全面战争:战锤3

全面战争:战锤3

Expanded Building: Bastions, Forts & Gates
152 条留言
ChopChop  [作者] 10 月 10 日 上午 9:34 
MOD UPDATED :steamthis:
Added support to remaining 12 factions - now all 24 are supported by this mod.

Added screenshots to mod and updated the detailed list of buildings linked in description :steamthumbsup:

PLEASE RESUB
ChopChop  [作者] 10 月 5 日 上午 8:31 
SFO: yes
Custom factions: mod doesnt support custom factions but will not create incompatibility and its safe to use together
IEE: yes
TIER 4/5: expanded chains by mods adding extra levels to vanilla buildings that keep their original bauilding_chain key will be compatible and apply as i used mostly vanilla main game things to create this mod with custom additions that should blend into overhauls too. might need economy/province submod from description. thanks for good word :steamthumbsup:
Thamas Rugin 10 月 5 日 上午 8:23 
This mod is a treasure! :imperialcross:

Couple Qs: is this compatible with OvN custom factions? SFO overhauls? IEE expanded campaign map? Or Tier IV minor settlements (not that there is a reliable one, rn)? :ranald:
ChopChop  [作者] 10 月 4 日 下午 3:15 
Mod updated with new thumbnail :WH3_arsebelcher:
ChopChop  [作者] 9 月 23 日 上午 5:47 
Im changing the name of this mod to align it with the rest of mods in this series of my releases from "Additional Buildings: XYZ" to "Expanded Building: XYZ". Check out all my mods from this series in pinned collection "All released mods" :steamthumbsup:
ChopChop  [作者] 9 月 17 日 上午 4:21 
Mod updated :steamthis:
- added cult/undercity/etc discoverability to custom semi-landmark support buildings following vanilla effects
- added 3%/6%/9% chance to spread undercity to adjacent regions: Skaven Servant of The Council building
- reduced attrition taken by Bastion, Fort & Gate under siege to almost none: integration of 3 End of Maintanance mods and moving this feature from Expanded Building Overhaul):
Ulthuan Gates Take No Attrition [EoM] https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2853029812
Imperial Forts Take No Attrition [EoM] https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2853029787
Great Bastion Takes No Attrition [EoM] https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2789844937
ChopChop  [作者] 9 月 17 日 上午 3:59 
If anyone can replicate the issue where one race occupy a settlement that contains my custom building and keeps it with wrong culture - please let me know what is your modlist. It is not intended for the buildings to remain when fort is changing race owner (should be demolished). I cannot replicate this with minimum mods enabled but it happened to me when i was testing with multiple mods enabled but i cannot find the incompatibility to fix the bug.
Just to let you know its not intended :steamthumbsup:
ChopChop  [作者] 8 月 18 日 上午 2:48 
I dont mod units, it is not my mod.
ZedsDeadBabe 8 月 17 日 下午 5:04 
I believe this mod has caused High Elf Gate Guard to have zero upkeep. So now the AI spams armies of Gate Guard.
ChopChop  [作者] 8 月 15 日 下午 1:26 
MOD UPDATED
- after last WH3 update Kislev has now a couter building to existing one in this mod. Now i have added this building to the mod so that it follows the vanilla building Kislev theme :WH3_boris:
ChopChop  [作者] 8 月 9 日 上午 10:12 
Thank you Krakenous! Glad you are also around :TalismanCrown:
Krakenous 8 月 8 日 上午 10:15 
Good to see you back around sir 👍
ChopChop  [作者] 8 月 8 日 上午 7:20 
Good too see you bro :WH3_clasp: time to update couple of mods :WH3_greasus_rofl:
UltraStrategyMan 8 月 8 日 上午 6:52 
Our king return!
ChopChop  [作者] 8 月 8 日 上午 6:49 
MOD UPDATED:
- Fixed Kislev invocations :steamthumbsup:
Dr. Dinosaur 7 月 11 日 上午 4:09 
If ChopChop ever comes back, this mod breaks city invocations for Kislev
Grovilator 5 月 1 日 上午 1:28 
Excellent mod, thank you. The forts are more interesting now, or should I say "less boring" ;)
Lord_Zomdado_Spy 4 月 20 日 上午 4:25 
Ah Ok, I will Check There if i find anything
ChopChop  [作者] 4 月 20 日 上午 4:22 
I remember this effect was added by another mod to this building, its not coming from me. Im 90% sure it was Guns of Empire but i dont remember now well
Lord_Zomdado_Spy 4 月 19 日 上午 10:13 
Hey Great Mod, i was playing the mod as Empire and i build the Empire Academy... but what does the "Hobbled" Effect do?
templarblak 4 月 4 日 下午 12:02 
take your time!! ^^ we can wait for the update and it ill be totally worth hehe
ChopChop  [作者] 4 月 3 日 上午 10:48 
No, sorry, i didnt manage to fix last time as it was too much. I didnt fix fully so i couldnt upload :( now my pc is in a box as im moving house, but i promise to fix first this mod when i arrive at new place next week. Apologies friends
Tacale 4 月 3 日 上午 9:23 
Any news on the fix? :(
ChopChop  [作者] 3 月 28 日 上午 3:52 
Dang it, thank you i will try to fix today
GoatScream 3 月 27 日 下午 8:09 
Hello there, this mod removes the new settlement invocations from Kislev
Sallazzarr 3 月 1 日 下午 4:56 
Something that is said on so many mods, yet this one earns it: I hope this is actually added as a function by CA in the future.
ChopChop  [作者] 2 月 22 日 下午 2:23 
yes, you need to use submods in description :steamthumbsup:
Gol D. Hybrid 2 月 22 日 下午 2:07 
Hiya, is it possible to add the Bastion buildings that Cathay has to the other Gates and Forts?
ChopChop  [作者] 2 月 22 日 上午 4:20 
my custom greenskin economy building "cave shroomies" is a farm
드로우달스 2 月 22 日 上午 3:07 
Greenskins' Religion building increases farm income, but Greenskins don't have farm buildings like Bretonnia. You'll probably have to change farm income to estate income or something.
Ghostgg10 2 月 21 日 上午 2:42 
thanks for the mod but a request mate, can you post the incompatible mod list that you posted in comments in the mod page. it took me some time to figure out why the mod didn't work. and the comment is buried after 6 pages at the time of writing.
Ex-Ark 2 月 21 日 上午 1:44 
Thanks for this mod, expanded buildings works great

