Total War: WARHAMMER III

Total War: WARHAMMER III

Hucon - Human Countries' Comprehensive Building Overhaul
120 Comments
Code name GNetNe 13 Sep @ 3:25am 
@Reitschuster I thoroughly enjoy your mod. I love building OP economies.
Reithschuster  [author] 12 Sep @ 12:47pm 
@Code name GNetNe,
I hope you all enjoy the new tax building and the partial Kislev integration.
Code name GNetNe 12 Sep @ 5:51am 
@Reitschuster Nice. IRL takes priority, we can wait.
Reithschuster  [author] 11 Sep @ 5:24am 
@Code name GNetNe,
I'm partially releasing it for Kislev.
Reality cut in with my plans, I'll still try to update it but it will take longer. Until then, Kislev gets its economic buildings. Empire and Bretonnia get a new unique building as well - tax office.
Code name GNetNe 11 Sep @ 2:35am 
so when is the Kislev and Cathay update?
Reithschuster  [author] 3 Sep @ 2:25am 
https://imgur.com/a/PsjKXfF
Wrap up your campaigns.. because this will probably break them.
I should be done in a few days, but can be done today. Just be ready.
Reithschuster  [author] 29 Aug @ 12:15pm 
@louis.sica,
I'll see what I can do. I've only played as HE and WE. I'll need to play as DE a little to familiarize myself with the faction. First in the order are the human factions though.

No worries, you have clarified yourself sufficiently now.
louis.sica 29 Aug @ 10:58am 
@Reitschuster....that's what I meant, a seperate mod for elves. Can be HE, DE, and possibly WE. Sorry if I wasn't more clear.
Reithschuster  [author] 25 Aug @ 9:45pm 
@louis.sica,
It’s possible to make, but this a mod for human factions, so.. even vampire counts barely make the cut.
louis.sica 25 Aug @ 2:37pm 
@Reitschuster....gotcha. Also not sure if this is possible, but maybe one for HE and DE factions. I would say the dwarfs, but I have a few mods that resources mods that gives them plenty.
Reithschuster  [author] 24 Aug @ 9:34pm 
@louis.sica,
I planned on getting back to it some of these days. Kislev, Cathay and Vampire Counts are planned. Plus a lite version of the mod
louis.sica 24 Aug @ 3:05pm 
@Reitschuster, gotcha........no worries. Hope you get around to it. Im looking forward to it.
Reithschuster  [author] 23 Aug @ 10:12pm 
@louis.sica
no, haven't had the time. I've only been maintaining mods for about a year now.
louis.sica 23 Aug @ 5:33pm 
@Reitschuster, have you added Cathay yet?
Reithschuster  [author] 18 Aug @ 1:30am 
@DocHolliday,
I'll consider it when I get to work on Hucon again!
DocHolliday 17 Aug @ 11:08pm 
Making this work for Vlad, the true Emperor of mankind, would be neat lol.
Reithschuster  [author] 9 Jul @ 12:26pm 
@LotLP,
the lite version of the mod will probably not have them alongside the lowered building incomes, but I kinda have to deal with my health-issues before I can work on the mod right now. But if I do, I'll get back to it.
LotLP 9 Jul @ 9:07am 
Kind of wish farms didn't give extra recruitment slots - getting more of those on a basic building is pretty intense. Not that I don't enjoy recruit 15 steam tanks in one turn, it's just a bit much to have farms be so incredibly good in the early game. (only upsides over tier 1 industry). Other than that, love the work you put in with the mod! Really enjoyed my campaign with this mod - though my income started looking a little dwarf-esque with the amount of universities I had.
Reithschuster  [author] 1 Jul @ 11:34am 
@Koba_Aka_Stalin ,
You can even make it public since it's a compatibility mod
I allow both submods and compability mods
Koba_Aka_Stalin 1 Jul @ 11:31am 
@Reitschuster The basic mod is your job, so it's better to ask. I'm just changing 1 line.)))Thanks...
Reithschuster  [author] 1 Jul @ 11:24am 
@Koba_Aka_Stalin,
that would basically make it a compatibility mod. You don't need my permission to make these ever.
Koba_Aka_Stalin 1 Jul @ 11:22am 
@Reitschuster Hello again! May I ask your permission to slightly change the "Human Countries' Comprehensive Building Overhaul" mod? I often play for Reikland and use other mods as well. One of the mods, after last update, changes name and ID of the garrison, which means that I cannot build a cantonment. I made a small submod that changes the requirement of cantonment (only for Empire) - instead of Garrison Level 2, you need to build Minor Settlement Level 3. I already test it few times – it is ok. If you don't mind, I'll post submod. If you say no to that idea, I'll just use it for my own, without publishing it. Of course, I'll write that you're an author of the submode....
Reithschuster  [author] 8 Jun @ 9:55am 
@Koba_Aka_Stalin, in the first place, that was basically why I made the mod. I like playing tall and I didn't like how buildings were basically a boring part of the game. I wanted to make campaign a little more entertaining.
Koba_Aka_Stalin 8 Jun @ 1:34am 
@Reitschuster Thanks!))Your mod is an ideal solution for those who like to play for the Empire, but do not like to expand beyond the Empire - you have good buildings for economic growth, it helps to have income in the endgame to maintain a large number of armies. And there are also strong military buildings to strengthen the defense of the border regions, rather than expand in an attempt to protect the inner regions. It's cool!))
Reithschuster  [author] 8 Jun @ 1:07am 
@Koba_Aka_Stalin,

