Total War: WARHAMMER III

Total War: WARHAMMER III

Torch Your Climate - Building changes climates
50 Comments
The Touhou Player 5 Jul @ 12:38am 
Mod is great, I just wish it worked with the TW Millennium Warfare mod.
GizzardWizard 26 May @ 5:16pm 
doesn't work for lizardmen
Caiuz 7 Apr @ 8:33am 
An Idea I had for an alternative mod was to give slaver races a diktat/labour action thing that raises habitability temporarily. For Lizardmen it could be bound to Geomantic Web and Wood Elf Forest Health.
Backmechuisa  [author] 10 Mar @ 10:16am 
@
Thank you for reporting the issue.
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.
N-O-T 10 Mar @ 8:49am 
@Backmechuisa Thx for the fast response/fix.

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.
Backmechuisa  [author] 9 Mar @ 11:37pm 
@N-O-T
Thank you for reporting. A issue has been fixed.
N-O-T 9 Mar @ 11:15am 
Hey, I really like this mod!
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).
MightNight 31 Jan @ 6:48am 
Totally makes sense, however you aren't replacing the initial modifiers of the vanilla building. This means not only you get the benefits of the climate, but you also get the vanilla effects stacked on top of it. I think your original setup would be more than fair when it comes to it.
Backmechuisa  [author] 30 Jan @ 10:15pm 
@MightNight
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.
MightNight 30 Jan @ 9:30pm 
Wouldn't this make more sense progression wise?

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).
Backmechuisa  [author] 15 Nov, 2024 @ 9:52pm 
@Maxene
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!
Maxene 15 Nov, 2024 @ 9:33pm 
Wasteland is what I meant to say. It's weird.... Any nation I start a new game with it works fine.

It may be the "Modern Germans" mod which... fffffffffffffffuck. I love my WW1 tactics. :(
Backmechuisa  [author] 15 Nov, 2024 @ 7:35pm 
@Maxene
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.
Maxene 15 Nov, 2024 @ 10:17am 
Doesn't seem to work on old saves sadly. SMH I can't settle these desert lands as the Empire to have a buffer state :(
bad 14 Nov, 2024 @ 9:53am 
Amazing
Backmechuisa  [author] 14 Nov, 2024 @ 9:02am 
Now compatible with the 'Old World Campaign Classic' mod, released today.
Backmechuisa  [author] 4 Nov, 2024 @ 9:30pm 
@
good. thanks for using this mod.
nickstar 4 Nov, 2024 @ 3:57am 
works now, it was clashing with another mod which is customise starting units
nickstar 3 Nov, 2024 @ 10:39pm 
playing as empire, took over mountain climate, build the required building but it still shows yellow even after 4 turns it was built, previously it changed right after it completed. i will try to see which mods made it not work as intended
GIBBYDAMAN 3 Nov, 2024 @ 5:40pm 
@backmechuisa ive been modding solo rn so ive haven't gotten around to testing this mod for mp that's why the reply been so late but i will get around to it soon
Backmechuisa  [author] 3 Nov, 2024 @ 3:11pm 
@
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.
Backmechuisa  [author] 3 Nov, 2024 @ 3:09pm 
@
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.
Backmechuisa  [author] 3 Nov, 2024 @ 2:57pm 
@nickstar
can you tell me what kind of climate it is.
nickstar 3 Nov, 2024 @ 9:54am 
for some reason, the climate isnt changing for me after the update
Backmechuisa  [author] 31 Oct, 2024 @ 10:41am 
@GIBBYDAMAN
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.
GIBBYDAMAN 14 Aug, 2024 @ 4:58am 
@well ty for at least acknowledging the issue
Backmechuisa  [author] 14 Aug, 2024 @ 1:04am 
@GIBBYDAMAN
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!
GIBBYDAMAN 13 Aug, 2024 @ 5:37pm 
script error report in mp [gist.github.com]
Backmechuisa  [author] 5 Aug, 2024 @ 10:18pm 
@Amishmann
Thanks for your suggestion.
Now mod works with "Hills" "Swamp" and "Immaterial" climates in the Old World campaign.
Amishmann 5 Aug, 2024 @ 6:36pm 
I see it's compatible with Old World Campaign mod, but ChaosRobie added a new climate Hills wich are sadly not affected by this mod. Would it be possible for this mod to support new climates?
Backmechuisa  [author] 2 Aug, 2024 @ 9:00pm 
@bcline
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.
bcline 1 Aug, 2024 @ 7:27pm 
So even if you have the protection building up to, say, tier 3 in unpleasant (but not uninhabitable) climate, it will not do anything (except for regions in the province that are uninhabitable)? I really don't like that, as if the infrastructure has been built that would allow your faction to thrive in a previously uninhabitable climate than surely the same infrastructure and whatever else it does would do the same for unpleasant climates as well? As it is now the protection building could make your faction as the empire have no penalties in frozen terrain but still not have mountainous regions in the same province be surmounted and have no penalties.
NorscanWarlord 19 Jul, 2024 @ 4:33am 
@The Touou player it should be the building that allows you to discover Skaven undercities
The Touhou Player 17 Jun, 2024 @ 11:51pm 
It says it works for all factions, but the High Elves dont have that specific building.
Backmechuisa  [author] 2 Jun, 2024 @ 5:17am 
@sigmars_disciple
This mod affects the settlement weather effects at the bottom right of the screen. Compatibility with other mods cannot be guaranteed.
sigmars_disciple 1 Jun, 2024 @ 9:06pm 
I assume that if I run this correctly - which means obviously WITHOUT running one of Alex Zhao's mods changing climates via length of ownershiü - but I religiously use the mod "33% faster building times" which speeds up construction times on any type of building (except horde buildings I think) this should work, no?

