Total War: WARHAMMER III

Total War: WARHAMMER III

SWO-RD - Settlements and campaign movement
35 Comments
Jopanis 28 Aug, 2024 @ 4:34am 
A compatibility submod for Tier Four Settlements For Vanilla Factions - Compilation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3319285971
stephane.f.david  [author] 1 May, 2024 @ 9:23am 
I will not have access to my computer for the next 3 weeks. Mod will be updated for ToD the last week of May at best.
stephane.f.david  [author] 7 Sep, 2023 @ 11:11pm 
Checked, no change required
xenomegaman 3 Sep, 2023 @ 5:54pm 
Does this need an update due to CA changes?
stephane.f.david  [author] 24 Jun, 2023 @ 2:40am 
Enemy fixed. And I replaced "units" with "armies" in description.
stephane.f.david  [author] 24 Jun, 2023 @ 1:23am 
In French, "ennemi" takes two n... I shortened a bit the format, the full effect from CA is quite long.
CunningSTOX 24 Jun, 2023 @ 1:16am 
Awesome mod! But you have a typo here:
Movement range: %+n% for ennemy units in this region
ennemy should be changed to enemy

Also, I believe the base game uses the following format:
Campaign movement range: %+n% for enemy armies starting their turn in this region
Campaign movement range: %+n% for own armies starting their turn in this region
stephane.f.david  [author] 14 Apr, 2023 @ 6:25am 
I'll start updating this week end, but apparently there's a lot of small changes, so it may take a little time to check all the tables
Solaire 14 Apr, 2023 @ 5:46am 
I wish you good fortune and health. No rush, update at your earliest convenience.
stephane.f.david  [author] 14 Feb, 2023 @ 5:03am 
added
Blaze 27 Dec, 2022 @ 2:36pm 
Minor typo, "effects_description_sword_effect_ennemy_settlement_bonus_move" has "for en n emy units"
stephane.f.david  [author] 16 Dec, 2022 @ 1:08pm 
AI should be affected same as player. Not sure about vassals. Worth testing
ShadowKnight1638 16 Dec, 2022 @ 9:34am 
Does this affect AI as well as player? Also does this affect movement range within vassalized territories?
Revelation 25 Oct, 2022 @ 5:54am 
excellent :D
stephane.f.david  [author] 25 Oct, 2022 @ 2:47am 
The main mod with regional recruitment for Cathay and Kislev has been released
stephane.f.david  [author] 24 Oct, 2022 @ 11:05pm 
Link for documentation updated, with latest version.
Revelation 24 Oct, 2022 @ 9:54am 
(p2) if you can't tell my friend and I coop, and go for limited land tall games, eternal war and suppressing anyone from becoming too big, limiting own armies and income with mods to make it a real fight for survival and to keep it interesting.

in closing, again, THANK YOU!
Revelation 24 Oct, 2022 @ 9:52am 
Yeah I know it's not easy that I can appreciate well, wh2 I was using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2130599592 this one to limit where certain units could be hired from, Table top caps (so things cost points) and I was also using a mod called "caps for all" the combo resulting in some very interesting mid-late game (300+) turn camps where they don't just have 19 stack of sisters/sea guard.

anyway, I look forward to seeing what you can bring, because your line of mods are pretty great. Actually I found SWORD at all because we lost (wh2 to wh3) a mod called "Regional occupation"

limits races (apart from skaven and orcs) to their own realms more or less plus ports (because you can get supplies from the sea).

