Total War: WARHAMMER III

Total War: WARHAMMER III

Advanced Nuln Imperial Gunnery School Building
64 Comments
FreeParmenion  [author] 22 Jun @ 7:11am 
Hey, no changes needed for patch 6.2. Cheers
FreeParmenion  [author] 1 Apr @ 2:14pm 
Hey, check out my new mod: Improved Kislev landmarks and garrisons: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3456378095
FreeParmenion  [author] 26 Mar @ 2:42pm 
Hey, I found the problem. The mod should be working now. Please report any buggs you encounter. Thx and cheers.
BaronOfBacon 25 Mar @ 9:26pm 
Also was not working for me. The game always crashes on start up when I try to load this mod. Turns out the fix was to remove all the capital letters from the file name. I have no earthly idea why that's the reason, but I'm not digging through game code to find out.
MackReaper 25 Mar @ 8:07pm 
I may be doing something wrong, but this mod wont load for me. crashes on start up
FreeParmenion  [author] 25 Mar @ 3:48pm 
Hey, updated for 6.1 - no changes. Cheers
FreeParmenion  [author] 24 Mar @ 9:14am 
Try out my new mod Improved Reichland Landmarks: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3451260983
Cheers
FreeParmenion  [author] 21 Dec, 2024 @ 5:25am 
Hey, no changes needed for newest update. Please report any bugs you encounter. Cheers
FreeParmenion  [author] 18 Nov, 2024 @ 1:57pm 
@BioVolck nope sorry. I am not active right now, I left the game and my mods some months ago. I just keep them useable, I do not develop anything further.
Also all I could do would try to make them compatible, not combine them.
BioVolck 18 Nov, 2024 @ 1:54pm 
Can I ask you to combine "Imperial Armoury - Unit Upgrades for the Empire" with the mod?
LotLP 15 Nov, 2024 @ 1:49pm 
No worries! Thanks for checking, good to know it's on my side, I'll just adjust my modlist for next playthrough.
FreeParmenion  [author] 15 Nov, 2024 @ 8:29am 
Hey LotLP, I cannot check the interaction between mods, but I just checked my own code, and from my side it should work. I'm sorry that I cannot help you there. Cheers
LotLP 15 Nov, 2024 @ 1:49am 
Hello, I'm using this mod with the old world campaign, which works fine so far except one thing. I just upgraded this building from Tier 3 to tier 4, and I have lost access to the emperor's wrath steam tank elector troop. The infobox for the building does say it unlocks the EC steam tank at every level, but it doesn't seem to.

I'm also using buildings expanded undivided edition, but I don't think that edits this building?
FreeParmenion  [author] 25 Aug, 2024 @ 3:00am 
Hey, no changes needed for update 5.2. Please report any bugs you encounter. Cheers
FreeParmenion  [author] 25 Jun, 2024 @ 10:42am 
Hey, no changes needed for update 5.1. Please report any bugs you encounter. Cheers
FreeParmenion  [author] 15 Jun, 2024 @ 12:49am 
@Meadowbrook you are correct, this mod changes only the building and not any units. Glad you like it. Cheers
Meadowbrook 14 Jun, 2024 @ 10:40pm 
Yeah, I'm retarded, it was this mod that replaced the ironsides, lol https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3206552743

Still, your mod's pretty great.
Meadowbrook 14 Jun, 2024 @ 10:34pm 
This mod is super sweet, tho is it yours that adds the repeater ironsides or is that another mod? 'Cause the gunnery school repeater dudes don't give you schematics if the unit kills things, didn't figure it out until I was around turn 40 and had to restart because I essentially crippled my progress, lol.
FreeParmenion  [author] 9 Jun, 2024 @ 4:41am 
@sigmars_disciple you can combine mods very easily into one pack-file, if they actually work togheter. If not, combing them via loading order is actually simpler. The mods loading later overwrite any changes made before. But some mods need a basis. e.g.: Mixus unlocker should always be the first mod. But if you have severeal mods doing things on the same object, then put the most important at the end since this one will overwrite the others.
FreeParmenion  [author] 9 Jun, 2024 @ 4:36am 
@C8H11NO2 it works without the garrison mod but it is highly recommended, since only then the garrison units are harmonized. But you are right, it works without it. I will change the description.
C8H11NO2 9 Jun, 2024 @ 4:07am 
Is the garrison mod actually 'required' now to play this mod?
sigmars_disciple 9 Jun, 2024 @ 2:24am 
Example: Apply only EMP flags from Turntable Heraldry then overwrite 1 EC flag, res-kin the Amethyst landship, make EMP artillery reflect the faction colours, make Carmine Dragon look and feel more loreful, reskin 3 RoR troops that won't get affected by the ZC Reskin I use etc....)

I'll create my own private .pack file for personal use. Should I ever get a result that I think you'd want to know about (like an all-around Reskin pack that I tested to work with ZC 2.0), I'll come back here and share a link, aight? Then you can bask in my eternal greatness (a joke, obsiouly!)

Have a good day, enjoy 5.0.4 guys <3 Sorry I'm such a nerd
sigmars_disciple 9 Jun, 2024 @ 2:20am 
@Archimtiros @FreeParmenion You guys are nice. I respect your opinions on this, ot course.

I love completely modular setups (like BSE) that are flexible, probably similar to you guys. But in order to keep my head feeling somewhat organised and my hundreds-of-mods-modlists under control, I'd like to consolidate some EMP changes, once I'm 100% convinced there will be no need to over go back how it was before.... And it's a pile that gets bigger and bigger!

But all of this is indeed not your problem! HAHA ;) I can't really mod but do know how to merge mods, I *STILL* find them practical, in particular for lots of smallervisual mods where load order can be "baked in". I think that's what I'm gonna do, due to the simplicity of these mods, a very low % to oudate and 80% visual fixes, a merge can be great, I think <3
Archimtiros 8 Jun, 2024 @ 1:49pm 
@sigmars_disciple Gotta agree with FreeP here. I think it's awesome that we have all sorts of different options in modding, but options is the operative word. Not everyone wants something that expansive, even if they do play with few hundred mods already!
FreeParmenion  [author] 8 Jun, 2024 @ 5:35am 
If you got enough from playing the empire then try out Belegar Ironhammer and his shiny landmark in Karak Eight Peaks with my new mod: Improved Eight Peaks Landmarks: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3263538699
FreeParmenion  [author] 8 Jun, 2024 @ 4:01am 
Hey all, the vanilla garrisons didn't work as intended, so I combined this mod with my empire garrisons mod. Sorry for the inconveniance, if you didn't use it before.
Please post feedback or bug reports. Thx and cheers
FreeParmenion  [author] 6 Jun, 2024 @ 12:26pm 
@sigmars_disciple thx for appreciation, I'm glad you like my mods. And I'm really happy that they don't have compatibility issues with alle the mods you listed.
As for combining them: I don't see the point in combining mods into each other. If you want to combine, then just do it by subscribing each and all you want. But there are a lot of folks that just want that one single change. So keeping mods small in focus is usefull in my opinion.
Cheers
sigmars_disciple 6 Jun, 2024 @ 9:26am 
[3 of 3] I'm pretty convinced that if you write @chopchop a short message about this, he would get on it immediately. Let's continue to push building modding further forward!!!

Also, I assume that you use Sigmar's Heirs. Add @chopchop's "LITE" submod and enjoy the cleanup building chains... <3 I personally like to integrate @_Zorbaz's "Crisis of Mortals" mod + submod for a Divide Et Impera-like population system, but it gets QUITE complicated as some mods like Nagash, Fimir or Pol's Jade Vamps mods break it!

<3 I appreciate your work more than you could understand <3 Much love from Berlin
sigmars_disciple 6 Jun, 2024 @ 9:26am 
[2 of 3] If you don't mind me adding more N.E.R.D. stuff, although this may be a bit too nerdy for some more casual readers HAHA - I could imagine you might love it! So, nx-level-of -indblowing IMHO: add

- @RagnaroK's "Resourceful Purpose" compilation for 100+ additional loreful resources

- @RagnaroK's "Tier 4 for all" plus the T4 version of his "Man The Ramparts" changes