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
Backmechuisa  [author] 17 May, 2024 @ 8:42pm 
I realized it takes too long to experience the effects of the mod, so I have adjusted the speed to be faster.

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.
Colithiel 3 May, 2024 @ 1:29pm 
Awesome idea! Do you happen to plan adding support for the modded factions on the workshop like OVN and MCM?
Richen 3 May, 2024 @ 12:11am 
Is this usable in coop campaigns ?
Mr. Frost 2 May, 2024 @ 9:56pm 
ran the game with this mod only and was working perfectly, must be a mod conflict on my end. Now time for trial and error as i figure out what one is causing it.
Backmechuisa  [author] 2 May, 2024 @ 9:50pm 
@
Buildings change the climate immediately.
Compatibility cannot be guaranteed when used in duplicate with other climate change mod.
Mr. Frost 2 May, 2024 @ 8:16pm 
Is there a guide as to what the typical time frame for going from say Orange climate to Green? 3 turns or 5 turns? I only ask cause i have build this building in several places and they climate has no changed at all over the last 10 turns.
Backmechuisa  [author] 30 Apr, 2024 @ 5:38am 
@Serious Lee
Icons won't change, because it's important that buildings work inside the original climate.
Serious Lee 30 Apr, 2024 @ 2:39am 
Now this is a clever take on the whole climate issue. Will it also change the red icon to yellow and green?
Gleen Cross 30 Apr, 2024 @ 2:03am 
Before they announced Kislev, I always imagined them terraforming the map to "frozen". Same goes for Chaos factions terraforming to "chaotic wasteland", it just makes sense. A shame the game don't have these mechanics. The protection buildings are useless, but they could have been used to restore the land
Backmechuisa  [author] 29 Apr, 2024 @ 9:57pm 
@Azzaare D
Absolutely. This mod is theoretically compatible with all Warhammer 3 campaigns.
Azzaare D 29 Apr, 2024 @ 9:17pm 
Sounds neat! Is it compatible with the different protection building from RoC campaign?
sigmars_disciple 29 Apr, 2024 @ 8:34pm 
That's a pretty fresh idea. I usually run Alex Zhao's mods but will give this a try instead. I should also say that I'm generally far from being a fan of corruption and/or climate on the campaign map - good for realism/lorefulness but usually they are much more annoying than fun.

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
Maal 29 Apr, 2024 @ 4:31pm 
Agree, vanilla buildings are pretty meh and we always build the same thing everywhere. So an extra choice is neat.
Katz 29 Apr, 2024 @ 12:36am 
Wait this is such a genius idea! Installing it as of posting this and excited to try it out, hopefully a similar and official implement in the future! <3