Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Building: Bastions, Forts & Gates
164 kommentarer
Augustus 25. nov. kl. 5:52 
The Submod for Millennium is causing to crash when occupying gryphon wood.
Augustus 25. nov. kl. 5:10 
Anyone experiencing crash as you conquer/own Gryphon wood?
ChopChop  [ophavsmand] 14. nov. kl. 9:04 
Denne kommentar afventer at blive analyseret af vores automatiske indholdskontrolsystem. Den er midlertidigt skjult, indtil vi bekræfter, at indholdet ikke er skadeligt (f.eks. links til websider, som forsøger at stjæle oplysninger).
ChopChop  [ophavsmand] 9. nov. kl. 8:27 
I never made translation but it's nothing more difficult than creating one table with higher priority than my mod. Ask Wojtek_B and maybe he will translate mod for you :)
nawie11 9. nov. kl. 1:55 
Btw, how I can make translation for polish langue?
nawie11 9. nov. kl. 1:55 
Yes, I unsub and resub this two mods and now is working ok. Thanks for your answer!
ChopChop  [ophavsmand] 9. nov. kl. 0:41 
Do you have enabled new required mod "ChopChop's WH3: Assets"? Mod Manager should display now a message with missing required mod.
nawie11 9. nov. kl. 0:39 
After update i have error:

Crash report
The following mods cause a crash to the Database: !chop_bastion_fort_gate.pack
The first invalid database record is
wh3_dlc20_secondary_addon_garrison_high_elf_gateschop_DARKELF_d
reamwine in table building_chain_set_items_tables
and pack file !chop_bastion_fort_gate.pack
The application will terminate now.
ChopChop  [ophavsmand] 8. nov. kl. 14:05 
MOD UPDATED :steamthis:
- Added support and RPFM requirement: ChopChop's WH3: Assets
- Khorne can by default choose type of Fort/Gate/Bastion to further build milirary chains (daemon or mortal). Mod still supported with "No Restrictions" that will unlock both despite the chosen settlement chain type.
ChopChop  [ophavsmand] 24. okt. kl. 4:37 
IMPORTANT INFO:

This mod has now added new required item: "ChopChop's WH3: Assets".

Mod Manager should now ask you to sub and enable this mod along. It is made to improve performance of all my mods and allow me to unify all my work into one place. This will not affect the saved games as it is only an internal database operation that and will be executing slowly across my wokshop items and collections.

One day it will also allow me to release a big all-in-one ChopChop mod with all modules avaiable separately for full optionality from user side and very efficient control of mod from my perspective. Make sure to subscribe to Asset mod and resub to this mod here once it updates on the workshop (this info is made ahead).

Many thanks, ChopChop ✌

ChopChop's WH3: Assets
https://steamcommunity.yuanyoumao.com/workshop/filedetails/?id=3592152960
ChopChop  [ophavsmand] 23. okt. kl. 13:04 
Mod updated :steamthis:
added compatibility with new mod:
Warriors of Chaos: Expanded Building Overhaul

in next update i will expad the Warriors of Chaos Fort/Gate/Bastion settlement to 5 lvl (currently only 3 in vanilla) to accomodate all buildings added in this mod and all listed submods :steamthumbsup:
ChopChop  [ophavsmand] 23. okt. kl. 13:01 
Mod updated :steamthis:
added compatibility with new mod:
Warriors of Chaos: Expanded Building Overhaul
ChopChop  [ophavsmand] 10. okt. kl. 9:34 
MOD UPDATED :steamthis:
Added support to remaining 12 factions - now all 24 are supported by this mod.

Added screenshots to mod and updated the detailed list of buildings linked in description :steamthumbsup:

PLEASE RESUB
ChopChop  [ophavsmand] 5. okt. kl. 8:31 
SFO: yes
Custom factions: mod doesnt support custom factions but will not create incompatibility and its safe to use together
IEE: yes
TIER 4/5: expanded chains by mods adding extra levels to vanilla buildings that keep their original bauilding_chain key will be compatible and apply as i used mostly vanilla main game things to create this mod with custom additions that should blend into overhauls too. might need economy/province submod from description. thanks for good word :steamthumbsup:
Thamas Rugin 5. okt. kl. 8:23 
This mod is a treasure! :imperialcross:

Couple Qs: is this compatible with OvN custom factions? SFO overhauls? IEE expanded campaign map? Or Tier IV minor settlements (not that there is a reliable one, rn)? :ranald:
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] 17. sep. kl. 4:21 
Mod updated :steamthis:
- added cult/undercity/etc discoverability to custom semi-landmark support buildings following vanilla effects
- added 3%/6%/9% chance to spread undercity to adjacent regions: Skaven Servant of The Council building
- reduced attrition taken by Bastion, Fort & Gate under siege to almost none: integration of 3 End of Maintanance mods and moving this feature from Expanded Building Overhaul):
Ulthuan Gates Take No Attrition [EoM] https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2853029812
Imperial Forts Take No Attrition [EoM] https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2853029787
Great Bastion Takes No Attrition [EoM] https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2789844937
ChopChop  [ophavsmand] 17. sep. kl. 3:59 
If anyone can replicate the issue where one race occupy a settlement that contains my custom building and keeps it with wrong culture - please let me know what is your modlist. It is not intended for the buildings to remain when fort is changing race owner (should be demolished). I cannot replicate this with minimum mods enabled but it happened to me when i was testing with multiple mods enabled but i cannot find the incompatibility to fix the bug.
Just to let you know its not intended :steamthumbsup:
ChopChop  [ophavsmand] 18. aug. kl. 2:48 
I dont mod units, it is not my mod.
ZedsDeadBabe 17. aug. kl. 17:04 
I believe this mod has caused High Elf Gate Guard to have zero upkeep. So now the AI spams armies of Gate Guard.
ChopChop  [ophavsmand] 15. aug. kl. 13:26 
MOD UPDATED
- after last WH3 update Kislev has now a couter building to existing one in this mod. Now i have added this building to the mod so that it follows the vanilla building Kislev theme :WH3_boris:
ChopChop  [ophavsmand] 9. aug. kl. 10:12 
Thank you Krakenous! Glad you are also around :TalismanCrown:
Krakenous 8. aug. kl. 10:15 
Good to see you back around sir 👍
ChopChop  [ophavsmand] 8. aug. kl. 7:20 
Good too see you bro :WH3_clasp: time to update couple of mods :WH3_greasus_rofl:
UltraStrategyMan 8. aug. kl. 6:52 
Our king return!
ChopChop  [ophavsmand] 8. aug. kl. 6:49 
MOD UPDATED:
- Fixed Kislev invocations :steamthumbsup:
Dr. Dinosaur 11. juli kl. 4:09 
If ChopChop ever comes back, this mod breaks city invocations for Kislev
Grovilator 1. maj kl. 1:28 
Excellent mod, thank you. The forts are more interesting now, or should I say "less boring" ;)
Lord_Zomdado_Spy 20. apr. kl. 4:25 
Ah Ok, I will Check There if i find anything
ChopChop  [ophavsmand] 20. apr. kl. 4:22 
I remember this effect was added by another mod to this building, its not coming from me. Im 90% sure it was Guns of Empire but i dont remember now well
Lord_Zomdado_Spy 19. apr. kl. 10:13 
Hey Great Mod, i was playing the mod as Empire and i build the Empire Academy... but what does the "Hobbled" Effect do?
templarblak 4. apr. kl. 12:02 
take your time!! ^^ we can wait for the update and it ill be totally worth hehe
ChopChop  [ophavsmand] 3. apr. kl. 10:48 
No, sorry, i didnt manage to fix last time as it was too much. I didnt fix fully so i couldnt upload :( now my pc is in a box as im moving house, but i promise to fix first this mod when i arrive at new place next week. Apologies friends
Tacale 3. apr. kl. 9:23 
Any news on the fix? :(
ChopChop  [ophavsmand] 28. mar. kl. 3:52 
Dang it, thank you i will try to fix today
GoatScream 27. mar. kl. 20:09 
Hello there, this mod removes the new settlement invocations from Kislev
Sallazzarr 1. mar. kl. 16:56 
Something that is said on so many mods, yet this one earns it: I hope this is actually added as a function by CA in the future.
ChopChop  [ophavsmand] 22. feb. kl. 14:23 
yes, you need to use submods in description :steamthumbsup:
Gol D. Hybrid 22. feb. kl. 14:07 
Hiya, is it possible to add the Bastion buildings that Cathay has to the other Gates and Forts?
ChopChop  [ophavsmand] 22. feb. kl. 4:20 
my custom greenskin economy building "cave shroomies" is a farm
드로우달스 22. feb. kl. 3:07 
Greenskins' Religion building increases farm income, but Greenskins don't have farm buildings like Bretonnia. You'll probably have to change farm income to estate income or something.
Ghostgg10 21. feb. kl. 2:42 
thanks for the mod but a request mate, can you post the incompatible mod list that you posted in comments in the mod page. it took me some time to figure out why the mod didn't work. and the comment is buried after 6 pages at the time of writing.
Ex-Ark 21. feb. kl. 1:44 
Thanks for this mod, expanded buildings works great

Can't seem to get the extra slots to work for me though, I have mixer enabled and at the top of my load order, but still getting 2 slots instead of 4 for Forts (new campaign)

is there a specific load order to respect ?
ChopChop  [ophavsmand] 16. feb. kl. 9:54 
MOD UPDATED

Added: Wood Elves 🌳
ChopChop  [ophavsmand] 2. feb. kl. 15:47 
Thanks also to kind people reporting the bug Chinag & Grimnar42600
ChopChop  [ophavsmand] 2. feb. kl. 13:33 
Thank you for updating the mod and making compatible with my and Obo mods, power of community is amazing :) Many thanks for all the work Nanu :TalismanCrown:
Nanu 2. feb. kl. 12:49 
Update is out. Tested with my own ongoing save and have encountered no issues. No submod needed either
ChopChop  [ophavsmand] 2. feb. kl. 9:54 
@Nanu Nice one 🔥 Hopefully saves wont bork and you wont have to host a submod just for 1 building, im sure you are very experienced with modding, but i can help if needed as i been submodding a lot + can host old version of your mod on drive for ppl to transition :steamthumbsup:
Nanu 2. feb. kl. 9:47 
@ChopChop That might be the best way to do it. I'll have to test to make sure it doesn't break ongoing saves. If it does then I'll post a submod, otherwise I'll update my main mod.