Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Building: Bastions, Forts & Gates | Province Submod
18 kommentarer
ChopChop  [ophavsmand] 22. okt. kl. 4:51 
Thanks bud 👊 Which of my mods would you like to see in a compilation? I have quite a lot of them so can give a list. I greatly appreciate the community and this could help me determine what community would like 🙏
Nukular Power 21. okt. kl. 21:44 
very cool, as always :) One day, there will be compilation...
ChopChop  [ophavsmand] 10. okt. kl. 9:19 
MOD UPDATED :steamthis:
Added support to remaining 12 factions - now all 24 are supported by main mod.
The new buildings are now supported by this submod for 10 with new building: ROADS
ChopChop  [ophavsmand] 4. okt. kl. 15:15 
Mod updated with new thumbnail :WH3_arsebelcher:
ChopChop  [ophavsmand] 23. sep. kl. 5:47 
Im changing the name of this mod to align it with the rest of mods in this series of my releases from "Additional Buildings: XYZ" to "Expanded Building: XYZ". Check out all my mods from this series in pinned collection "All released mods" :steamthumbsup:
ChopChop  [ophavsmand] 8. aug. kl. 7:42 
Mod up to date :steamthumbsup:

@Morgul Yes AI can and will build them

@Wisp Yes
Morgul 31. juli kl. 10:26 
Very interesting, can the AI build those aswell ?
Wisp 7. maj kl. 14:50 
Is this still usable?
Revjak 31. dec. 2024 kl. 14:24 
And the hunter only affects the current region, so always only the region of the provincial capital. Is that intended?
Revjak 31. dec. 2024 kl. 14:22 
I believe the roads are already effective province-wide. At least that is what the description of the building says
ChopChop  [ophavsmand] 15. dec. 2024 kl. 16:18 
thank you for the report, i will do my best to fix this in next days 🙏
드로우달스 8. dec. 2024 kl. 6:35 
Additionally, Chaos Dwarves do not work with this sub-mod.
The Walled Settlements normally have DOZERS and MINES,
but the Major Settlements and Minor Settlements do not.
드로우달스 6. dec. 2024 kl. 18:26 
There is a problem that some buildings added in this mod remain after demolition.
For example, there is a building that can be upgraded to tier 1~3, but if this building is tier 3, the building does not disappear immediately when demolished, but remains as tier 2, so it takes time to demolish.
There are also cases where buildings exclusive to the opposing faction remain after occupation.
For example, I captured the Skaven faction as a Dwarf, and there is a problem that the buildings added in this mod remain.
The player can demolish them, but the AI ​​cannot demolish them and uses them.
Rustic "Kalessin" Citrus 8. nov. 2024 kl. 17:30 
Awwwwww q.q

Well i gues then.... MORE SUBMODS!!! LOL :WH3_greasus_rofl:
ChopChop  [ophavsmand] 8. nov. 2024 kl. 17:29 
Thanks for the comment! I can tell straight away that i wont do MCT support as i dont know how to do it so it either all roads provincewide or keep the vanilla as they are and only the new custom ones will be scoped to province. but then its kind of unfair towards the vanilla compared to new ones ;p a tough one
Rustic "Kalessin" Citrus 8. nov. 2024 kl. 17:23 
I would like the change of roads are province wide! Right now it feels like you NEED to build them in every region to get their benefit I feel?

Perhaps an MCT option for those whom do not find it agreeable, to change it how they prefer?
ChopChop  [ophavsmand] 8. nov. 2024 kl. 15:27 
Thank you! 🔥👊
Jopanis 8. nov. 2024 kl. 15:20 
This submod is pure fire! :cool_seagull: