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I have fixed it so that weather effects now update correctly when buildings are demolished or when the ownership of a settlement changes.
This mod was originally designed for single-player only, but during the process of making it compatible with multiplayer, many errors occurred.
If you encounter any other issues, please feel free to report them anytime.
Now it updates but firstly after taking another settlement (any).
If you destroy the Torch building it will first update on taking new settlement, same for building it.
IDK it only for me or anyone else, tested with AI skip turn mod and commands mod, so I guess those mods are not conflicting with it.
Thank you for reporting. A issue has been fixed.
I’m not sure if this is just happening to me, but the climate info on hover doesn’t seem to update. The climate icon changes to green, but when I hover over it, I still see all the climate debuffs (red/yellow), even though they’re not applied (the bad effects).
At first, It had exactly the same setup as you mentioned.
However, it was completely unbalanced from a logical standpoint.
Most importantly, remember that at the inhabitable climate level, every buildings take twice as many turns to construct.
At the current game balance, most campaigns can reach the ending within 100 turns.
In an Red climate level, the time it takes for a Tier 1 settlement to reach Tier 2 and then construct a Protection building is ridiculously long.
It was practically the same as not having this mod installed at all.
Protection Building Level 1 (Requires Settlement Tier 2)
- Changes Unsuitable Climate (Yellow) to Surmounted Climate (Green).
Protection Building Level 2 (Requires Settlement Tier 3)
- Changes Unsuitable Climate (Yellow) to Surmounted Climate (Green).
- Changes Uninhabitable Climate (Red) to Unsuitable Climate (Yellow).
Protection Building Level 3 (Requires Settlement Tier 4)
- Changes Unsuitable Climate (Yellow) to Surmounted Climate (Green).
- Changes Uninhabitable Climate (Red) to Surmounted Climate (Green).
If that mod modified buildings, it might have affected the Empire faction's torch buildings as well, potentially preventing the mod from checking the climate.
Anyway, thank you for loving the mod!
It may be the "Modern Germans" mod which... fffffffffffffffuck. I love my WW1 tactics. :(
All Empire factions, except for Wulfhart, are suitable to desert climates.
So I chose Wulfhart, captured a desert region, and tested the buildings. Everything works very well.
It's likely that the error was caused by another mod.
good. thanks for using this mod.
5.3 patch revamped the existing script structure of the game.
For mod that have not checked this part, an error may have occurred even if they has been updated as the latest version.
There is a possibility that a problem caused by among other mods.
I'm testing the save load over and over again to find the error and it's working without any problems.
Are you using a different mode?
A script error in another mode caused the game script function to stop, which may have caused an error in this mode.
When you enable the Moding - Context Viewer in the option menu, a large red X is displayed on the screen, you can notice that an error has occurred in one of mods.
can you tell me what kind of climate it is.
version updated and mod is now also available in multiplayer.
changed all "get_local_factions" to "get_human_factions" that available for multiplayer.
but I've never played multiplayer before, so I can't test if the mod works well.
I'm always welcome if you can use the mod in multiplayer and get another error and give me a debug code.
thank you.
Sorry. This mod script uses the "get_local_faction" command, so it cannot be worked in multiplayer game. I'll try to modify the code to work in multiplay, but it might not work out. might update someday, but don't count on it.
Wish me luck!
Thanks for your suggestion.
Now mod works with "Hills" "Swamp" and "Immaterial" climates in the Old World campaign.
thanks for your feedback.
This mod works through buildings and its effects are applied at the provincial wide. Even if a single province contains both frozen and mountainous climates, building works all the same way.
However, if they are in different provinces, buildings will not work, even if some regions are close to each other. This is because the protection building does not make faction immune to climates but rather cultivate the surrounding climate around settlement to be suitable.
This is why at least one protection building is needed per province in unpleasant climates.
This mod affects the settlement weather effects at the bottom right of the screen. Compatibility with other mods cannot be guaranteed.
I understand that climate ICONS won't change and stay as they were on campaign start.
But tooltips etc. will be correct, like hovering over land on the map?
Would changes to climates be correctly displayed when using the mod "Climate Suitability Map", would you have an idea? (I assume you can guess, you don't have to test it for me!)
Sorry for the nerdy questions, @Backmechuisa <3
Now, a Tier 3 settlement with a Tier 3 Protection building can change any settlement to a climate they can thrive in.
And Tier 4 settlement with a Tier 4 Protection building will now have a construction time bonus for settlement buildings.
Buildings change the climate immediately.
Compatibility cannot be guaranteed when used in duplicate with other climate change mod.
Icons won't change, because it's important that buildings work inside the original climate.
Absolutely. This mod is theoretically compatible with all Warhammer 3 campaigns.
You definitely had a cool idea here! Your mod description also gets a thumbs up as it really explains what the mod is good for, how it works EXACTLY and even basic strategies. Learn, other modders! I read many mod descriptions and usually have 5 questions instantly - not here. Good work! <3