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[UI] Builder: 3 Rows Settlement & Foreign Slots
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576835384
Building Slots Extended (Major Settlements Only)
Building Slots Extended (Minor Settlements Only)
It's outdated and someone reporting bugs, so I'm looking for an alternative. It's fine if you don't take request, no need to get defensive
This mod requires enabled MIXER & start of new campaign
I used this one with this mod and disabled all other mods
Expanded Buildings Overhaul - 12/6 Building Slots | Submod
I removed this mod, verified files, resubbed to the mod, and I turned all other mods off, running only this mod, and added the building slots extended mod and still no dice.
Major Settlements number of slots changed from 18 to:
- 12 in regular major cities
- 15 in special major cities
NEW MOD RELEASED:
Building Slots Extended - Major Settlements - 18 Slots
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3573533329
Anyone that would like to keep 18 slots in capital cities please use the linked mod above together with this mod (enable for ongoing campaign if encountered an issue).
This change is dictated by hundreds of hours playing WH3 and modding buildings. I have tested previously multiple setups with maximum 20/8, went down to 18/6 and now with this update and after playtesting a full campaign i would like to settle on the number of capital slots above. I highly recommend this setup as it generally works for extra space when using additional buildings & landmarks mods, but its not too much. Also perfectly aligned with 3 Rows of Building Slots (very satisfying ^^). Enjoy!
-normal capital: 12 slots
- special capital: 16 slots due to landmark mods, using 3 Rows of Building Slots for special capitals it will display in 6,6,4 model.
- fort/bastion/gate: 4/6 slots as it will make it different from normal capitals and player will priortize garrison units building making it a true fort type
- minor city: 6 slots
As i'm using mod 3 Rows of Building Slots - i think going with 14/16 make issue of uneven display of slot and wasted space in UI as it displays in 3. Imho difference between 14 &16 is too small and it's still wee bit too much with still having 6 slot in minor city.
I'm thinking that I will redo this mod into "Loreful+" with this setup:
- normal capital: 12 slots
- special capital: 15 slots
- fort/bastion/gate: 12 slots
- minor city: 6 slots
What you say? I think solid
- Integrated building_set feature (province capital building categoty tab) to Johnny Advanced Buildings mod has been moved and now integrated into submod:
Johnny's Advanced Buildings | LITE Submod
https://gtm.steamproxy.vip/workshop/filedetails/?id=3362300926
- Attrition reduction for Bastion Fort & Gate removed from this mod and now integrated into much more corresponding mod:
Additional Buildings: Bastions, Forts & Gates
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3357512115
Database cleaning for better compatibility with mod Better Alliance + added built-in expansion to number of Ogre mercenaries to 8 in this mod
It appears that when i deleted the tables my mod works with Resourceful compilation. I am also planning on reducing the number of slots in this mod and most likely release a separate 18 major slot mod.
I have just tested and launching ONLY this mod + Mixer doesnt give a crash, which is intended to work without Johnnys Advanced Buildings mod at all. I will not be adding this information to description as its incorrect. This mod does not require Johnny Buildings enabled to work. The issue must be with Ragnaroks Resourceful Purpose compilation enabled together with my mod after update that i will look into closer when i finish the campaign.
i need the data in this table "building_levels_tables" to provide info required by the operation i do on Johnny's buildings which is moving them into a new separate building category from "landmarks" to new custom "province capital".
I do this as in some province capitals together with many landmarks mods enabled - this cause the buildings to go offscreen on campaign map in building tooltip so you cannot building them without entering the building window of the city.
This also makes it look a bit more clean in building tab (when using multiple landmarks mods).
If you delete this table and dont have Johnny Advanced Buildings enabled you will probably crash, so the table must be there.