Total War: WARHAMMER III

Total War: WARHAMMER III

Major settlements are forest cities and outposts can be upgraded for wood elves
152 Comments
newchadts 19 Jul @ 2:14pm 
Good colleagues, I'm going to try the mod and I saw that it was not updated, please if you can update it for this latest version and of course thank you for the work you do
Internecivus 27 Jun @ 7:38am 
Shit I wish I saw this before I did 25 goddamn turns. Oh well, let's do it again!
Outlander 3 Jun @ 11:59pm 
Just on humble opinion -- I liked having the outpost upgrade and the main city as forests separate. Could this be a toggle option (mod options) or separate mods? Great work so far!
Arthas 24 May @ 8:07pm 
Hope there will be a mod in the future that makes all settlements main cities (like Kislev or wood elf)
DARKH0BBIT 26 Mar @ 9:44pm 
testing it out and seems to work just fine atleast for the upgrading aspect (haven't done any battles in the new settlements yet) one thing to note is if adding mid play you will need to go to the build browser and click on the new settlement building for the province capitals building chain in settlement you already own, newly conquered settlements function as normal.
DARKH0BBIT 11 Mar @ 1:00am 
man this looks awesome this feels like it should be vanilla honestly! This was the one aspect I felt needed a rework for wood elf's. is this save game compatible or will it need a fresh start?

also by chance if anyone is using the mod that removes supply accumulation during the battles. would that mod conflict with this one the only thing i can think might is he's changed the values of the starting supplies for most building that provide supply.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3352318969
HungryBat  [author] 1 Mar @ 2:03am 
@N7 Shepard
thanks!
N7 Shepard 28 Feb @ 8:56pm 
You sir, are an absolute legend.
HungryBat  [author] 2 Feb @ 3:29am 
Thats a bug because you are using another wood elf mod
Green Mohawk Derg 2 Feb @ 1:54am 
The minor settlement higher tiers don't have any garrison units

Also, can you add some garrison units to tier 2 and 3 of the minor settlement buildings so that it won't be lost so easily after you sink money to develop them? It feels wrong to lost multiple turns just cause there is 4 units defending a tier 3 settlement while enemies are rolling 20 stacks
玛丽莲猛撸 1 Feb @ 11:30pm 
【AI Translator】Your mod is truly exceptional, and I couldn't wait to share it with the Chinese community. Please forgive me for creating a Chinese localization submod without your prior permission. Here is the link to the Chinese submod:
ZeuZ 25 Jan @ 11:07am 
How would this work in multiplayer campaign?
delfiorina 7 Jan @ 8:46am 
This mod works fine and i have some wood elves mods so there are problebly one of those that interfers. Keep playing and have fun.
delfiorina 2 Jan @ 7:47am 
Well i am using that new Simple dynamic settelments reborn mod i guess that can be the problem
but i have to test that and i comment agian if i finde the mod that conflicting,
HungryBat  [author] 1 Jan @ 8:53am 
I'm experiencing no issues, do you have any specific details
dont use this mod alongside other wood elf mods, because they will fight eachother
HungryBat  [author] 1 Jan @ 5:48am 
Ill see if something needs a fix
delfiorina 31 Dec, 2024 @ 5:03pm 
Yes i think it does, it still works but the tree in major citys dont show up anymore it has the outpost look instead but if we are lucky Nothing may update even if it takes a while, love this mod but many modmakers dont play this game anymore.
Kil'jaeden 22 Dec, 2024 @ 11:04am 
This needs an update right?
valbroo 6 Dec, 2024 @ 2:27pm 
good mod but beware it also turns high elf gates into forests, so the battle map is also changed to the forest one. honestly ruined the campaign for me
iposkakali 18 Nov, 2024 @ 8:56am 
After one of the settlements with this mod was plundered by the Skaven. When hovering over this region, the game crashes. Do you know what this could be related to?
HungryBat  [author] 1 Nov, 2024 @ 11:24am 
do keep in mind keys can be overwritten, so maybe avoid assigning random keys, as you might remove base game garrison units. or like in my case, that is exactly what i wanted to do
DioMarmotta 1 Nov, 2024 @ 10:45am 
thanks a lot for the prompt answer! will try
HungryBat  [author] 1 Nov, 2024 @ 10:43am 
garrisons of different mods often stack on top of one another, this is because they all have unique keys, and they simply stack on the same building
so if you want more normal results, remove the db/building_level_armed_citizenry_junctions_tables from greater garrison mod, or expand it yourself by hand
HungryBat  [author] 1 Nov, 2024 @ 10:42am 
db/building_level_armed_citizenry_junctions_tables
is where all the garrison units are stored
each unit has a unique key and building they are attached to
if you want to add more units to the garrison from my higher tier outposts, you will have to post them in my mods db/building_level_armed_citizenry_junctions_tables and then give them each a unique key, and correct building
DioMarmotta 1 Nov, 2024 @ 10:36am 
hi, i just found out that the diminishing garrisons while upgrading the outpost/its structures is due to a mod called zorbaz greater garrison,
could you kindly tell me if i need to modify this mod or the other in rpfm? if so, which tables? (sorry but im starting from scratch).
I tried to delete the entire table related to wef (db/building_level_armed_citizenry_junctions_tables) in the other but doing so the garrison in the main settlement became too weak for my taste.
thanks
Ferreus the Umbral Arrow 16 Oct, 2024 @ 12:46am 
does this need updated?
HungryBat  [author] 12 Oct, 2024 @ 5:18pm 
sorry, okay I will look into it, but I'm not sure if i can fix that, I dont know how those work.
Abuus 12 Oct, 2024 @ 5:07pm 
mod prevents unusual locations from spawning either that or I have had 3 very unlucky games the last week lol
HungryBat  [author] 2 Oct, 2024 @ 3:42am 
yeah SFO overhauls the game, so it breaks in some parts
if you can mod, you can use RPFM to purge any "wef" files from SFO
look for building level tables and building effect tables in the SFO file
Iron 2 Oct, 2024 @ 2:45am 
Hi, I take this for vanilla, I'm a SFO player. I found that I get all settlement trees disappearing in all wood elf areas, + minor outpost enables recruitment of Dyraids level which disappear by level 2, and only region recruitment (can't see them on the army recruit panel) + the building that looks like a throne gate, it bouns are for lvl 1 and lvl 2 of that build becomes defensive supplies any 1 other thing which is a bit weird.
not sure if that is a mod thing or compatibility with SFO, Have you also done a compact mod or has someone else?
TheRizzler 4 Sep, 2024 @ 3:13pm 
I would gladly accept your help
HungryBat  [author] 4 Sep, 2024 @ 2:31pm 
I'm sorry these issues with mods is something you might have to fix yourself with RPFM
don't worry its a very easy program to understand, if you need any help feel free to ask
TheRizzler 4 Sep, 2024 @ 1:11pm 
Crisis of Mortals is an Population Mod with resource mangement etc.
Thats what i was asking if you could adjust your tier 3 minor settlement buildings
HungryBat  [author] 4 Sep, 2024 @ 1:02pm 
Food from upgrading?
TheRizzler 4 Sep, 2024 @ 12:03pm 
Would be nice to still get food when upgrading
TheRizzler 4 Sep, 2024 @ 12:03pm 
Could u add a submod for crisis of mortals?
HungryBat  [author] 25 Aug, 2024 @ 4:09am 
it works fine right?
lastlonghorn 25 Aug, 2024 @ 3:06am 
I really like this mod. Any plans to update it to the most recent version?
Maldharder69 11 Aug, 2024 @ 1:09pm 
That looks great and will really help with the early game.
HungryBat  [author] 10 Aug, 2024 @ 2:28pm 
see image above
HungryBat  [author] 10 Aug, 2024 @ 2:28pm 
upon request, more recruitment options were added to the outposts
HungryBat  [author] 10 Aug, 2024 @ 12:18pm 
@Maldharder69
I can add glade guard to the base settlement, does that sound good?
I can also set the melee barracks line availible for minor settlements
Maldharder69 10 Aug, 2024 @ 10:39am 
Is there any plan to add recruitment of cheaper units to any of the outpost buildings?
HungryBat  [author] 7 Aug, 2024 @ 10:57am 
reduced the growth cost on minor settlement garrison and growth building by 1 for all tiers as it was a bit wierd to have nothing to build when you capture settlements in the earlygame
opuntia 11 Jul, 2024 @ 4:17pm 
Mystery solved
IT was

