全面战争:战锤3

全面战争:战锤3

Karaz-a-Karak Expanded – The Everpeak Reforged
44 条留言
Deli Paşa  [作者] 12 月 8 日 下午 2:05 
Updated for ToT.
Mattis 11 月 28 日 下午 1:29 
I never understood why the Old World campaign removed Gems from Karaz-a-Karak... Like they kept the gems visibly on the mountain, but moved the resource xD
Deli Paşa  [作者] 11 月 20 日 上午 6:59 
Probably all full overhaul mods would cause similar problems. (SFO, Radious etc.) I don't play with them because of that i don't plan any submod for them.
Kleizar 11 月 20 日 上午 1:08 
Mod looks pretty good. I got the ability to build all 6 resources but I only got the standard number of building slots. Im using radious and multiple other dwarf unit mods. Who knows what the complication is, but if figured id mention it anyways. Still worth using none the less. Good stuff.
Deli Paşa  [作者] 9 月 22 日 上午 4:17 
Probably most, like i mentioned, i crosschecked most mods that alter building slots, they work fine.
...cz 9 月 22 日 上午 2:49 
what witch mod that alter building slot sizes are ok to use?
bulletwitch 8 月 14 日 上午 11:27 
Güzel iş teşekkürler :)
nmasteric 8 月 9 日 上午 9:30 
This is really cool! Good work!
Deli Paşa  [作者] 7 月 15 日 上午 7:07 
Unfortunately no. At least not for now, probably not until i started to crave for another Dwarf campaign.
zetNo 7 月 15 日 上午 5:12 
Any plans to do this with Karak eight peaks ?
Volkopoc 7 月 8 日 上午 4:19 
thx
Deli Paşa  [作者] 7 月 7 日 下午 7:49 
It works fine. You need atleast Mixu's Unlocker this to work. I didn't mention the obvious. Slot expansion would not work without Mixu's Unlocker.
Volkopoc 7 月 7 日 上午 9:17 
Need update.
There are resource buildings, but no additional slots.
Deli Paşa  [作者] 6 月 25 日 上午 11:58 
Doesn't need any update. Nothing changed at all.
Big Bad Wolf 6 月 25 日 上午 1:00 
Can the mod be used right now even with it showing as requiring an update?
masu91 5 月 19 日 下午 3:29 
Someone did and I'm using it. SFO could be playing a role but I know when I deactivate this mod it runs a little smoother. I'm still testing everything
Deli Paşa  [作者] 5 月 19 日 上午 11:07 
Are you sure these two have the problem with each other? Because i don't think so, i played around 50-60 turn last week with that and other 270 mod and there was no crash especially caused by these two.

But i can't guarantee this one work with SFO. I'm not using SFO and i don't plan to make a compatibilty patch for it. But if someone does it i'll give my blessings.
masu91 5 月 18 日 下午 10:47 
I think a conflict causes a crash occasionally between this mod and another called Landmarks of Eternity. Can you double check? I also use SFO and MCT unlocker
sigmars_disciple 5 月 18 日 上午 9:01 
@Torebrand You NEED to check "Resourceful Purpose", the compilation mod. It rocks!
Deli Paşa  [作者] 5 月 16 日 上午 10:04 
Probably there will be no major conflict with them but one way or another some of this mod's features might not work with them.
RogueMutt 5 月 16 日 上午 6:18 
I wouldn't think this mod would conflict with SFO, but if I try this out at some point and notice one way or the other, I will share here.
Deli Paşa  [作者] 5 月 15 日 下午 1:36 
I didn't mention the obvious. Slot expansion would not work without Mixu's Unlocker.
EnergyTitan 5 月 15 日 上午 4:07 
I just have the mod and nothing else on but some how dont get the building slots
Femboy Impregnator 5 月 15 日 上午 1:12 
what a shame this mod is really cool though.
Deli Paşa  [作者] 5 月 14 日 下午 11:59 
Probably full overhaul mods would cause similar problems. (SFO, Radious etc.) I don't play with because of that i don't plan any submod for them.
Femboy Impregnator 5 月 14 日 下午 6:03 
there is a conflict with radious probably none of the extra slots pop up when the building is done.
REITERPALLASCH 5 月 14 日 下午 1:09 
cool
Torbrand 5 月 14 日 上午 4:56 
Thanks! This is EXACTLY what I think is missing in TWWH - more than one resource per settlement, especially a dwarven one. In my mind, this could be done through the main building, but this way seems better.:steamhappy:
RogueMutt 5 月 13 日 下午 6:45 
As far as conflicts go - or at least mods that do not fully work alongside this one - I use a mod that unlocks all building slots for settlements. Initial testing showed that this does not work alongside this mod. Of course settlement upgrades unlock enough that the effects of this are negligible, just thought I'd let people be aware.
Stan L Parable 5 月 13 日 下午 3:31 
now do this for some of the biggest major settlements to even it out xD.

