Total War: WARHAMMER III

Total War: WARHAMMER III

Resourceful Benefits - Faction & Campaign Benefits Via Resources (Eviltide)
37 Comments
Krakenous 19 Apr @ 1:41pm 
Oh an update! Rag, you have returned or?
C-Vale 1 Dec, 2024 @ 10:31am 
And, I assume this probably goes for all the other resources too, but all of my tests have just been loading up a new Valkia campaign and getting the chaos fort to check out the marble.
C-Vale 1 Dec, 2024 @ 10:28am 
A-ah. I appreciate it heavily but, I think I might have worded what the bug actually was incorrectly. See, the first level of marble camp was (and still does) grant the full benefits of this mod, aka defensive supplies locally, defensive supplies faction wide, cost reduction for all buildings, and cost reduction for the capital. Tier 2 and 3 however, while they now offer the upgraded version of the *basegame* effect, they don't offer any of *this mod's* benefits. Sorry for the trouble/miscommunication!

And, as for the interest of merging... idk? I don't really have any strong opinions about it either way.
RagnaroK  [author] 30 Nov, 2024 @ 10:40pm 
It is now fixed.

Out of interest, since I haven't really had the pleasure of trying chaos and welfs out to much myself, would it be desirable, if I merged the forest/fortress and altar/outpost mods into one? I am trying to cut down unnecessary mod clutter from 6.0 and onwards.
RagnaroK  [author] 30 Nov, 2024 @ 8:19pm 
I prefer thorough feedback, so this is good. :steamthumbsup:

Progression icon is fine, I have that in my 150 mod list too.

I will check chaos in a few hours, as I did my test with welfs. :steamsunny:
C-Vale 30 Nov, 2024 @ 10:19am 
Alrighty! Yeah, with a more traditional faction like High Elf, it works perfectly fine, even with building progression icons. And, even though I said I wasn't going to make a follow up post, I made this anyways cause I remembered a detail that might help with testing. I was using Valkia (Khorn Champion of Chaos) for my own attempts, and that's why I was specifying marble, because her first Dark Fortress has marble. So, not only is that a quick way to find marble to test it, but perhaps those details could help narrow the problem down in some way. I don't know, buut trying to be as thorough as possible in a bug report is a good practice.
C-Vale 30 Nov, 2024 @ 9:49am 
Nope, I make sure to not use SFO and your mod set at the same time, cause of it being very likely to break things. I do have one other mod which interacts with buildings, but it's just Building Progression Icons 3. And, even then, I load it first in the order before these mods so it's most likely to be overwritten in any changes it does make. Also, just in case, you did make sure to test it with Warriors of Chaos, right? Cause, they're the ones I'm having the bug with. I admittedly didn't test it yet on any other faction, but I plan to after posting this message, so if I don't have a follow up post just assume it works fine for the regular factions.
RagnaroK  [author] 30 Nov, 2024 @ 1:52am 
So I just wen't in to check if I had missed something, but it worked on my end, with the marble construction cost you mention going from -5 -> -10 -> -15%

Any chance you are using SFO or some other kind of overhaul? I know from other feedbacks, that SFO also fiddles with resource buildings, but I could do something for mine to override theirs.
RagnaroK  [author] 29 Nov, 2024 @ 10:26pm 
I might have forgotten to add an effect, I Will give a look in a few hours or earlier. :steamthumbsup:
C-Vale 29 Nov, 2024 @ 5:33pm 
.....ah. Still only giving the special effect of the tier 1 Marble camp, with tier 2 and 3 instead having the base game -5 construction cost, normal marble gain and nothing else. Was worth a shot though!
C-Vale 29 Nov, 2024 @ 5:17pm 
Ah! Alrighty then, sorry for making assumptions. Miiight be a little jaded from load order shenanigans in other games.

And, while I haven't tested it yet, looking at the list is already giving me an idea where I went wrong. I didn't realize before that I needed Frontier Forests *and* Outposts, I misinterpreted the explanation on the mod descriptions that it was an either or type of deal. Thanks so much for the help!
RagnaroK  [author] 29 Nov, 2024 @ 1:10pm 
Load order does not or only very rarely matter due to the way I make my mods.

Lets figure this one out, I believe you wish you keep my custom resources right?

Make sure you have Resourceful Purpose (for the resources and all other benefits),
Frontier Forests & Fortresses Everywhere - Tier Five (to be able to actually build the colony buildings to tier 5),
Frontier Outposts - Tier Five Colonies & Altars (To go tier 5 with outpost buildings) and lastly, Infrastructure - Tier Five Colonies & Altars With Custom Resources (to actually add custom resources to those buildings from RP).

