Total War: WARHAMMER III

Total War: WARHAMMER III

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Advanced Nuln Imperial Gunnery School Building
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81.423 KB
14 May, 2024 @ 2:02pm
2 Sep @ 11:53am
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Advanced Nuln Imperial Gunnery School Building

Description
TLDR: Nuln Gunnery School building has now all attributes the normal gun forge has as well. Also normal gun forges give schematics now. Also it has the garrison effects and the Sally out (Ataman from Kislev) ability.

Recommended: Combine this mod with Fix Altdorf and Empire Forts garrisons: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2859577837
Only then the garrison units are harmonized.
And: Helblaster Upgrades for Volley Gun Steam Tanks in Nuln Gunnery School
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3250730783

Hey,
isn't it surprising that the best Gunnery School and Forge of the Empire doesn't allow you to recruit? You still need the normal gun forge building in Nuln besides the landmark. This mod enables you to just build the landmark and still get all the benefits the normal gun forge building offers and some more. For this I added two additional levels for the landmark at tier 2 and 4.

The normal gun forge building is disabled for Nuln with this mod, because all of their functions are integrated into the landmark. Also Nuln has the pasture as resource building now.

Additinally normal gun forges give schematics now.

For Details have a look at the pictures above.

To harmonize the garrison with the garrison of the city itself my other mod is needed and the garrison building isn't available in Nuln.

SAVEGAME COMPATIBLE! If you start a campaign with the mod activated you have to build this modded building level 3 to progress in the Gunnery School mechanic to tier 2. If you start without the mod and activate it later you will have to build the normal gun forge tier 3 in any town to progress, as in the unmodded game. Thx a lot to @Rudi Böllert for the idea and advice for implementing this!

Compatible with all mods that does not change the landmark building in Nuln. If you use Sigmars Heirs load this mod first.

For suggestions, bug reports or anything else please comment below.
Cheers and have fun

Also check out my other mods:
Provincial roads: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2859798303
Increased port income (balanced): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2859809362
Balanced economy buildings: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2963140431
Improved Reichland Landmarks: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3451260983
Hellblaster and Great Canon Upgrades for Steam Tanks in Nuln Gunnery School: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3250730783
Improved Altdorf and Empire Forts Garrisons: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2859577837
Improved Dwarf landmarks and garrisons: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3263538699
Improved Kislev landmarks and garrisons: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3456378095

Changelog:
2024-05-14 initial release
2024-05-23 changed the necessary building to progress in the Gunnery School mechanic
2024-05-24 added schematics to normal forges, tweaked some values, removed the option to build the normal gun forge, added new pictures
2024-05-30 integration of the tavern and pastures, bugfixing, tweaking some values
2024-06-05 updated garrison
2024-06-08 updated garrison (again, because it was still bugged)
2024-06-20 buffed income slightly
2024-06-25 Update 5.1 - no changes
2025-03-24 overhaul: checked and tweaked all building values, rebalanced garrison, checked for any errors
2025-03-25 no changes for update 6.1
2025-03-30 added sally out ability
2025-04-01 tweaking values
2025-04-03 tweaking values
68 Comments
FreeParmenion  [author] 6 Sep @ 2:27pm 
@BioVolck since units are directly connected to buildings in regards to recruiting them from set building: no. If an other mod adds units, then this mod has to link the units to the building. Since that mod doesn't know about the buildings in this mod there is no real way.
Am I correct that the units that other mod adds are linked to the normal gun forge you can build in any major city? If yes you can recruit them from another city. Or you disable this mod...
BioVolck 6 Sep @ 10:17am 
Hello, is there a way to make a building from this mod train soldiers from other mods? Since I only have vanilla units.
Clan Skryre's Top Dog 5 Sep @ 10:03am 
I'd like to say that the removal of the Gun Forge for Wissenland and Nuln can cause compatibility issues with other mods such as Bruno the Battle Bear and Deithland's new update. Just a heads up to anyone with similar issues as mine.
FreeParmenion  [author] 2 Sep @ 11:59am 
Hey, no changes needed for the newest patch. Cheers
FreeParmenion  [author] 22 Jun @ 7:11am 
Hey, no changes needed for patch 6.2. Cheers
FreeParmenion  [author] 1 Apr @ 2:14pm 
Hey, check out my new mod: Improved Kislev landmarks and garrisons: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3456378095
FreeParmenion  [author] 26 Mar @ 2:42pm 
Hey, I found the problem. The mod should be working now. Please report any buggs you encounter. Thx and cheers.
BaronOfBacon 25 Mar @ 9:26pm 
Also was not working for me. The game always crashes on start up when I try to load this mod. Turns out the fix was to remove all the capital letters from the file name. I have no earthly idea why that's the reason, but I'm not digging through game code to find out.
MackReaper 25 Mar @ 8:07pm 
I may be doing something wrong, but this mod wont load for me. crashes on start up
FreeParmenion  [author] 25 Mar @ 3:48pm 
Hey, updated for 6.1 - no changes. Cheers