024 年 12 月 11 日 下午 12:03 
@Tsundak Oh. excellently
Thank you, master!
Tsundak 2024 年 12 月 10 日 上午 10:23 
I've fixed it in my add-on, you're welcome to copy it over.
stephane.f.david  [作者] 2024 年 12 月 10 日 上午 7:53 
I'll try to fix that, but after next DLC, since I'll probably have to update many tables and script anyway
Dictator Sky 2024 年 12 月 10 日 上午 7:14 
Great mod, I really like it.

However, it does not work with the mechanics of the "depths" of dwarf. Variations of mountains are not considered mountains for depths. Because of this, it is impossible to expand the slots for construction. Can you fix it please?
Tsundak 2024 年 12 月 1 日 上午 7:59 
Go ahead :)
stephane.f.david  [作者] 2024 年 12 月 1 日 上午 4:43 
Do you mind if I use your work and integrates some correction directly in the main mod?
Tsundak 2024 年 11 月 30 日 上午 8:54 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3374761480

SWO-RD - Add-on: Effects Overhaul

My personal edit, for anyone who's interested. It fixes the reported issues.
Tsundak 2024 年 11 月 29 日 上午 8:16 
I totally understand, and I appreciate you taking the time to look into it next week. No rush at all.

Looking forward to the update whenever you’re able to get to it!
stephane.f.david  [作者] 2024 年 11 月 29 日 上午 8:02 
Thanks for the report. I'm busy this week end, I'll to fix things next week
Tsundak 2024 年 11 月 29 日 上午 7:51 
I’ve noticed a few other minor issues that might be worth addressing:

The effect bundle key "sword_effect_climate_6_vmp" should have the effect key "wh_main_faction_political_diplomacy_mod_vampire_counts" applied to it, but it currently has "wh_main_faction_political_diplomacy_mod_empire" instead.

The following effect bundle keys:
"sword_effect_climate_1_grn"
"sword_effect_climate_2_grn"
"sword_effect_climate_3_grn"
"sword_effect_climate_4_grn"
"sword_effect_climate_5_grn"
"sword_effect_climate_6_grn"

should have the effect key "wh3_main_effect_province_growth_climate" applied to them, but they currently have "wh_main_effect_province_growth_other" instead.

The effect bundle key "effect_bundles_localised_description_sword_effect_climate_8_dwf" is missing text and needs to be filled in.

I hope this helps!

Thanks again for your work on the mod!
Tsundak 2024 年 11 月 29 日 上午 7:47 
Unfortunately, this seems to be a limitation in how the game is designed. To work around this, I’ve removed all effects that apply to forces in my personal edit of your mod. It’s not an ideal solution, but it’s the only way I can think of to deal with the limitation.

I just wanted to highlight this in case it could be addressed or improved upon in a future update.

Thanks for your work on the mod!

Best regards,
Tsundak
Tsundak 2024 年 11 月 29 日 上午 7:47 
I’ve come across an issue with the "region_to_force_any" effect scope.

The scope applies to all forces in a region, but the effects seem to follow the region owner’s climate preference rather than the individual factions' climate preferences.

For example, if your force is in a region that should be harsh for your faction but is ideal for the region’s owner, your force receives a buff instead of a debuff. The opposite happens if your force is in a region that should be ideal for your faction but is harsh for the region’s owner. This issue also affects the AI.

An alternative could be using the "region_to_force_own" scope, but this would only apply when the player (or AI) owns the region. However, it can lead to inconsistent behaviour — for instance, your force might replenish when you don’t own the region, but is hindered when you do. This was also a problem in the vanilla game.
Tsundak 2024 年 11 月 28 日 上午 8:39 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3373353492

SWO-RD - Add-on: Base Sized Icons.

For people who want the icons the same size as the vanilla icons.
Tsundak 2024 年 11 月 28 日 上午 6:56 
Sweet, thank you. Awesome mod :steamhappy:
stephane.f.david  [作者] 2024 年 11 月 28 日 上午 6:15 
As far as I know. I update my mod with each new patch or DLC.
Tsundak 2024 年 11 月 28 日 上午 6:09 
This looks cool! Is it still working fine with the latest content?
stephane.f.david  [作者] 2024 年 11 月 13 日 上午 2:34 
Yes, they are strong. Climate should not be an almost useless mechanism (like corruption or public order at the moment)
Agraza 2024 年 11 月 13 日 上午 12:08 
i love the complexity and layout, but those effects are very strong. wish more climate mods resembled yours
stephane.f.david  [作者] 2024 年 10 月 27 日 下午 9:17 
I prefer them bigger, so yes I made them that way. If you want them to be normal size, edit the pack, and remove the file script/campaign/mod/sword_settlement_climate.lua.
It may however not look nice since the icons are larger than vanilla.
Mrooky 2024 年 10 月 27 日 下午 3:20 
Are the climate icons supposed to be this big? And if so, can I somehow change them to the base size?
Dairak Logrus 2024 年 10 月 11 日 上午 11:33 
work with lorefull mods dyplomacy and etc
Revelation 2024 年 8 月 18 日 下午 5:31 
Thanks for the response :)
stephane.f.david  [作者] 2024 年 8 月 17 日 下午 9:36 
No. I'm currently not using these maps, and I'm too busy to do that.
But if someone has time, it's possible to make a compatibility patch. There is one table, campaign_map_settlement, where you can assign the climate for each settlement. So not difficult to do, but time consuming to go through all the settlements and decide what climate is the best for it.
Revelation 2024 年 8 月 17 日 下午 9:32 
Does it work for Immortal empires extended / the old world maps?
stephane.f.david  [作者] 2024 年 5 月 21 日 上午 6:00 
Updated for 5.0.3
- Malakai added to the "northern dwarves" group.
- CA changed the base climate of some settlements, but since the mod already has more specific climate for them, these changes are not added to the mod
undo 2024 年 3 月 28 日 下午 10:10 
Makes sense, thanks for explaining it.
stephane.f.david  [作者] 2024 年 3 月 28 日 下午 9:57 
not compatible without heavy work. My mod adds many different climates. Climate adaptation adds many scripted effect to the "few" vanilla climates. Making it compatible would mean many scripted effect for many climates --> kind of exponential complexity