Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

Havie Improved Buildings
57 Comments
Double A 18 Jan, 2022 @ 5:36pm 
Ah, unfortunate. Really enjoying this otherwise, thanks for putting the time in to make it and reply.
Havie  [author] 18 Jan, 2022 @ 5:16pm 
I think thats because the regions were updated in one of the last patches, aka adding XU provinces and gates etc, so some of this data could be stale.
Double A 18 Jan, 2022 @ 2:54pm 
I just tested it in 190 as shi xie with my normal load order and again with only this. The fishing village garrison did not change at T3 even though a farm garrison did.
Double A 18 Jan, 2022 @ 11:24am 
I tried this in AWB and built a T3 port. The info box says 22 unit garrison but the garrison was unchanged from T2.
SpectreN7 9 Nov, 2020 @ 1:51pm 
@Havie
In regards to the Grain Storage chain, the first three tiers (Grain Depot on down) and their effects function fine. The 4th and 5th tiers seem to have the food distribution effect again for adjacent commanderies (I noticed the wording in gray about adjacent commanderies has disappeared as well):

Ex. Food consumption in an adjacent commandery goes down from -16 to -13.

However, there seems to be a bug when it comes to the numerical indicator underneath the commandery that built the 4th and 5th tiers. The consumption goes up rather than down:

Ex. from Grain Depot -14 to Granary -16.

Everything seems to reflect the above changes when it comes to the Food (Faction) indicator in the top left-hand corner though. The total amount of food available goes up:

Ex. Total food consumption goes from -80 to -75 once the Grand Granary is built.

Thanks again! Let me know how you want to go about sending the save file if you still wish.
Sima 6 Sep, 2020 @ 7:49am 
Just take your time. This patch is a mess. So many bugs.
Even the bonus of "Shu-Han Tax Collection" have a bug which prevent its bonus from showing up in 182 CE. Only in year 190 and 193. :steamfacepalm::steamfacepalm:
Havie  [author] 6 Sep, 2020 @ 7:41am 
Ah yes, thats the list. I will get around to them all at some point hopefully.
Sima 5 Sep, 2020 @ 9:12pm 
I think you should base on this new patch. Some change is pretty great. You can change them base on this new standard rather than the old one. Just a suggestion not mean to sound bitching or demanding. Have a nice day .
CAO CAO
+Tuntian Conscription

Gained bonus to movement range for armies in province
Gives reduction in cost of Agricultural Garrison buildings
Gives a bonus to food production at all levels

SUN JIAN and SUN CE
+Mercenary Outpost

Increases reduction given to Mercenary retinue costs

GONGSUN ZAN

+Military Government

Gives significant cost reduction to cost of military buildings
Gained bonus to reduce mustering turns

YUAN SHU
+Zhong Administration

Gains reduction to cost of economic, market and learning district buildings

MA TENG
+Xiliang Supply Lines

Gained bonus to cavalry starting rank
Gained bonus to unit replenishment

Havie  [author] 5 Sep, 2020 @ 6:25am 
Also I believe there were some changes with Cao Cao's building too I forgot about. Although I remember not liking them when I initially read it so. I may keep the old vers unless someone notices
Havie  [author] 5 Sep, 2020 @ 6:23am 
@Sima
thank you, i fixed this

@Pennlocke.
Interesting thanks for bringing it to my attention.
Tier 2 and 3 use province_to_province_own_unseen
where as 4&5 use building_to_province_own_adjacent but seems it should be province_to_province_adjacent_unseen

