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They could be modded to a fixed number of turns, but that is not the philosophy of the mod.
@Drusk, could you maybe consider adding cult buildings too? I'd do it myself but I'm not sure what the key for "cult" buildings are, for example The Deceivers
Thank you for your kind reply.
Anyway, these minor bugs are no problem to enjoy the mod, so I don't think there's any rush to fix them.
To explain, my mod uses the game's construction time multiplier, as well as a construction time multiplier specific to horde buildings (ships, ogre camps, ..).
I doubt there is any multiplier specific to the outpost buildings, at best there might be a flat modifier, similar to Nurgle's cyclic buildings.
I may verify my theory in the future, but it seems too little of an issue for me to bother right now.
As for why it doesn't apply to converting a building.. i don't know, some things in how this game is made are just weird. My guess is the whole structure it's built on is so old the devs have to use so many workarounds it's all a big mess lol.
In any case, thank you very much for reporting and investigating the issue !
I will add a note in the mod description.
There is a new fact I discovered about conversion.
The construction time reduction does not apply when changing within the same tier, but it applies when converting while tiering up.
I also think that compatibility is more important than the minor bug fixes I mentioned.
There is a minor bug that the mod doesn't apply to convert gates to bastion or vice versa when playing chaos daemons faction. (Khorne, Tzeentch...etc)
And I'm not sure but I think this mod doesn't apply to outpost building either.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2863279793
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790047128
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790234270
This time it actually didn't work. It's fixed now.
When i tested 3 hours ago after the previous comment saying the mod wasn't working (which it was), i unknowlingly ran into an issue called ghost mod.
Long story short, it led me to think the effect was applied twice, it wasn't, so the fix i did for that actually broke the mod.
To be clear, the mod was only broken in the past 3 hours. It worked before, it works now.
The others proposing this modification seem to give up.
Anyway, thank you for what you did.
Will it be updated soon?
Make sure that you weren't encountering the bug described in the description :
"Sometimes the building construction menu will display the base turns for buildings not yet constructed, as if the mod wasn't working. This is only a visual bug, it does work. Upgrading the settlement will make the correct times display."
The construction menu doesn't seem to like taking into account construction time modifiers, there's nothing i can do about it. The mod works fine for buildings you can actually build/upgrade.
The way rounding works ended up making 2 turns buildings take only 1 turn with the 33% reduction, this was not the case in TW2. So that reduced the relevance of the 50% version.
Additionally, i knew i would be be making the player only versions for TW3, and i can't be bothered to maintain that many mods, so i decided to only go with the two most popular versions of my TW2 mods, which were 33 and 66%.
Maybe some day i'll make a customisable version that uses the Mod Configuration Tool. But i'd need to get into scripting for that.
In the meanwhile, feel free to do it yourself ;)
fixed it, thanks !
i broke it accidentally while cleaning it up the other day. The 33% player only was broken too, thanks for noticing it
I added the mention to the description.
And released the 33% player only ! find it at the bottom of the description