Sword improves vanilla so much, it does and I'm thankful without a single complaint, however it's still jarring to see wood elves living in Dwarf karaks and humans in magical forests that would kill them lol.
stephane.f.david  [author] 24 Oct, 2022 @ 7:29am 
This is harder to do in WH3 than it was in WH2 due to a change in the engine. And it can be too tedious to have to have a strong limit.
I'm more in favour of letting units be recruit anywhere, but weaker (and in limited number). You need to own the proper region to recruit the strongest rare units, and in greater number.
Check my WH2 mod to see how it was done.
For WH3 I4m using a different method, with less compatibility issue. And working with the engine change!
Revelation 24 Oct, 2022 @ 7:11am 
would you consider a recruitment lock for areas also? Specifically for races like high elves, so avalon being able to get the sisters of avalon magic bow archer unit, or dragon princes just at calador (if you own the region) etc

Reasons to take over other bits of the map and making more sense lore wise / ROR is then possibly way more valuable.
stephane.f.david  [author] 23 Oct, 2022 @ 8:37pm 
I already did all the races with regional recruitment for WH2 you know? I've almost finished Cathay and Kislev, they should be release this week.
And then I'll port all the old races, one by one. But it will take time, that's a lot of work.
Revelation 23 Oct, 2022 @ 11:23am 
regional recruitment.. hum so that is reskin domain too right? or what would be the point... why you consider taking these mods on as your own ...they're WH2 mods that have been abandoned by Woodtur but has cards and everything for the vanilla units for elves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2105567639

And he did one for dwarves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1282238213

As you can see they've been done to a really high standard, incorporating/taking them on would be honest. It's a shame to see awesome work go away and it would also make your life a little easier? :)
Victoria on Fire 3 Oct, 2022 @ 8:13pm 
Does this increase your speed in vassal territory? Like for Nakai?
LeFr33man 30 Sep, 2022 @ 10:24am 
i mean there are mods to get tier 4 settlements and add walls to them. Also mods that tweak garrisons. But i cant find a mod for garrisons that adds the door/ gate building to the settlement.

So u can build a tier IV settlements with garrison lvl 3 tweaked and add walls so the IA have to siege it. BUT its still a garrison lvl 3 without the doors (those u can lvl them up to V) and the bonuses it gives to settlement capital: fused keg defenses and such.

Also the map loaded when fighting are those of minor settlements: no walls.

And so, i was wondering why tweaking garrison for dwarf faction when u can just lvl it up to 4 with the gates bonuses.
stephane.f.david  [author] 28 Sep, 2022 @ 12:33pm 
What are these Dwarven Gates? Your suggestion is not very clear
LeFr33man 28 Sep, 2022 @ 10:32am 
Hey, i was wondering if it was possible to implement the gate system of dwarven capital to tier 4 garnison building. When your settlement i leveled to tier 4, it would be nice to add DWARVEN GATES HAHAHAHA ... srry dawi.
i mean i cant find something as close to that except giving more units to garrison :/
stephane.f.david  [author] 18 Sep, 2022 @ 8:02pm 
You could merge some mods yourself. You can download RPFM, and there is a funcion there to import the content of a pack in another. Take 10 small independant mods, import them all in "my own pack", problem solved.
Zero 18 Sep, 2022 @ 4:13pm 
Ah I see okay. I'm just running into mod limit issues. There is a hard mod limit of 153 :|
stephane.f.david  [author] 17 Sep, 2022 @ 10:13pm 
SWO-RD is more a collection of mods. I have a "main" mode in the work, I hope to release it end of September, with regional recruitment. Starting with Cathay and Kislev, other races will be added regularly.
I don't plan to make a pack with everything inside at the moment, but keep module such as this one as standalone, so you get decide what part of the mode you want to use.
Zero 17 Sep, 2022 @ 7:14pm 
"Part of SWO-RD, standalone module" make it sound like you have a combined pack with all of your mods. If you do, I don't see it on your workshop. If it's there, can you please let me know the name?
stephane.f.david  [author] 10 Sep, 2022 @ 9:11pm 
not directly. Tier 4 adds new level to the game. So if I reference them in the mod, the mod would crash with vanilla.
The changes should be made in T4 mod, or in a 3rd mod, for compatibility
fish 10 Sep, 2022 @ 12:34pm 
Would it be possible to make it function with Tier 4 minor mods?
Solaire 30 Jun, 2022 @ 12:08pm 
Keep up the good work king
Brutalus 7 Apr, 2022 @ 7:22am 
This is fantastic.