I've made the switch but don't have time to test. If you could let me know if that fixes it Id appreciate it. (or save file)
Sima 4 Sep, 2020 @ 10:51pm 
After 1.60, this mod have created a problem for Liu Bei faction. Shu-Han tax collection building is no longer get you minus public order in this patch but with this mod enable the old effect still present. I really like this mod though. Any plan on fixing this problem ? Thank you for this nice mod. :steamhappy:
SpectreN7 27 Jun, 2020 @ 2:59pm 
There seems to be an issue with the Grain Silo tier when it comes to lowering the food distribution. The 3rd building in the chain lowers it no problem, but when it comes to the 4th and final tiers, the distribution effect isn't there. I assume the buildings are supposed to be like the final tier in the coin maker chain with the corruption reduction, where it affects both the commandery it was built in as well as adjacent commanderies. Perhaps the patch messed with something?
StreamLined 14 Jun, 2020 @ 7:05am 
No problem, glad to have helped.
Havie  [author] 14 Jun, 2020 @ 5:18am 
hmm this is very strange, i will look into this. thanks
StreamLined 13 Jun, 2020 @ 7:40pm 
Unless I misunderstood the balance and its supposed to have 8 horsemen and 6 spearmen? In that case its only a visual bug where it says it adds some swordsman on the building screen and the 20 plus units its seems to have at max level. If that's so apologize for misunderstanding. Since the small city garrison only has 7 units that only upgrade a bit at level ten I assumed that the lesser settlements would have around the same.
StreamLined 13 Jun, 2020 @ 7:19pm 
Well the second level has 8 horseman and 6 spearman actually garrisoned in the settlement garrison screen but when i upgraded to level three it didn't add anymore units.
https://imgur.com/a/25RwGGT
Havie  [author] 13 Jun, 2020 @ 6:18pm 
@streamLined,
some odd things occured with AWBs release and garrisons, does it "display" as double as a visual bugg, or does it actually give double the units on the battlefield? ive never seen it actually give double
StreamLined 13 Jun, 2020 @ 5:36pm 
This seems to add units to the iron mine line of settlement building rather than replace them, resulting in it having double the intended garrison.
Havie  [author] 28 Mar, 2020 @ 5:14am 
Idk why but the Eight prince garrisons were being applied to everything in AWB,
so i just removed them from the game.. so dont use this with 8ps, however should be fixed now
Daar 25 Mar, 2020 @ 5:53pm 
Okay. I've taken 3 screenshots. 2 are modded. One is the Vanilla. Just to give you an idea of what I'm talking about. As for the modded Garrison building replacing the original garrison... Will have to check that one myself.
Daar 25 Mar, 2020 @ 4:47pm 
Its only a Yellow Turbans that garrisons are pathetic and require the garrison building. Though I have noticed that when you upgrade a town or resource that not every unit in the garrison replenishes as fast as others. For an example. The basic garrison which is typical 4 units will replenish normally but the extra garrison provided by the mod is slower. I'll send a screenshot and double check because I could always be wrong.
Daar 25 Mar, 2020 @ 4:39pm 
I've noticed that I don't really need to place a garrison since the garrison is enchanced regardless so I just leave them be and focus a slot on other stuff. Of course, AI is stupid and adds the building anyway.
Havie  [author] 25 Mar, 2020 @ 3:32pm 
So for some reason, with AWB patch, putting down the garrison now replaces the town garrison .. which is really odd. Need time to research, and test if this is a vanilla issue or not? any ideas from community lmk
Daar 24 Mar, 2020 @ 3:29pm 
Its fixed. It should work from here on out so people can turtle hard as Liu Biao without any worries.
Daar 24 Mar, 2020 @ 3:18pm 
You're welcome and sure.
Havie  [author] 24 Mar, 2020 @ 3:17pm 
@Daar thanks for telling me about this and giving me info, should be fixed please verify if it isnt
Daar 24 Mar, 2020 @ 3:05pm 
The entire idea behind the mechanic is to slow down Liu Biao's expansion when controlled by either the Ai or Player.
Daar 24 Mar, 2020 @ 3:03pm 
Okay. Just double checked and yes. I can confirm its your mod. But it should be easy for you to fix in theory.
Havie  [author] 24 Mar, 2020 @ 1:24pm 
Interesting, I havent played Liu Biao since the rework, are you saying this is a vanilla issue or an issue with this mod?
Daar 24 Mar, 2020 @ 11:25am 
I was kind of faction hooping.
Daar 24 Mar, 2020 @ 11:22am 
I am unsure if this has simply been overlooked or if its just me personally but... When playing as Liu Biao ( Good old Gentlemen of the Han ) but his unique building tree "lodging" doesn't give his special resource. His mechanic is similar or the exact same as Sima Liang's.
Deloitte0111 17 Mar, 2020 @ 4:38am 
ok.I got it
Havie  [author] 17 Mar, 2020 @ 4:27am 
@Deloitte0111 Theres no chance I will do that as its insanely complex , you have to edit the source code/ exe and get down to assembly language. Something I do not feel like messing with. Its only been recently discovered by Daruwind for Attila/R2/WH. Im fine with 3ks building slots the way they are
Deloitte0111 5 Mar, 2020 @ 7:42pm 
is there a chance to increase the building slot?
Synge 28 Feb, 2020 @ 8:02am 
Hey, I noticed that the text for the weaponsmth and armoursmith buildings are the wrong way round; the weaponsmith says it makes armour, while armoursmith says it makes weapons.
76561198325066076 21 Feb, 2020 @ 8:25pm 
全是英文看不懂、
Havie  [author] 20 Feb, 2020 @ 2:58pm 
Made it so granary chain keeps its +reserve effects on damaged, so AI doesnt ruin you on 1 siege end turn
Attempted to add a new effect scope where granary will decrease siege effectiveness of enemy armies in province. Wasnt a vanilla key, so may or may not work. Hard to test and I dont have the time (its the thought that counts :-) )
Havie  [author] 20 Jan, 2020 @ 6:01am 
Youre right! great catch.

