Total War: WARHAMMER III

Total War: WARHAMMER III

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Expanded Building: Bastions, Forts & Gates
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1.963 MB
30 okt, 2024 @ 19:08
10 okt @ 9:13
17 ändringsnotiser ( visa )

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Expanded Building: Bastions, Forts & Gates

I 10 samlingar av ChopChop
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Core: Buildings, Garrisons & Landmarks | Immortal Empires Expanded
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Beskrivning

In order to unlock the slots in this mod you have to use MIXER, but I am not adding it as required as it will work without (more info in "Features"):

The mod is saved game friendly, but the slots may not unlock. To restore the slots use Prop Joe's Console Commands, select the bugged settlement and type "primary X" with the X being number of current level of the city building chain.


This is a standalone mod aiming to utilize the feature of Bastions in the game and expand it to Forts and Gates:
  • The Bastion as the defence from the Chaos Tide still remains the strongest of them all, therefore same way as it's made for Grand Cathay - all factions also get military and special building chains in ny of them. However only Grand Cathay is able to expand the same way in the Gates & Forts, having same available buildings to construct as in Bastions. Use MILITARY & ECONOMY submods linked below to expand Forts & Gates to full Bastion set of buildings. Additional submod PROVINCE EXPANSION will add all custom buildings from this mod to all regular provinces.

  • Forts & Gates - all remaining factions get a special limited variety of available buildings fitting the theme of military support points with low economic value. Within the selected buildings each faction gets 1-3 new buildings that can be found ONLY in Forts, Gates & Bastions, with one of them always having a small faction-wide effect, that when controlling all 10 Bastions/Gates/Forts on map will give a reasonable reward sum for conquering the world.

All assets used in this mod are custom made by me using the in-game files and good 'ol GIMP. The mod does NOT edit any existing buildings or effects and is aimed to fit vanilla balance of the effects strength.


In order to construct new buildings added in this mod, I have created additional building slots for the Forts, Gates & Bastions. Additional building slots are available with and without MIXER according to the number in the table below:

BASTION / FORT / GATE LOCATION
MIXER: DISABLED
MIXER: ENABLED
Bastions:
  • Dragon Gate
  • Snake Gate
  • Turtle Gate
4 slots (3 building slots + 1 for city)
4 slots (3 building slots + 1 for city)
Forts:
  • Fort Bergbres
  • Fort Soll
  • Helmgart
2 slots (1 building slot + 1 for city)
4 slots (3 building slots + 1 for city)
Gates:
  • Phoenix Gate
  • Unicorn Gate
  • Eagle Gate
  • Griffon Gate
2 slots (1 building slot + 1 for city)
4 slots (3 building slots + 1 for city)
  1. BASTION - following vanilla Bastion setup for Grand Cathay all supported factions receive the similar setup with full basic and advanced military buildings. Additionally same as vanilla Bastions - I added selected support buildings to all from the detailed list below for the Fort & Gate.

  2. FORT & GATE - settlements get 6 buildings*:
    • Smith/Carpenter/Workshop
    • Worship/Corruption
    • Tavern/Public order
    • Small economy building
    • Roads
    • Special semi-landmark "discovery" buildings

    *Grand Cathay receive Bastion buildings setup for all: Bastion, Gate & Fort with added buildings in the link below:




This mod is giving Bastions for all factions and small version for Fort & Gate, but if you would like all Forts & Gate to become Bastions (having also full military sets) use the submod MILITARY below. Additionally here is a submod that will give all Forts, Gates & Bastions full ECONOMY turning them into special city when enabled together. If you like my work on custom buildings - I recommend the PROVINCE submod that adds them to all towns. More slots for Fort/Gate/Bastion below. No Restrictions mod to unlock Khorne military buildings.

Bastions, Forts & Gates | Military Submod
Bastions, Forts & Gates | Economy Submod
Bastions, Forts & Gates | Province Submod
Building Slots Extended - Bastions, Forts & Gates - 6 Slots
Building Slots Extended - Bastions, Forts & Gates - 9 Slots
Building Slots Extended - Bastions, Forts & Gates - 12 Slots
Expanded Building: No Restrictions

TRANSLATIONS:
Française - French by Pendragon64
한국어 - Korean by Modmodmod
한국어 번역 모드 - Korean by min985
中文汉化合集 - Chinese by To infinity and beyond

Thank you!

SUBMODS:

TW Millennium: Modern Warfare Submod by Erebi

Many thanks!

Extra flavor recommended mods by Murranji:

Murranji's Great Bastion Expansion Mod
Murranji's Empire Fort Invasions Mod
Murranji's High Elf Gate Invasions Mod


Many thanks to Mixu for the incredible amount of work done for the modding community, creation & support of Mixer and responding to my request of unlocking the slots for Forts, Gates and Bastions, therefore allowing creation of this mod after update 5.3.

Cheese Pastures - in collaboration with Lily, when enabling Lily's Bretonnia Overhaul this building will have Cow Catapult available to recruit. Additionally The Bretonnia Overhaul also now contains the Cheese Pastures available as regular building in all provinces without this mod. Many thanks!

Imperial Academy - this building is a revival from WH2, many thanks to Obopmot for allowing the use of same keys for compatibility with his mod "Empire Techtree Expanded [5.0]"

- Sam8872 - Roads: Cathay, Daemon, Khorne, Nurgle, Orge Kingdoms, Slaanesh, Tzeentch

Screenshots taken using mod by Müsliriegel, Drew_West & Levie:


chopchop workshop chop chop buildings bse extra additional expanded expansion
152 kommentarer
ChopChop  [skapare] 10 okt @ 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  [skapare] 5 okt @ 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 5 okt @ 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  [skapare] 4 okt @ 15:15 
Mod updated with new thumbnail :WH3_arsebelcher:
ChopChop  [skapare] 23 sep @ 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  [skapare] 17 sep @ 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  [skapare] 17 sep @ 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  [skapare] 18 aug @ 2:48 
I dont mod units, it is not my mod.
ZedsDeadBabe 17 aug @ 17:04 
I believe this mod has caused High Elf Gate Guard to have zero upkeep. So now the AI spams armies of Gate Guard.
ChopChop  [skapare] 15 aug @ 13:26 
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: