Total War: WARHAMMER III

Total War: WARHAMMER III

Building Slots Extended
Myxameno  [developer] 2 Oct, 2022 @ 9:28am
Bug Reports
Please let me know here of any bugs you may find.
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Showing 1-15 of 41 comments
Dragon_Wolf777 8 Oct, 2022 @ 3:53am 
Um when I started a Zhao Ming campaign my home settlement Qiang would only get 3 slots at level 3 and when i looked at Hanyu Port it looked like it would only have 6 slots and a port slot
Myxameno  [developer] 8 Oct, 2022 @ 4:32am 
Originally posted by jforrest413:
Um when I started a Zhao Ming campaign my home settlement Qiang would only get 3 slots at level 3 and when i looked at Hanyu Port it looked like it would only have 6 slots and a port slot

That shouldn't be the case, I've just checked it and everything looks fine. Can you just be confused by the game's UI? At the start of Zhao's campaign Qiang should have level 2 Settlements building, barracks building and an empty building slot, below it should be two locked slots (with lock icon) - these will unlock when you upgrade settlement to level 3.

Same goes for Major settlements like Hanyu Port, when you own it you will see only currently available building slots and a number of locked slots that will unlock with the next settlement level, remaining building slots will be transparent. When you upgrade your settlement, locked slots will become available and a number of transparent slots, that will unlock with the next settlement level, will get locked icons. It will go like this to the maximum settlement level where all slots will become unlocked.

Please try to upgrade your settlements and let me know if everything works as expected.
Last edited by Myxameno; 8 Oct, 2022 @ 4:33am
Dragon_Wolf777 9 Oct, 2022 @ 6:46am 
While i did upgrade Hanyu Port to level 2 but i only got a building slot plus the port slot and i only had 3 mods enabled on this playthrough (the ones you talked about in your reply in the comment section). i also have a screenshot as proof and i would have put it here but steam doesn't have that feature
Myxameno  [developer] 9 Oct, 2022 @ 8:58am 
Originally posted by jforrest413:
While i did upgrade Hanyu Port to level 2 but i only got a building slot plus the port slot and i only had 3 mods enabled on this playthrough (the ones you talked about in your reply in the comment section). i also have a screenshot as proof and i would have put it here but steam doesn't have that feature

Could you please upload this screenshot to something like Imgur or Google Drive and share the link here? I'd really like to see how it looks, maybe it will give me some idea of what is happening.
Last edited by Myxameno; 9 Oct, 2022 @ 8:58am
eneajade 9 Oct, 2022 @ 6:12pm 
Its not a bug per see, but still maybe you could help. UI scaling slider in options is locked for me (max res that my laptop can handle is 1920x1080, thou I'm using 1366x768 to prevent ye'olde'laptop from meltdown). Resolution steps between those values do affect hud UI, making it overall less obstuctive, but settlement panel that contains all that extra slots is also bigger. At 1366 provinces with 3+ regions (quintex in Morathi campaign is my example) have first 2 slots covered by settlement details, and last 2 by end turn panel. Building browser is keeping mod playable though unhandy, allowing acces to slots othervise blocked by other UI elements. At 1600 situation is quite the same. 1900 makes 100% of settlement tab visible with UI still covering bottom of the screen completely. It seems that on lower resolutions don't touch UI makin it Iess obstucting with every step. I assume that up to 2560x1440 UI size gets to level envisioned by w3 devs as optimal, unlocks UI slider, and starts to scale UI along with resolution. My quess is that UI elements like settlement or recruit tab before that point are scaling to slots count, or unit cards count respectively. Unit cards size is by design ought to fit your 20 units even in minimal 1280p, but if someone would mod max stack size to lets 30, on lower resolutions would be have dealing with same issue like with slots here.

Got carried away sry, to question then. Is it possible to find a way around ? Smaller slot icon assets maybe?
Dragon_Wolf777 9 Oct, 2022 @ 7:19pm 
Ok I found the issue, i didn't have the mods in the right order and the default order was the order that i had it in. Sorry for bugging you about this.
Myxameno  [developer] 9 Oct, 2022 @ 11:12pm 
Originally posted by jforrest413:
Ok I found the issue, i didn't have the mods in the right order and the default order was the order that i had it in. Sorry for bugging you about this.

No worries at all, I'm just glad that your issue is resolved :)
Last edited by Myxameno; 9 Oct, 2022 @ 11:14pm
Myxameno  [developer] 9 Oct, 2022 @ 11:30pm 
Originally posted by eneajade:
Its not a bug per see, but still maybe you could help. UI scaling slider in options is locked for me (max res that my laptop can handle is 1920x1080, thou I'm using 1366x768 to prevent ye'olde'laptop from meltdown). Resolution steps between those values do affect hud UI, making it overall less obstuctive, but settlement panel that contains all that extra slots is also bigger. At 1366 provinces with 3+ regions (quintex in Morathi campaign is my example) have first 2 slots covered by settlement details, and last 2 by end turn panel. Building browser is keeping mod playable though unhandy, allowing acces to slots othervise blocked by other UI elements. At 1600 situation is quite the same. 1900 makes 100% of settlement tab visible with UI still covering bottom of the screen completely. It seems that on lower resolutions don't touch UI makin it Iess obstucting with every step. I assume that up to 2560x1440 UI size gets to level envisioned by w3 devs as optimal, unlocks UI slider, and starts to scale UI along with resolution. My quess is that UI elements like settlement or recruit tab before that point are scaling to slots count, or unit cards count respectively. Unit cards size is by design ought to fit your 20 units even in minimal 1280p, but if someone would mod max stack size to lets 30, on lower resolutions would be have dealing with same issue like with slots here.

Got carried away sry, to question then. Is it possible to find a way around ? Smaller slot icon assets maybe?

Yes, it is known issue with all extra building slots mods for lower resolutions. The game chooses how to arrange extra slots by itself and we have no say in it, though I think it is a really weird decision to elongate existing rows instead of adding new ones.

To answer your question, I'm certain that it is possible to change building slots size and/or placement, we saw a lot of mods with UI changes already. But sadly I don't have required expertise to work with UI visuals or assets, so there is nothing I personally can do to change this.
Zodiarche 14 Oct, 2022 @ 1:39pm 
first of all: nice mod, especially with all the submods, ty for that. =)

I dunno, if it's a bug or anything else, but when I conquer an Ogre province capital, it is still a minor settlement with 6 building slots (thanks to your submods :D )
Like I said, I dunno, if it's a bug, or the game doesn't want it to switch, or I'm missing something.
Myxameno  [developer] 14 Oct, 2022 @ 1:59pm 
Originally posted by Zodiarche:
first of all: nice mod, especially with all the submods, ty for that. =)

I dunno, if it's a bug or anything else, but when I conquer an Ogre province capital, it is still a minor settlement with 6 building slots (thanks to your submods :D )
Like I said, I dunno, if it's a bug, or the game doesn't want it to switch, or I'm missing something.

Can you give me the names of those settlements please? I believe there are a couple of provinces in the Mountains of Mourn that consists of only minor settlements, much like Kislev’s provinces. So if you’re talking about Great Hall of Greasus, for example, than this is intended behavior.
Zodiarche 14 Oct, 2022 @ 2:44pm 
"Fallen City" in the Wyrm Pass and "Vale of Titans" in the Ice Pass in my case.
But since you gave the example with the "Great Hall of Greasus" in the Ivorry Road, I think there is no chance to change that
Myxameno  [developer] 14 Oct, 2022 @ 11:21pm 
Originally posted by Zodiarche:
"Fallen City" in the Wyrm Pass and "Vale of Titans" in the Ice Pass in my case.
But since you gave the example with the "Great Hall of Greasus" in the Ivorry Road, I think there is no chance to change that

Yes, capitals at those provinces are minor settlements, so that is expected behavior and not a bug. It can be changed by modifying startpos files, but that would make the mod incompatible with Mixer and all other mods dependent on Mixer.
Cyrus塞勒斯 22 Oct, 2022 @ 9:14pm 
This mod may lead to failure to recruit new elite arms of 2.2.0 as scheduled in the campaign. Could you please check the reason?
Myxameno  [developer] 22 Oct, 2022 @ 11:16pm 
Originally posted by Cyrus塞勒斯:
This mod may lead to failure to recruit new elite arms of 2.2.0 as scheduled in the campaign. Could you please check the reason?

I'm sorry, I don't understand what do you mean exactly. Are you talking about new RoR units added in 2.2.0? Only things this mod changes are total number of slots per settlement and amount of them being unlocked per settlement level. It does not and cannot affect units' or buildings' cost, effects or availability.
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