全面战争:战锤3

全面战争:战锤3

416 个评价
Johnny's Advanced Buildings (now with Warriors of chaos)
15
4
3
3
3
3
4
   
奖励
收藏
已收藏
取消收藏
campaign
标签: mod
文件大小
发表于
更新日期
2.131 MB
2022 年 5 月 8 日 下午 8:51
9 月 6 日 下午 8:55
53 项改动说明 ( 查看 )

订阅以下载
Johnny's Advanced Buildings (now with Warriors of chaos)

描述
Hello!

In older total war games players were able to build important buildings that each have different effects. For example, one could build a temple complex to Hermes that improves trade faction wide, a bustling agora that secures your empire's financial future or a palace that ensures the loyalty of your subjects. In Total War Warhammer 3 these choices are less meaningful and you end up building the same buildings over and over again with only the recruitment of new units being the most important effect. No more! This mod returns important building choices to the game.

currently finished races
- kislev
- daemons of chaos
- cathay
- tzeentch
- nurgle
- slaanesh
- khorne
- ogres
- empire
- dwarfs
- vampire counts
- wood elves
- greenskins
- skaven
- norsca
- bretonnia
- high elves
- dark elves
- lizardmen
- chaos dwarfs
- beastmen
- vampire coast
- tomb kings
- warriors of chaos

What is new this patch?

- new buildings for lizardmen, high elves and dark elves
- build temples to xholankha, quetzl and itzl in the most important temple cities. hexoatl is one of these cities I will leave it as an easter egg which other temple cities can have these temples. They can only be built in 4 capitals across the world.
- these temples give analagous effects from nakai's campaign mechanic including the unique army abilities.
- they have more powerful effects to reflect their rarity.
- in the future i may add other buildings like this to other races if feedback is positive.

Do you have ideas for a new building? Share them here!

https://docs.google.com/document/d/1b5Uvos7jwguQbQyv4ExI1b4O8dYsMty39gaSYZcQ-Qs/edit?usp=sharing

What does this mod do?
- adds three new end game buildings based on race. (almost done every race still WIP)
- the buildings appear in the advanced military building tree (exception of nurgle and daemon prince, see below).
- you can only build ONE of the three buildings in each tier 5 provincial capital
- choose between different thematic and loreful buildings that will help you govern your empire in the way you see fit.

Meaningful building choices:
Will the Cathayan people build a great market where visitors from hundreds of nations come to trade or a jade palace from which its dragon blooded rulers may rule over the city in shimmering splendor?

Will you choose to honor Khorne with a great arena where mortal and immortal duel endlessly in fights to the death or a massive trophy rack where the remains of once mighty champions may be offered as tribute?

Each building has different effects and you will need to choose wisely. You can only build ONE of the three building choices in each tier 5 provincial capital (there can be multiple in your empire).

Loreful buildings and thematic roleplay:
- each building was created with the lore in mind and a love for the setting
- build buildings modeled after the six circles of seduction or buildings that mirror real places in the warhammer world like the central prospekt.

What about Nurgle and Daniel?:
- Nurgle's buildings are non cyclical and found in his city defense tree. there were problems adding buildings to his advanced military tree so this is the workaround.
- Daniel (daemon prince) builds his god specific altars in the cities in which he dedicated to the corresponding god. For example, he can build the altar of ambition in a city dedicated to tzeentch.

Future plans:
- buildings for each and every race when immortal empires drops.

Compatibility:
- compatible with vast majority of mods
- let me know if you find an incompatibility

Balancing and feedback:
- balancing feedback is always welcome
- generally more money in campaigns.


Mod no worky?
- check compatibility above.
- other issues? let me know and I will attempt to fix.

[paypal.me]
Like my mods? help support my modding hobby by donating. Any donation is welcome!
585 条留言
Johnny  [作者] 11 月 13 日 下午 4:30 
ya i think its just fro the player experience not to force you to spam low tier units if they become more viable with enough buildings.
Helion Halion 11 月 12 日 上午 8:28 
You dont need to worry that much, AIs dont usually smart enough to have more than 5 tier 5 buildings that are not...military recruitment building
Johnny  [作者] 11 月 11 日 下午 5:18 
hi friend oke i did some calculations and some testing i think you are right that percentage increases would be more balanced to not favor the low tier units. i will switch unit stat effects to percentage in a upcoming update. thanks again for posting your feedback helps me make the mod more enjoyable.
lethery 11 月 11 日 下午 3:04 
thanks, It ok, take your time, Do it when ever you feels like doing it man:steamthumbsup: on the other hand even thou some races or unit may benefit from a % increase in MD and MA it still make more sense to me than a flat number, the flat even +1 MA or MD, can easily turn some meat shield units like zombies or skaven slave and such and maybe artillery units more than 100% stronger in melee which is kinda weird, But it is all you call, I am just giving what I think is better. Keep up the good work man.:steamthumbsup::steamthumbsup:
Johnny  [作者] 11 月 11 日 下午 2:34 
hemlo, yes it is possible. i too dont like encountering witch elves with 100 armor (rock hard abs). i can switch the armor bonuses to be percentage based but i worry about the melee defence/ melee attack if i were to switch to a percentage buff for them too i think some units/ factions could benefit too much from one or the other (i.e khorne from MA and high elves from MD). i do not know what value to implement yet for the armor effect for each building. i will likely go off a percentage based on the average armor for all units in the game. I like the idea of switching to percent based buff for armor, thanks for sharing it with me. I am currently working on a big mod and will implement this change later.
lethery 11 月 11 日 上午 9:24 
Is it possible to also change the flat value of +armor ,MD, MA and such in to percentage like WS and such ? I hate it when I see slayers and some units that supposed to have 0 armor coming with it, and it also change the balance of units, the % increase will keep the gap nearly the same.
Johnny  [作者] 9 月 7 日 上午 8:43 
hi friend sorry i havent been making new buildings recently. yes it is possible to create building chains. i am almost done a big work in progress mod (i know thats what i said a while ago but for reals).
Helion Halion 9 月 7 日 上午 2:07 
Is there a way to make a building so that:
The 1st one: 0.2% income
The 2nd one: 0.4% income
The 3rd one: 0.6% income
The 4th one: 1% income
The 5th one: 1.6% income
Yeah it scaled up quick but with a big price
Johnny  [作者] 9 月 6 日 下午 9:16 
updated no new change yet
Johnny  [作者] 7 月 6 日 下午 3:08 
thank you friend