This is probably just as confusing, so I'll see if I can't merge some of the mods going forward, as I usually discored a way to integrate submods for my Armourygeddon series, that I hope can applied to this series, as it is currently to complicated with all these options imo. :ratcoon:
C-Vale 29 Nov, 2024 @ 11:13am 
Sorry, yet another update: Even more confused about what's going on, cause I have Tier 5 Frontier Outposts on, which is listed as giving WoC the ability to upgrade their resources to level 5. But, it's not doing that, which I feel is probably another result of improper load order.
C-Vale 29 Nov, 2024 @ 10:59am 
Update: Maybe it's not load order, cause after a bit of testing it seems like moving Resourceful Purpose to the front didn't do anything. So, if it is a bug and not just a load order moment, then I do humbly request for it to be fixed.
C-Vale 29 Nov, 2024 @ 10:32am 
So, I'm getting a weird bug, that I thiink might be because I have your mods in the wrong load order. I'm playing Warriors of Chaos, and while I can upgrade my resource camps all the way up to level 3, only the first level has the bonus effects. I also have the tier 5 mods installed, both for all vanilla and for the WoC/Wood Elfs. I'm actually using Resourceful Purpose, but seeing as this is the part which is acting strangely, that's why I'm commenting here.

If I may ask, what's the order that you put Resource Purpose and tier 5 mods in when testing? It's not listed anywhere, but I seriously doubt there is not some strangeness possible by loading them in the incorrect order, which makes it a little annoying that the correct order is not written down.
RagnaroK  [author] 23 Jun, 2024 @ 12:57pm 
:steamthis:Update:steamthis:

:sealdeal: Added benefits to Tomb King, Coast & Norsca resource buildings tier 2 & 3.
grz34998 4 Mar, 2024 @ 1:28pm 
Hi, I was feel motivated and put together a test mod to see if I could get these resources to work, if it does would you like me to send it over?
grz34998 3 Mar, 2024 @ 1:56pm 
If it helps I did a quick search using RFPM "wh3_dlc23_chd_resource_gems", I think the missing DB tables might be "db/campaign_effect_list_effect_junctions_tables" or one of 5 files that can be found by searching for "constraint" in the Dependancies/Pack contents menu.
RagnaroK  [author] 3 Mar, 2024 @ 1:03pm 
Ah fair enough, the compilation has everything.

I am pretty sure we are talking about the same thing, where I was initially unable to find the effect that loses raw materials. It was a long time ago, so I'll give it another look tomorrow, maybe they updated it, so I can find what I am looking for.

I'll take a look at the gems too.

It will be a while though, as I am about to hit the sack, but thanks for reporting it in. :steamthumbsup:
grz34998 3 Mar, 2024 @ 12:56pm 
On mod's I used the Compilation mod, are there any required mods? If so I'll add them and try it again. I reported it here since it seemed the most relevant location given what I found.

I have taken some screen shots, to summarise what I found:

1) Obsidian and Marble,They seem to have the Base game's conditional effects from T1-T3 (in the base game all resource buildings exist only exist as a T3 building)

2) Wood and Iron, At T1 they have a conditional Armaments gain if you have the resources (I assume from the base game). However at T2 & T3 they lose the condition and simply give Armaments as part of their effect for no apparent loss of Raw Materials

3) The Gem building has a Raw Material cost which grants extra gold, for T2 & T3 both the material cost and the bonus gold disappear from the building chain.
RagnaroK  [author] 3 Mar, 2024 @ 12:03pm 
Hello,

There is 1 effect, that I was never able to find in the RPFM tables, its shown on the first tier which is also vanilla, the rest are lacking it but have the rest, the one with the red debuff text.

Is it that one?

Make sure you have the required mod installed too.

Don't suppose you have a screenshot of what you have found? :)
grz34998 3 Mar, 2024 @ 11:58am 
Hi, I think there might be a small compatibility problem with the chd raw-resource/Weapons system. It seems like the conditions for additional effects aren't working properly.
RagnaroK  [author] 7 Nov, 2023 @ 11:28am 
Of course, same with elven trinkets, I just skipped them for 2 reasons.

1 - Only the dwarves and elves would get those benefits respectively, which seemed a little unfair imo.

2 - I got a really big mod in the works since april, which I am releasing soonish, which does something completely new with resources and adds a ton of factional resources too.
EndlessSauron 7 Nov, 2023 @ 10:46am 
@RagnaroK would there be a chance to add the dwarf ale as a resource since it can be traded?
RagnaroK  [author] 21 Oct, 2023 @ 12:02am 
@pyromaniac7777 - I would make a backup of the savefile just in case.

They touch the same tables, so it might cause crashes. If not crashing, then the above placed one would supercede the other in those instances where the same values are changed, the rest would probably stack and make for powerful results.

Hope that helps. :)
RagnaroK  [author] 20 Oct, 2023 @ 11:59pm 
So the benefits that stack are anything but attrition. Attrition can and will not stack from this and I don't recall techs or to many traits doing this either.

Attrition traits are usually snow, chaos, any corrpution, sea, vampire themed etc.
RagnaroK  [author] 20 Oct, 2023 @ 11:56pm 
@Minos - The attrition values are high, because they only kick in when you are under siege and only for the region that have the resource building present. Which basicly means you only get 1 attrition benefit as it was impossible to make it factionwide.