eight peaks, skavenblight, hellpit, nagaroth, lothern, nuln, altdorf, couronne, the black piramid, nan gau, zhar nagrund, itza,
Calcifur_ 5 月 13 日 下午 3:12 
lol this seems so OP
DaBigUn 5 月 13 日 下午 2:30 
Now do altdorf then nan gau wei jin... omg you can change history... only if i could get int the modding
Phukface 5 月 13 日 下午 1:16 
Always nice to see some Dawi love, good work m8 :Neko:
Speculumundi 5 月 13 日 上午 11:33 
I'm looking forward to see that! My main intention was to have loreful aspects of the Dwarfs more present with them in the game and mining is absolutely one of them.
Deli Paşa  [作者] 5 月 13 日 上午 11:13 
They are working on like any other resources right now. But they are balanced around "Factionwide Resource Bonuses - Lycia's Take" mod.
Coal increase livelyhood of dwarfs around itself (growth and public order.) and strengthen forges ( weapon strength and armor.)
About Gromril my main objective was buildings to gift items every 3-5 turns. Grey, green and blue items respective to each levels. But i don't even have sliver of a knowledge about scripts. So right now its onhold. Right now its only give faction wide recruit rank, weapon strength and armor.
I'm planning to add silver as resources and maybe copper/tin as well. All is on planning phase yet.
But right now i'm working on a second mod, Dwarf's Mining Operation, carrying this resources to deeps and expanding it around 8-9 other dwarven hold. Trying to establish lore friendly resources around the other dwarven holds. (for example Karak Eight Peaks with gems, gold, gromril and silver.)
Speculumundi 5 月 13 日 上午 10:36 
Interesting concept. I'm doing a rework of the whole Dwarfs myself. Are Gromril and coal used for something in particular in your mod or are they "just" tradeable resources? I thought about including Gromril too as a way to make Ironbreakers, Irondrakes and Hammerers more special, but opted for unit caps for now. Thinking about it, coal could be used together with a resource contraint to run forges or something. I have included something similar in my mod, namely Ore as a more general resource comparable to the Chaos Dwarfs' Raw Materials, which is produced by mines and certain resource-producing buildings and is necessary for industry buildings to generate money.
Brogainz 5 月 13 日 上午 10:18 
AI Karaz-a-Karak usually gets taken by the orks in my campaigns, hopefully this will give them a boost to at least their capital!
Deli Paşa  [作者] 5 月 11 日 上午 10:00 
My main focus right now is fourth point on my What's Next question. I'm on the way to create a new mod with new deeps like mechanic for dwarfs special mining holds. Around 10 special holds. But i probably not expand other places like this mod do. I am even consindering complately carry Karaz-a-Karak's resources to the deep, expanding the deep's size for this mod's future.
Revelation 5 月 11 日 上午 4:22 
Doing this for other dwarves/other races would be neat! :) and, making them compatible so you can coop... I play tall games so this kinda thing is great. Thanks!
Grovilator 5 月 10 日 下午 3:00 
Thanks ! I will try with the updated version. I am also curious to see what you will do with the deep buildings ;-)
Deli Paşa  [作者] 5 月 10 日 下午 1:47 
It's probably won't cause any problem at all, they only show which resources available for the settlement. After your message tho, i looked at it and they were also not necessary at all. The resource buildings not tied to resources, we put them manualy one by one to the settlement. Lack of them would not cause any disturbance to mod's function.

I removed them, only leaving Coal for it to show up.

After testing a bit i found out the gemstones was not in The Old World campaign, i added it as well. But with this, the province had two marbles and two gemstones. Which that means they are even more stronger now. I'm considering to remove them, but i'll decided to wait some feedback.
Grovilator 5 月 10 日 下午 12:38 
Thank you for this mod. It's an interesting idea giving more ressources to Karaz a Karak. By the way, I had a few random crashes during the first turns. Looking in RTFM, it displays several errors in slot_templates_tables : duplicated combined keys. I deleted the tables and no more crashes. Maybe it was a conflict with one of the mods I use...
Anyway, great mod, thumb up !
Deli Paşa  [作者] 5 月 10 日 上午 11:56 
I thought i added them in the Old World as well but didn't tested it. I looked at it and for my greatest inconvenience they decided to change the settlement name, i corrected it and its working now. Thanks.
Shogun Neko 5 月 10 日 上午 6:39 
Awesome mod, the only thing i found was that it kinda doesnt work with the old world map mod. The building slots are still there but the ressources buildings arent there