Total War: WARHAMMER III

Total War: WARHAMMER III

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Ikit Claw's Workshop Upgrades
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2 okt 2022 om 6:16
20 sep om 6:46
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Ikit Claw's Workshop Upgrades

Omschrijving
1.2.0





This mod adds both Plagueclaw Catapults and Warp Lightning Cannon upgrades to Ikit's Forbidden Workshop. They will both be located under the 'Weapon Team's tab as I currently haven't created a new tab for them. This mod is also not going to be balanced because this is Ikit's workshop we're talking about.



Designed for Vanilla.

This mod uses a custom script to add these upgrades to the workshop so Ikit's original script is not touched.



Credits go to Shiny for a custom Script.

EmperorEnema's Mods

SFO Submod

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Populaire discussies Alles weergeven (1)
9
14 feb 2024 om 0:39
Bugs
Stephen
144 opmerkingen
Stephen  [auteur] 24 sep om 12:37 
Thank you! Probably requires someone to make a submod. I'll take a look at what can be done first though when I have some time.
NotReally Λlex 23 sep om 11:36 
Hello, love this mod, always enjoy mods that adds more units that can be upgraded and expanded upon!

There seems to be and issue, but I shall post it here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3416676637

The plagueclaw catapults from this mod are unaffected with the workshop upgrades, and the thunder cannons
Stephen  [auteur] 21 sep om 1:42 
Nah. It was just to eliminate any out of date messages in launchers.
Shatilov 20 sep om 17:17 
any specific changes in yesterday's update?
Birbucifer 14 jul om 13:47 
Appreciate you still updating this after all this time
Stephen  [auteur] 18 mei om 22:24 
No not at all, but I'm glad you've managed to resolve your issue!
Versalius 18 mei om 20:57 
After further experimentation, I have isolated the ancillary issue I was seeing to the "Skaven Warp Forge - Skaven Crafting" mod by MrSoul. Disabling that mod fixes the issue entirely. I do not typically encounter the ancillary issue you describe with this mod since I always purchase other things in the workshop before the upgrades you have added, thereby unlocking the ancillaries through the vanilla script. Hope this was helpful, and apologies if I sent you looking to fix an issue that wasn't with this mod!
Stephen  [auteur] 10 mei om 10:39 
Looks like I totally misread the ancillary issue - I thought it was the classic issue of the new unlocks in the workshop not unlocking the ancillaries.

With regards to the ancillaries that are unlocked, I don't actually touch them, but happy to have a look at making them equitable by more lords/heroes. If you can let me know which ones are problematic, I'll take a look.
glospey 10 mei om 8:39 
I can't help with scripting but that sounds like a database issue. There's a toggle in one of the ancillary tables that locks an ancillary to the unlocking character (I think it's called "transferable" but I can't quite swear to that). I'd try turning that off and see what kind of progress that makes. I'm not sure I'll have time this weekend to look at it and, I'm sorry, I don't remember which table that toggle is in.

There should also be something in the database to restrict which characters can equip something. I've never tried doing anything there so I don't know where that stuff is.
Stephen  [auteur] 10 mei om 2:05 
Thank you! So, I haven't been able to resolve the ancillary issue yet. One option could be to remove those upgrades from the Weapons Teams tab, and perhaps move them to the Doomrocket upgrade tab. The other option would be for someone to have a look at the script and find a solution.