Should be fixed
TDBD-SEBN 20 Jan, 2020 @ 2:42am 
Dont know if this is a mod conflict problem or just this mod alone, but when I play yellow turban with this mod on, there is no siege tower option when besieging. Just fyi. I disable mod when playing yellow turban (MoH).
PikaMan 6 Jan, 2020 @ 11:52am 
Hi Havie, I think this mod having an interesting mechanic for the trebuchets on the wall.

I found that you set 9 in the "campaign_variables_tables" (arty)

but I afraid that it would not work properly as the intention, if you do not tweak the values in the "building_level_garrison_wall_mounted_artilleries_tables"

whatever, not a serious problem for this good mod.
Havie  [author] 6 Oct, 2019 @ 10:53am 
I've Modded Shogun2,Rome2, and Attila,

Not much has changed, just open the pack, find the building_level_xxx tables, explore, see whats going on, change what u want. Done.

You just need basic modding knowledge. So If you dont have that-go look up a guide for past TW games. Im positive there are ones for buildings in past titles. Then open my mod, and the base 3k database.pack and piece together what you need to do by comparison.
Cincinnatus358 6 Oct, 2019 @ 10:28am 
How did you do it, then?
Havie  [author] 5 Oct, 2019 @ 12:55pm 
@cincinnatus, dont think so.
Cincinnatus358 5 Oct, 2019 @ 11:15am 
Is there a guide on modding buildings somewhere?
Kamikazee786 7 Sep, 2019 @ 7:59am 
@havie, ahhhhh right.

Yeah i am using radious :P
Havie  [author] 7 Sep, 2019 @ 5:33am 
Umm, they should still "give garrisons" they just give the vanilla garrisons.

If you arent getting any garrisons at all from them, then its likely you are using a mod such as radious that reworks the garrisons and removes them from buildings and adds them to base settlements. please double check that
Kamikazee786 6 Sep, 2019 @ 5:26pm 
@Havie, yeah i was just going to say non of my mil buildings are giving me any garrisons :P
Havie  [author] 4 Sep, 2019 @ 7:10pm 
I really need to remember to fix the garrisons for the mil line as CA has updated the tables causing my changes not to work >.<
Havie  [author] 26 Aug, 2019 @ 10:39am 
Awesome man ! Much thanks . I appreciate that
Buhbuhlooskee 26 Aug, 2019 @ 8:26am 
I'm working on the script to get custom buildings to spawn ancillaries. If i get it to work I will let you know! :)