Total War: WARHAMMER III

Total War: WARHAMMER III

AI Construction Priorities Reworked
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Uppdatering: 29 feb, 2024 @ 21:42

Main mod updated - Added priorities related to Geomantic Web buildings for lizardmen. Also, farms/regular growth should no longer be made in a region that has the pastures resource to save some slots for other priorities. Added similar logic for trade goods/industry buildings.

Experimental Features submod - Added the "Replace Starting Bretonnian Barracks With Stables," code and MCT code to enable or disable the feature. Please let me know if this is working as I don't want to break the main mod again.

Uppdatering: 27 feb, 2024 @ 19:12

Oh snap, my Bretonnia barracks to stables code is causing crashes. Flee!

Uppdatering: 26 feb, 2024 @ 0:29

MCT support for Bretonnian barracks to stables conversion is enabled now.

Uppdatering: 25 feb, 2024 @ 20:58

Added script to replace starting Bretonnian barracks with stables. I plan to make this MCT toggle-able in the near future. This mod is thus now incompatible with my other mod, Replace Starting Bretonnian Barracks With Stables.

Uppdatering: 25 feb, 2024 @ 20:51

Uppdatering: 23 feb, 2024 @ 15:23

I added some priority for Beastmen to make sure they build a barracks. I never play them and don't run into them a ton, so let me know if they are building correctly now.

Uppdatering: 3 nov, 2023 @ 16:32

Attempt to fix Skaven being able to use food to upgrade minor settlements to T4 with this mod enabled. Let me know if this is fixed. I just gave it a ridiculous cost.

Uppdatering: 14 sep, 2023 @ 6:48

Boosted the priority of the landmark ports a bit. Tyrion was sitting with a T1 Lothern port for too long! =)

Uppdatering: 8 sep, 2023 @ 6:49

Uppdatering: 20 aug, 2023 @ 15:44

Added the Fortress of Dawn harbour, and tweaked some landmark values for various High Elven landmarks.