Total War: WARHAMMER III

Total War: WARHAMMER III

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Raiding for Resources
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187.097 KB
7. okt. 2023 kl. 7:21
24. juni 2024 kl. 4:42
4 ændringsbemærkninger ( vis )

Abonner for at downloade
Raiding for Resources

Beskrivelse
Very light script mod which allows every faction to gain trade resources from raiding regions with an existing resource. The resources will appear at your capital for an additional 3 turns for each turn spent raiding. These resources will be used in any trade agreements and can also be used for forging magic items with the Dwarves etc. Only works for the resources inherent to the campaign map and not unique faction resources. Your own regions will not yield any loot but ruined regions will. Feel free to leave any feedback below.

Save-game compatiable.
Immortal Empires only.

French Translation:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3047922227
27 kommentarer
CaptainKampfkeks 24. juli kl. 3:17 
I take it this one doesn't need an update?
Also, if it's IE only, does it work with IEE or nah?
´EE`∞EternaL 20. jan. kl. 15:09 
may i create a submod that reduces the turns to 1?
Sly 21. aug. 2024 kl. 15:39 
This is a great idea! Good stuff
SinisterWeasel  [ophavsmand] 5. dec. 2023 kl. 2:03 
@Salix I like the idea. But as far as I know there's no way to detect the resource amounts being exported. It's buried beneath inaccessible code.
Salix 16. nov. 2023 kl. 11:19 
I've been thinking for a while that resources should give a global effect as long as it is scaled with how many resources you are producing/importing but not exporting. i.e. if you are exporting all your iron, you shouldn't get the associated global effect.
SinisterWeasel  [ophavsmand] 27. okt. 2023 kl. 22:25 
Рад, что вам это нравится!
Quickwitted 26. okt. 2023 kl. 22:58 
давно ждал этого
ты лучший!
SinisterWeasel  [ophavsmand] 18. okt. 2023 kl. 22:05 
@NoSkill I like the idea, unfortunately I don't think it's possible to add resource costs to buildings. It's a hardcoded table and you can only add gold or growth costs. Maybe something like resources having a small global effect i.e. medicine gives +5% replenishment or timber gives +5% construction speed. That would definitely be doable. Thoughts?
NoSkill 18. okt. 2023 kl. 6:58 
Just something to make resources more useful in general:

- Idk how this fits, but maybe you could make a mod that requires a resource a cost for
landmarks, since those give quite powerful buffs and are usually the better choice then regular
buildings.

Something like T1-3 landmark requires 1 resources, T4-5 require 2 resorces.


- Maybe certain factions could have an affinity for certain resources

-
SinisterWeasel  [ophavsmand] 14. okt. 2023 kl. 4:06 
Cheers guys, glad you're enjoying it. Remember to leave any suggestions you have to improve the mod.