Can't seem to get the extra slots to work for me though, I have mixer enabled and at the top of my load order, but still getting 2 slots instead of 4 for Forts (new campaign)

is there a specific load order to respect ?
ChopChop  [作者] 2 月 16 日 上午 9:54 
MOD UPDATED

Added: Wood Elves 🌳
ChopChop  [作者] 2 月 2 日 下午 3:47 
Thanks also to kind people reporting the bug Chinag & Grimnar42600
ChopChop  [作者] 2 月 2 日 下午 1:33 
Thank you for updating the mod and making compatible with my and Obo mods, power of community is amazing :) Many thanks for all the work Nanu :TalismanCrown:
Nanu 2 月 2 日 下午 12:49 
Update is out. Tested with my own ongoing save and have encountered no issues. No submod needed either
ChopChop  [作者] 2 月 2 日 上午 9:54 
@Nanu Nice one 🔥 Hopefully saves wont bork and you wont have to host a submod just for 1 building, im sure you are very experienced with modding, but i can help if needed as i been submodding a lot + can host old version of your mod on drive for ppl to transition :steamthumbsup:
Nanu 2 月 2 日 上午 9:47 
@ChopChop That might be the best way to do it. I'll have to test to make sure it doesn't break ongoing saves. If it does then I'll post a submod, otherwise I'll update my main mod.
ChopChop  [作者] 2 月 2 日 上午 9:46 
@Nanu You mean the Empire Academy? I am using with permission keys for the Academy building that were created by Obopmot for compatibility with his 2 Empire mods:
- Building an Empire [5.0] https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2868826915
- Empire Techtree Expanded [5.0] https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2862078361
If you are down to align your mod also with the same keys made by Obo for the Academy building I am sure that he wouldnt mind and everyone will appreciate 🙏 This way all mods will be compatible with no submods :steamthumbsup:
Nanu 2 月 2 日 上午 9:41 
@ChopChop The issue seems to be that we both use the same building key for the Imperial Academy. I'm looking into how we can make our mods compatible without breaking current saves. It may need to be a submod
ChopChop  [作者] 2 月 2 日 上午 9:36 
are you using Nanus RoR mod? maybe you need the submod that he released: Empire Tweaks + Nanu Ror
Chinag 2 月 2 日 上午 9:10 
Just forwarding a bug report: This mod crashes when you use it with Nanu's empire tweaks when you open the settlement screen.
cains8329 1 月 18 日 下午 1:10 
@ChopChop That would be great really friend, i do like ChaosRobie's maps but TOW just runs so much better for me, and yes tons of startpos haha....either way thank you for all your work and enjoy your night or day buddy
ChopChop  [作者] 1 月 18 日 下午 1:05 
thats good news thank you for letting me know, might have to speak to ChaosRobie to add to startpos in TOW mod as i cannot change it with any submod (idk how to edit startpos) :steamthumbsup:
cains8329 1 月 18 日 下午 1:01 
@ChopChop Copy that, well like i said it does work, i just don't have the 4 slots only the 1, still allows me to upgrade them to whaterver i like, thank's for the reply and keep up the good work
ChopChop  [作者] 1 月 18 日 下午 12:57 
i never added anything to TOW in this mod, any compatiblity is unintentional
cains8329 1 月 18 日 下午 12:46 
@ChopChop Hey buddy, hope your doing well.....i got this to work sorta with TOW but i still can't seem to get more than than normal single slot, even if i set primary to 5 or even abandon or sack the forts, so i'm just wondering am i missing a certain mod or is it just not full compatible with TOW?
ChopChop  [作者] 1 月 15 日 下午 7:23 
yes, ty :WH3_clasp:
sp♠de sumbul 1 月 15 日 下午 7:12 
Hey @ChopChop! Is this mod updated? Appreciate your hard work!
ChopChop  [作者] 1 月 6 日 上午 3:32 
Submod added to description:

TW Millennium: Modern Warfare Submod by Erebi

Many thanks!