Total War: WARHAMMER III

Total War: WARHAMMER III

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SWO-RD - Climate Overhaul
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Tags: mod
File Size
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3.488 MB
5 Apr, 2022 @ 8:58am
8 Sep @ 1:32am
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SWO-RD - Climate Overhaul

In 3 collections by stephane.f.david
SWO-RD standalone modules collection
14 items
SWO-RD for WH3 : full collection without banners
25 items
SWO-RD for WH3 full collection with banners
28 items
Description
Climate overhaul: more climate, more suitability levels, more effects!
Part of SWO-RD, standalone module

DOCUMENTATION
The documentation of all the mods part of SWO-RD is available here as a PDF document[drive.google.com].


Vanilla only proposes 3 levels of suitability for climate, with a few effects.

SWO-RD add many different “biomes” (more appropriate word than climate) to better represent the variety of the Warhammer world. SWO-RD expands the suitability levels to 9, with additional effects.

Effects are also stronger. This allows fine tuning where the different races can settle successfully.

Some Races consider some biomes as their “own”, and if another race settles there, this can have negative diplomatic effects

Compatiblity : should be compatible with anything, except mods also changing the climates.

To avoid conflict, I have integrated the change made by :
Flying Fox to the Settlement rotations.


Big update for armies. The effect was bugged until now, because it was based on the owner of the region, and so if an army has red climate in a region, and invade it, but the owner has green climate, the invading army would get a bonus!!

The effects are now separed in two blocks
- Region effect such as growth, incomes, etc. They are applied as a normal climate effect, to the region, and the effects can be seen when hovering the large climate icon near the settlement.
- army effect: they are applied via script at the end of an army movement. Effects are listed when selecting the army, by hovering the small icon in the effects applied to the army (same icon as for the settlement climate, but smaller).


Localization:
Spanish version.
French version.




I mod for free and will always keep it this way. But an extensive mod means hundreds of hours spent modding! If you want to show your appreciation, a small token is always welcome.


[www.paypal.me]
220 Comments
stephane.f.david  [author] 12 Oct @ 4:29am 
edit
- db/campaign_group_member_criteria_subcultures_tables/
- db/campaign_group_member_criteria_factions_tables

depends if youi work at the faction or subcutlure level.

You may have to create new entries, I'm sure what you want to do, and what you already have done
Ae Ti 12 Oct @ 1:41am 
How would one go about adding these climate preferences to new subcultures? I have made a very simple patch for The Southern Realms before, but I just copied the values from the basegame factions to correspond to the modded factions' keys
stephane.f.david  [author] 8 Sep @ 7:47pm 
A new faction should work if it uses a existing subculture. If by faction you mean a race, then it won't work, unless a compatibiliy patch is made.
Pink Elephant 8 Sep @ 7:04am 
How will this interact with Mod Added factions like OVN Firmr, Araby and the likes?
stephane.f.david  [author] 8 Sep @ 1:34am 
Major update!
- Rework of the effect for armies. Now work via script and work as intended!!
stephane.f.david  [author] 7 Aug @ 10:11am 
I don't see them green at all, they are red for me. Harsh, but Wood Elves prefer trees to rocks.
CapitaineYolo 7 Aug @ 8:05am 
great mod ^^ I believe I found an error. mountains are listed twice for durthus faction, once in green, once in red. as a result the mountainous regions next to his territory are red which is pretty harsh
OpalGotMyHeart 26 May @ 6:51pm 
omfg this is sfo compatible, thank you so much! this mod makes climate feel meaningful!
Player 1 Mar @ 2:13am 
Wait so you play on the cut map? lol why?
stephane.f.david  [author] 10 Feb @ 4:44am 
Not any time soon. I'm too busy with making regional units for every race, and CA may expend the map with future DLC.
At some point in a relatively far future, when I have finsh every race, and if I CA does nothing with the map, maybe I'll switch my mod to IEE as a a base instead of IE