全面战争:战锤3

全面战争:战锤3

All Building Slots Unlocked
28 条留言
👁 22 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] 22 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.
👁 12 月 10 日 上午 9:02 
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.
CrAcKHeaD 3 月 25 日 下午 2:33 
I think the latest patch broke the mod because it's the only mod that crashes the game to desktop when I try to launch it. Hopefully it's easy to fix!
BombRoss  [作者] 2 月 25 日 上午 9:13 
That's good to know, thanks for testing it. I wasn't sure about TOW, but in theory any campaign mod should be fine as long as it doesn't add new settlement building types.
Planewalker 2 月 25 日 上午 8:34 
It works with Mixus ootb; completed bretonnia VH campaign and it works on TOW too.
BombRoss  [作者] 1 月 16 日 下午 2:01 
@mailasdqwe I don't see why it shouldn't work with factions unlocked by Mixu's, those minor factions have the same building types. Perhaps another mod is conflicting with this one. Try to check if the mod works with the major chaos dwarf factions. If not, then something else is messing with it. I'll try to look into the issue regardless, thanks for bringing it to my attention.
mailasdqwe 1 月 14 日 下午 2:03 
This works only for vanilla factions? I'm playing as Karak Azorn using Mixu's and I'm not getting the building slots unlocked.
BombRoss  [作者] 2024 年 12 月 19 日 下午 3:53 
@Hoppy Thanks for letting me know. Should be fixed now.
Hoppy 2024 年 12 月 19 日 上午 5:06 
wh_main_special_settlement_black_crag & wh_main_special_settlement_black_crag_dwarf only have 7 slots. In vanilla Black Crag has 9 for Dwarfs and Greenskins.
BombRoss  [作者] 2024 年 12 月 12 日 上午 9:16 
The mod doesn't seem to need an update as none of the relevant database lines have been changed and all seems fine ingame as well, but I updated it anyway so you don't get the "outdated mod" message in the launcher.
Slamurai Jack 2024 年 12 月 7 日 上午 10:17 
@BombRoss I had to resub to the mod, but it does seem to be fixed now, even on saved games. You also may be right that it was for every major Nurgle settlement and it was just a coincidence that every lvl 1 major settlement I got was a dark fortress site. Either way, thanks for the quick update!
BombRoss  [作者] 2024 年 12 月 7 日 上午 5:47 
@Slamurai Jack I think I managed to fix it. Does the bug affect all major nurgle settlements? I think it should based on what I see in the mod file. Only 1 slot at level 1 and then 7 at levels 2-5 for all nurgle major towns, not just ones that were dark fortresses. Either way, I think I managed to fix it. It might not apply until you conquer another settlement of that type (or possibly in this campaign, I don't quite understand how savegame compatibility works)
Slamurai Jack 2024 年 12 月 6 日 下午 1:19 
So I believe I found a mistake. I'm playing a Nurgle campaign and every settlement I capture that is a Dark Fortress for WoC doesn't get all its build slots for me until settlement level 2. Not a big deal, but just figured that I'd mention it.
Dirigible 2024 年 11 月 29 日 上午 7:03 
Thank you for this thumbnail
TheNiceAdmiral 2024 年 11 月 29 日 上午 6:20 
was this enspired by the legend video? if so thank you very much i wanted this so badly :steamhappy:
RexJayden 2024 年 11 月 28 日 下午 9:52 
There is NO TIN!!! :Monokuma2_DGR::steamthumbsdown:
Slamurai Jack 2024 年 11 月 24 日 下午 4:15 
I've been hoping for a mod that does exactly this for forever, so many thanks for making it! I will let you know if I encounter any issues while using it.
BombRoss  [作者] 2024 年 11 月 23 日 下午 11:46 
Yes, it's applied universally so the AI gets the same treatment as the player. I suppose that's one of the side effects and mildly speeds up the early game. I took a cursory look around the map and it seems like with the exception of some special settlements like Zharr-Naggrund, you just have some tier 2 starting settlements sprinkled in. I guess it's an unintended buff for the factions that own them, since they can build more stuff right away (but that was always been the case, in practice they can build one or two extra buildings in the first few turns). If you start next to a minor faction that has a tier 2 settlement they might bring more types of units against you.
Priest of Ranald 2024 年 11 月 23 日 下午 5:33 
@Sin yep they do, and they start building advanced military buildings and stuff right form the get go :)
Sin 2024 年 11 月 23 日 下午 5:24 
Do AI get this?