Hello. Very good job and I've added it to the mod description. A Russian translation is even something I could have even done myself, but I lacked the time to do so. Hopefully I will have more time to dedicate to HUCON upgrades soon. I really appreciate what you did, really.
Koba_Aka_Stalin 8 Jun @ 12:40am 
@Reitschuster Hi, thank you for this mod, fantastic job. I made a small translation in Russian of your mod. If you don't mind, add it to the description of the mod. Thanks!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3494949041
Reithschuster  [author] 3 Jun @ 11:52pm 
@DocHolliday,

You can check very simply by starting a new campaign and seeing if the cantonment building shows its dependency. If it shows it, then something is different, therefore, something needs deconflicting.
DocHolliday 3 Jun @ 11:52pm 
I think I do have a mod that might override the garrison, I can't check if it's the cause rn because I already committed to this campaign lol. I did try building both the night watch and garrison building first though so it's probably a mod confliction, I have had similar issues with other mods that add buildings. It's no big deal though.
Reithschuster  [author] 3 Jun @ 10:14pm 
Cantonment requires the basic garrison building. It shows that for me as well. It could be that you have a mod that replaces the basic garrison building
Reithschuster  [author] 3 Jun @ 10:05pm 
@DocHolliday,
Can you send a screenshot?
DocHolliday 3 Jun @ 8:33pm 
I'm encountering a problem with the cantonment building, it's telling me I can't build it until the necessary buildings are constructed but it doesn't tell what the necessary buildings are, am I encountering a mod confliction or did I miss something?
DocHolliday 3 Jun @ 1:41pm 
Really? Awesome thanks man! Again great work, love the mod!
Reithschuster  [author] 3 Jun @ 3:51am 
@DocHolliday,
Done.
DocHolliday 2 Jun @ 5:24pm 
Amazing mod regardless, started another imperial playthrough just because of this and the new imperial train mod
DocHolliday 2 Jun @ 5:23pm 
Would you consider replacing the crossbowman with handgunners in your max tier "imperial cantonment" building? It makes sense for the initial building tier but after properly establishing themselves I can't see why the Empire would be limiting itself to basic Medieval Bretonnian style weaponry when they are literally living in the Renaissance lol. CA can make up whatever goofy logic they want for steam tanks to be irreplaceable. But all you need to mass produce muzzle loaded rifles is iron mines and tress lol.....
Reithschuster  [author] 29 Mar @ 9:03am 
I also updated the current mod version to match mine but according to Steam it's the same as the latest one.. So I'm not sure. Perhaps verify the game files?
Reithschuster  [author] 29 Mar @ 9:03am 
@LordHECS,
I checked to be sure, with NBS, HUCON and 3 rows of building slots. Loaded into the campaign with Balthasar Gelt.
I'm unable to reproduce the bug myself.
LordHECS 29 Mar @ 8:39am 
Ok. I tried again, disabled all other mods, but the game won't start.. thank you for your attention
Reithschuster  [author] 27 Mar @ 11:37pm 
@LordHECS,
I am unable to replicate the the bug. I was able to launch the game and start a campaign. Everything works, so it's probably a mod compatibility issue.
Reithschuster  [author] 27 Mar @ 8:07am 
@LordHECS
I'll look into it tomorrow
LordHECS 27 Mar @ 7:20am 
@Reitschuster
Not working. Crash at game start.
Reithschuster  [author] 27 Mar @ 12:59am 
@LorcHECS
Is it not working?
LordHECS 26 Mar @ 5:04pm 
will update for 6.1?
Reithschuster  [author] 21 Jan @ 9:03pm 
@Achoo0
Enjoy the new update.
Achoo0 21 Jan @ 6:17pm 
@Reitschuster

It is. Thanks for the prompt fix.
Reithschuster  [author] 20 Jan @ 11:40pm 
Should be fixed.
Reithschuster  [author] 20 Jan @ 10:24pm 
More or less located the problem. Working on it.
Reithschuster  [author] 20 Jan @ 9:51pm 
Thanks, will check into this right now.
Achoo0 20 Jan @ 6:00pm 
@zornundo Ditto.