SUB_wood_elf_majors_are_forests
Major Settlements are Wood Elf Forest Cities (Standalone version for "Outposts Expanded").
opuntia 8 Jul, 2024 @ 12:17pm 
Thanks for the info.

I'll do some testing
HungryBat  [author] 6 Jul, 2024 @ 1:47pm 
!BSE_Outposts
Building Slots Extended - Wood Elf Outposts Submod

and

SUB_wood_elf_majors_are_forests
Major Settlements are Wood Elf Forest Cities (Standalone version for "Outposts Expanded").

are bound to cause problems, they bost probably fight over wood elf outpost design
opuntia 6 Jul, 2024 @ 1:14pm 
Ok

Here is everything "Wood Elf" in order

!BSE_Outposts
Building Slots Extended - Wood Elf Outposts Submod

!uber_zoat_lord
Zoat Elder - Generic Lord for Wood Elves

(mod)[double]Asrai_Unit_Pack-Wood_Elves
Double Unit Size-Asrai Unit Pack (Wood Elves)

cipher_wef_units
Asrai Unit Pack (Wood Elves)

Luc_wedragons
New Dragons for Wood Elves

SUB_wood_elf_majors_are_forests
Major Settlements are Wood Elf Forest Cities (Standalone version for "Outposts Expanded").

ThalandorDS
Thalandor Doomstar, Legendary wood elf Lord of the Asrai.

WE_Spites_Literal
Literal Spite Ability Names for Wood Elves

wood_elf_free_teleport
wood elf teleportation cooldown removed

wood_elf_majors_are_forests
Major settlements are forest cities and outposts can be upgraded for wood elves

woodambush
Wood Elves can ambush in the default stance (stalk)
opuntia 6 Jul, 2024 @ 1:01pm 
One moment please...
Checking.
HungryBat  [author] 6 Jul, 2024 @ 12:55pm 
@opuntia
never heard that before, are you using this with another wood elf campaign mod?