全面战争:战锤3

全面战争:战锤3

416 个评价
Johnny's Advanced Buildings (now with Warriors of chaos)
15
4
3
3
3
3
4
   
奖励
收藏
已收藏
取消收藏
campaign
标签: mod
文件大小
发表于
更新日期
2.131 MB
2022 年 5 月 8 日 下午 8:51
9 月 6 日 下午 8:55
53 项改动说明 ( 查看 )

订阅以下载
Johnny's Advanced Buildings (now with Warriors of chaos)

描述
Hello!

In older total war games players were able to build important buildings that each have different effects. For example, one could build a temple complex to Hermes that improves trade faction wide, a bustling agora that secures your empire's financial future or a palace that ensures the loyalty of your subjects. In Total War Warhammer 3 these choices are less meaningful and you end up building the same buildings over and over again with only the recruitment of new units being the most important effect. No more! This mod returns important building choices to the game.

currently finished races
- kislev
- daemons of chaos
- cathay
- tzeentch
- nurgle
- slaanesh
- khorne
- ogres
- empire
- dwarfs
- vampire counts
- wood elves
- greenskins
- skaven
- norsca
- bretonnia
- high elves
- dark elves
- lizardmen
- chaos dwarfs
- beastmen
- vampire coast
- tomb kings
- warriors of chaos

What is new this patch?

- new buildings for lizardmen, high elves and dark elves
- build temples to xholankha, quetzl and itzl in the most important temple cities. hexoatl is one of these cities I will leave it as an easter egg which other temple cities can have these temples. They can only be built in 4 capitals across the world.
- these temples give analagous effects from nakai's campaign mechanic including the unique army abilities.
- they have more powerful effects to reflect their rarity.
- in the future i may add other buildings like this to other races if feedback is positive.

Do you have ideas for a new building? Share them here!

https://docs.google.com/document/d/1b5Uvos7jwguQbQyv4ExI1b4O8dYsMty39gaSYZcQ-Qs/edit?usp=sharing

What does this mod do?
- adds three new end game buildings based on race. (almost done every race still WIP)
- the buildings appear in the advanced military building tree (exception of nurgle and daemon prince, see below).
- you can only build ONE of the three buildings in each tier 5 provincial capital
- choose between different thematic and loreful buildings that will help you govern your empire in the way you see fit.

Meaningful building choices:
Will the Cathayan people build a great market where visitors from hundreds of nations come to trade or a jade palace from which its dragon blooded rulers may rule over the city in shimmering splendor?

Will you choose to honor Khorne with a great arena where mortal and immortal duel endlessly in fights to the death or a massive trophy rack where the remains of once mighty champions may be offered as tribute?

Each building has different effects and you will need to choose wisely. You can only build ONE of the three building choices in each tier 5 provincial capital (there can be multiple in your empire).

Loreful buildings and thematic roleplay:
- each building was created with the lore in mind and a love for the setting
- build buildings modeled after the six circles of seduction or buildings that mirror real places in the warhammer world like the central prospekt.

What about Nurgle and Daniel?:
- Nurgle's buildings are non cyclical and found in his city defense tree. there were problems adding buildings to his advanced military tree so this is the workaround.
- Daniel (daemon prince) builds his god specific altars in the cities in which he dedicated to the corresponding god. For example, he can build the altar of ambition in a city dedicated to tzeentch.

Future plans:
- buildings for each and every race when immortal empires drops.

Compatibility:
- compatible with vast majority of mods
- let me know if you find an incompatibility

Balancing and feedback:
- balancing feedback is always welcome
- generally more money in campaigns.


Mod no worky?
- check compatibility above.
- other issues? let me know and I will attempt to fix.

[paypal.me]
Like my mods? help support my modding hobby by donating. Any donation is welcome!
592 条留言
Johnny  [作者] 12 月 1 日 下午 6:33 
oke i will investigate thanks
Shouravik 11 月 30 日 下午 1:13 
@Johnny, the way TW works is by overwriting building and tech trees for the Empire. So yes there needs to be some way for that not to happen with your mod.
Johnny  [作者] 11 月 30 日 上午 8:33 
@Shouravik, by compatibility do you mean new buildings for this mod? i am unfamiliar with TW Millennium
Johnny  [作者] 11 月 30 日 上午 8:32 
thanks for finding this friend i will add the buildings to the settlement to fix.
fireball900 11 月 29 日 下午 10:15 
OK, after a bit more conquering, it seems to be the Ogre mountain range (on the west of Cathay) that seems to be the area that has the issue.
fireball900 11 月 29 日 下午 6:29 
So I have what is maybe a bug?
As Astrogoth Chaos Dwarfs, I can build the A-Buildings in most provinces at T5 as normal... except for one province which I cannot see a reason for.
That province is the Cliffs of Death, where Grimgor starts (I have the settlement rename mod, so I don't know the city name, it's that province's capital)
All other provinces I've conquered I can build at as normal.
Shouravik 11 月 28 日 下午 4:51 
Please consider adding compatibility to TW Millennium: Modern Warfare
Johnny  [作者] 11 月 13 日 下午 4:30 
ya i think its just fro the player experience not to force you to spam low tier units if they become more viable with enough buildings.
Helion Halion 11 月 12 日 上午 8:28 
You dont need to worry that much, AIs dont usually smart enough to have more than 5 tier 5 buildings that are not...military recruitment building
Johnny  [作者] 11 月 11 日 下午 5:18 
hi friend oke i did some calculations and some testing i think you are right that percentage increases would be more balanced to not favor the low tier units. i will switch unit stat effects to percentage in a upcoming update. thanks again for posting your feedback helps me make the mod more enjoyable.