Total War: WARHAMMER III

Total War: WARHAMMER III

Chaos Dwarfes Building Improvements
15 Comments
HecticWolf97 9 Jan, 2024 @ 7:23pm 
@Decky would it be possible to add another level to the Dreadquake Megamortar building that upgrades it from regional use to provincial use?
So instead of "armies in local and adjacent regions" get the ability, it would be "armies in local and adjacent provinces" get the ability. If it's possible to do that, you could then set the cost to be extremely high, like 25,000 or more for balance reasons.
Sia_Later 22 Apr, 2023 @ 3:22pm 
Could you buff the refinery building chain (money building in factories)? the buildings never seem worth it for the ore cost
Decky  [author] 20 Apr, 2023 @ 7:15am 
Unfortunately, effects on the garnission only are not possible. the effect would have to apply to the entire region.
But i understand you, the yarn mission gets too little experience. unfortunately, the experience per turn only works for stationed armies. why this doesn't apply to the yarn mission units, i don't know. I'll ask my master^^
Dog 19 Apr, 2023 @ 9:55am 
Maybe even add Budilings who permanently buff Hobbgoblins factionwide or something funny, maybe Clanhall or Fighting guild wich gives +1 +1 for Def and attack or some Leadership which the little shit lack so much of
Dog 19 Apr, 2023 @ 9:53am 
Could u make some of the Tower Buidlings liek more material Gain and the Bombard availabel to Factorys / Outpost by any chance ? + maybe add some bigger Income buildings to Main Settlements like a Giant Forge / Factory buidling wich can consume alot of workers for example, or one that negates Public order loss from slaves by percentage if thats possible ??
Decky  [author] 18 Apr, 2023 @ 9:54am 
* -25 to +25 public order
Decky  [author] 18 Apr, 2023 @ 9:53am 
@Rewasder: Buildings can always be added. And all effecte that exist in the game can of course be added to a new building. But since not everyone wants this, it would have to be done in a new mod. And currently i don't have the time for that. i have so many requests, and fellow modders who need my technology skills for their factions that i'm creating the tech.tree, that i don't know what to start with first. sorry. I wish I had more time, but I also have to work 42 hours a week and earn money :-(

Regarding the public order, this is not necessarily an advantage, as you should keep a public order of 20 to +20 to create less workload. then you would really need another building.
Decky  [author] 18 Apr, 2023 @ 9:48am 
Works for als Caos Dwarfes faktions A handycap mod with bonus instead of malus is the only way to create a bonus only for the player. Where only the player without AI gets more money. But then it's a percentage and that's it.
Blackwolf 17 Apr, 2023 @ 7:16am 
is this Player only or work also for Chaos Dwarfs KI?
ComradeWinston 16 Apr, 2023 @ 10:05pm 
Yup, had the same problem before I got this mod.
Atari 2600 16 Apr, 2023 @ 10:12am 
Anyone have an issue where pushing the button to convert from outpost to factory doesn't actually do anything visually, but the transfer still works the next turn?
Rewasder 15 Apr, 2023 @ 5:27pm 
Could you increase the public order of the public order building in outposts? maybe to 3/5 from 2/3

That would also be a good building for the workforce increase per turn, nothing too much like 25/50 could be nice
Rewasder 15 Apr, 2023 @ 4:41pm 
Hey, do you think that abuilding that gives workload per turn, similar to how the dark elves have some buildings that produce slaves could be added?
sirgreybeard 15 Apr, 2023 @ 4:03pm 
after playing for a bit, I am seeing the increase, seems to be working as planned, just wasnt seeing it, looks good
sirgreybeard 15 Apr, 2023 @ 11:56am 
dont see any changes, the numbers are the same as base game