Total War: WARHAMMER III

Total War: WARHAMMER III

Climate Rebalance
39 Comments
Commisar Jon Fuklaw  [author] 25 Sep @ 6:15pm 
It's probably just that the custom effect icons aren't being hidden by the new vanilla effect, based on what you've said.
ImmortalAzazel 25 Sep @ 5:48pm 
Gotcha. I'm not running any other climate mods, and can't say I've seen it in bug reports or anything, so just thought I'd ask first. Thanks!
Commisar Jon Fuklaw  [author] 25 Sep @ 3:09pm 
Might have to look at it, but everything in the mod is from the climate effects table, so anything which affects the vanilla effects ought affect these as well.
ImmortalAzazel 25 Sep @ 6:56am 
Been using this mod for years now.

One question, though - with the lizardment rework, there's a tech that allows their T5 cities to 'ignore climate penalties'. Yet after this research is done, I still notice the icon for Red/Orange terrain indicating the region of the T5 city (even after a few turns pass). Is this a known interaction issue, or am I misunderstanding something?
nlikely 23 May, 2023 @ 9:35pm 
Thanks for the mod!
Commisar Jon Fuklaw  [author] 14 Apr, 2023 @ 12:26pm 
Probably.
mastervovan 14 Apr, 2023 @ 5:01am 
is this working corectly in the new patch of chaos dwarf?
Commisar Jon Fuklaw  [author] 23 Nov, 2022 @ 6:47pm 
As with all things: Only when I actually need to.
Noble Poptart 23 Nov, 2022 @ 3:57pm 
if you get time, can you also rebalance Earths climate so that human civilization isn't under threat any more? Don't forget to add some extra forests to absorb greenhouse gasses. While you're at it go ahead and add the polar ice caps back because they got nerfed recently...
Commisar Jon Fuklaw  [author] 16 Nov, 2022 @ 4:44am 
Yep. Probably should have added the FAQ here.
Ayzo 16 Nov, 2022 @ 1:40am 
Can I use this mod as a framework to make another one?
1509ARL 19 Oct, 2022 @ 5:18pm 
So it doesn't :steamthumbsup:
Commisar Jon Fuklaw  [author] 19 Oct, 2022 @ 3:22pm 
Doesn't need to be.
1509ARL 19 Oct, 2022 @ 9:40am 
Any chance this will be updated with the game?
MaxStr 18 Oct, 2022 @ 8:14am 
like the mod a lot please update 2.2 patch
Commisar Jon Fuklaw  [author] 16 Sep, 2022 @ 11:25pm 
Update:

Slight nerf to Preferred Climate (shaved off 5% construction cost/income)
A Good Boy 16 Sep, 2022 @ 12:11am 
sexy
Commisar Jon Fuklaw  [author] 14 Sep, 2022 @ 11:45pm 
So long as it uses vanilla climate effects, yes.
A Good Boy 14 Sep, 2022 @ 10:46pm 
does this work with a mod that completely changes what a regions climate is?
Commisar Jon Fuklaw  [author] 8 Sep, 2022 @ 3:49am 
It's not been updated, so I'll give you two guesses.
Styx 8 Sep, 2022 @ 12:48am 
Is it still working with 2.1 or does this mod needs an update?
Commisar Jon Fuklaw  [author] 6 Sep, 2022 @ 8:24pm 
Extremely unlikely. This mod touches bloodgrounds in no way, shape, or form.
ElChupajables 6 Sep, 2022 @ 6:57pm 
I could be wrong, but I'm fairly certain this mod breaks bloodgrounds? I've tested every mod I run one at a time and this is the only one where the issue persists. After the ritual at the herdstone people are still colonizing ruins in my bloodgrounds. No reason to run this mod whilst playing beastmen honestly, I just have a set of mods I keep on so I don't have to mix and match for every playthrough. Just thought I'd let you know, as I said, if i'm wrong feel free to correct me.
Commisar Jon Fuklaw  [author] 4 Sep, 2022 @ 4:16pm 
Yes.
No.
They conflict.
A Good Boy 4 Sep, 2022 @ 2:25pm 
This is working for ie empires? Does this work with adaptive climates? Im not sure what they both changee?
Commisar Jon Fuklaw  [author] 24 Aug, 2022 @ 10:03pm 
Ah, yep. The original bundles aren't referenced, as new ones tied to the Chaos DLC are instead used for mercenary shenanigans. Easy fix.
Commisar Jon Fuklaw  [author] 24 Aug, 2022 @ 9:58pm 
Interestingly enough, it seems as though that may be the case. The referenced effect bundles may have changed, though that tends to be obvious by way of entirely breaking the mod, as effect/bundle changes are sensitive.
Mordy 24 Aug, 2022 @ 7:40pm 
Seems to be not working atm. I started a new campaign as Grombrindal with only this mod active to confirm, the climate effects are unchanged. I unsubscribed and resubscribed (I checked the .pack date also).
Commisar Jon Fuklaw  [author] 23 Aug, 2022 @ 7:31am 
Unlikely it will need to be.
Mr PogWide 22 Aug, 2022 @ 9:24pm 
Is this mod going to be updated for Immortal empires?
MichaelGFI 15 Jun, 2022 @ 5:29am 
Just a very slight wording suggestion: for Acceptable Climates, where you say "Construction costs and replenishment are increased slightly" you may want to say "improved slightly" or something like that, construction costs are decreased slightly and it could be a little confusing.
robergod 18 Apr, 2022 @ 7:57pm 
I see, thanks for the reply
Commisar Jon Fuklaw  [author] 18 Apr, 2022 @ 7:46pm 
Probably not.
robergod 18 Apr, 2022 @ 7:35pm 
is it compatible with adaptable climates?
Commisar Jon Fuklaw  [author] 13 Apr, 2022 @ 5:47pm 
If you intend to exploit building and deconstruction to the point that it's powering your economy, that's on you, not the mod.
Glorf 13 Apr, 2022 @ 5:27pm 
As the description in the mod suggests, this makes the game very easy. On legendary as Boris Bohka you can get the cost of garrison buildings to be 600 or lower thanks to this mod. They refund 1200 when destroyed. Thanks to this mod the campaign became incredibly easy.
Fun mod, but a tad too overpowered.
Oh_Man[TFE] 7 Apr, 2022 @ 5:24am 
Some before and after images would be much appreciated.
LimeUser 5 Apr, 2022 @ 11:06am 
I always found it weird that favourable climates did nothing, thanks for the mod mate
Ciaphas Cain 5 Apr, 2022 @ 10:54am 
LEAVE ELVES ALONE! :KScared:

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