I initially wanted it to be factionwide with a lot smaller values.

Lets say you own Lyonesse in Bretonnia, you build the pasture to tier 3 and are besieged by N'Kari, then you get -30% attrition, meaning you take 30% less dmg pr. turn. Should N'Kari besiege the neighbouring province, which does not have pastures, that province will have no attrition benefit.

Hope that somewhat clarifies it. :)
MINOS 20 Oct, 2023 @ 4:02pm 
Some Effects are way to strong .

Does it mean if i own Spices and Wine i get like 50 % Siege Attrition less?
Couple that with the AI Buffs and this will be like 100 %
Pyrodysseus 20 Oct, 2023 @ 3:33pm 
this should be more or less compatible with Factionwide Resource Bonuses, right? Since both add effects and one should overwrite the changes to vanilla that they have in common?
RagnaroK  [author] 20 Oct, 2023 @ 1:43pm 
:steamthis:Update:steamthis:

Chaos Dwarfs will now receive the same benefits as others, with their brand new tier 1-3 buildings for iron, gems, marble, timber and obsidian, that I just added to the Eviltide Trade mod.
RagnaroK  [author] 20 Oct, 2023 @ 10:41am 
Downscaled a good bunch of the resources.

Some of them I kept for further feedback, as I feel they are kinda hard to come by in bulk, like Obsidian, Gems, Ivory etc.

@lethery - I can make variations if people ask for it, but for now, I think this one pretty much hits the sweet spot. I just need to see the scale of supplies when under siege, might have to downscale that amount.

@iDon'tSpeakRussian! - Don't worry, the gold idol production comes from my "Eviltide Trade" mod and not this. I also edited both mods to be compatible, as their were conflicting tables before I released it.
lethery 20 Oct, 2023 @ 8:46am 
Thanks for the hard work and caring for others opinion, and I don't know how hard it is but maybe u can make 2 versions or maybe 3 with low-medium-high numbers for peoples to choose what they want for their games, ofc its all based on if u have the time and energy to do so, I really appreciate your hard work and other moders who make this game way more fun
KEEP UP THE GOOD WORK!!!!
iDon'tSpeakRussian! 20 Oct, 2023 @ 8:30am 
RagnaroK, this should be compatible with edit to goldmines you did for ForgeArmageddon to make all faction produce idols right?
RagnaroK  [author] 20 Oct, 2023 @ 7:59am 
Did you read my notes? :steamhappy: Jokes aside, I have a note of 3 different variants and I field testet the highest 1 which were way to powerfull, then I wen't with the mid tier list.

Your suggestions is the low tier version to the exact numbers. I will change these numbers as I agree with your suggestions. Was pretty hard to balance once I noticed the stacking.

Really good point on the base weapon dmg, did not even consider that, I just purely wen't for the Lord defeat trait of +2 +2. But yes base weapon is brilliant and goes well with the initial idea as you say with better weapons, not skill.

I had different variants for dwarf tier 4, but it seemed to powerfull compared to how strong they already are, so their tier 4 is a complete mirror of tier 3, no difference other than the vanilla values for income and resource amounts (untouched).

Updating this later, as I am about to head out for a bit. Thx for the feedback! :steamthumbsup:
lethery 20 Oct, 2023 @ 7:45am 
and at the End I have request and that is to show us how this numbers works for tire 4 resource building when built by dwarfs
lethery 20 Oct, 2023 @ 7:43am 
Iron - Tiers
Armour: 1 -> 1 -> 2 (all armies).
Melee Attack: 1 -> 1 -> 2 (all armies). this should change to base weapon damage instead of melee attack just to be more in line and make sense, better weapons cuts better, they don't make the user better at fighting they make their attacks more powerfull
Pottery - Tiers
Construction Time for All Buildings: -5% -> -8% -> -10% (factionwide). should be 2%-3%-5% , the reason is the same as marble though if u keep it as what it is, it shouldn't be as OP as that marble as it has a limit of minimum 1 turn for construction in the game
lethery 20 Oct, 2023 @ 7:42am 
First of all well done and thank you for making suck a good mod, but I think some faction wide effects are a bit powerful and needed to be lowered :
Wine - Tiers
Public Order: 1 -> 1 -> 2 (factionwide). should be 0-0-1
Diplomatic Relations With All Factions: 5 -> 8 -> 10 (factionwide). should be 2-3-5
as 2 factionwide PO is too much the same goes for 10 DR with all factions
Marble - Tiers
Construction Cost for Province Capitol/Settlement: -5% -> -8% -> -10% (factionwide). should be 2%-3%-5%
Construction Cost for All Buildings: -5% -> -8% -> -10% (factionwide). should be 2%-3%-5%
the same goes for above as I think 10% is too much ( u know these think stacks and way too fast lead to free or very cheap building when combine with lord traits, skills and technologies