- For races with LOTS of building options and landmarks like the Empire, add the modular setup "Building Slots Extended" with 20 slots for capitals and 6 for minors (the T4/T5 compatibility submod allows for easy "connect" with RagnaroK's mods, and the Custom Faction support submod - Six Slots Minors version - integrates the standout custom faction (e.g. Marienburg, Pirates of Sartosa) and race-adding (Nagash, Jade Vamps etc) mods....
sigmars_disciple 6 Jun, 2024 @ 9:18am 
@FreeParmenion As great as this little mod is, due to its small "footprint" I gotta say, strictly speaking from a user POV, it wouid be absolutely lovely if

- this mod
- your "Helblaster Upgrades for Volley Gun Steam Tanks in Nuln Gunnery School" mod
- your "Increased Port Income (balanced)" mod

would all become a part of the HIGHLY RECOMMENDED "Empire Buildings Modpack" by @chopchop. If you haven't already, I suggest you give it a try TODAY as it's absolutely L.O.V.E.L.Y. with your mods (I also use your "Provincial Roads" and "Balanced Economy Buildings" and I'm pretty sure he does as well!)
LEGION-V 28 May, 2024 @ 1:26pm 
Anyway, thanks for your time.
FreeParmenion  [author] 28 May, 2024 @ 1:23pm 
You are right, they don't need to be next to each other. If it doesn't work I cannot help you. I don't play this mod comination and I don't have the time to check it out. I'm sorry
LEGION-V 28 May, 2024 @ 1:05pm 
I don't quite understand the top-down order?: 1 - Yours, 2 - artillery school, 3 - Sigmar, did I understand correctly? If so, then that's exactly how it is located, but not next to each other, there are other mods in between that are similar in theme, for example, everything related to buildings, above (among them there is your mod), below with various additional bonuses (there is a school), below - salads, units (there is Sigmar), etc. Perhaps they need to be placed side by side...?
FreeParmenion  [author] 28 May, 2024 @ 12:09pm 
@LEGION-V as far as I can see there should be no problems, when my mod is loaded before the mods regarding the gunnery school. Remember: You have to start a new campaign whenever you try to change the needed building for upgrading the gunnery school mechanic, since this tables are saved with the campaign.
So: Load my mod first, then the "arty school and morr for franz" then sigmars heirs and so on.
If that doesn't work I cannot help you. I'm sorry.
Cheers
LEGION-V 28 May, 2024 @ 11:31am 
The fact is that when you play as Karl and use the mod "Artillery School, Morr Gardens and Magic Colleges for Franz", it is very difficult to find enemies who use powder artillery, at least for the next 20-30 turns, until other factions start using it in their armies, so there is a problem and there is no way to develop artillery and shooters at school, but your mod accelerates development, so by the 30th turn you will already be able to develop your troops...
LEGION-V 28 May, 2024 @ 11:14am 
Well, not at the very top, but above others that may somehow be related to this mod.
FreeParmenion  [author] 28 May, 2024 @ 11:05am 
@LEGION-V is this mod first in loading order?
LEGION-V 28 May, 2024 @ 10:50am 
Good afternoon, could you make access to this mod to play for Karl, although Chopchop wrote that with the mod "Artillery and magic for all factions of the Empire" your mod should work, but I checked, for some reason it doesn't work for me, big request, give access to Altdorf, thank you To you!
FreeParmenion  [author] 25 May, 2024 @ 12:12pm 
Hey @ChopChop
thats awesome, thank you! I'm very pleased you also like my idea, it's a pleasure to be in this active community. Cheers
ChopChop 25 May, 2024 @ 11:41am 
Hello :WH3_clasp:
I have added changes to SH Lite, now the procincial chain is also available in Wissenland & Nuln, so you can build this extra building even in a minor city to complete the Imperial Gunnery School mission :steamthumbsup:
I have started the game using Sigmar's Heirs + Lite + this awesome mod = all works as i described above ✌️
This should also work with Obopmot mod "Gunnery and Magic for all Empire factions"

Thank you for the awesome content 🔥
raynay 25 May, 2024 @ 6:49am 
thx for help, it works fine with sigmar standalone, goes thats enough for a fresh take on the empire (dont even know what exactly the benefit of the lite submod is ;-D ) maybe the author chop will find some trick.
FreeParmenion  [author] 25 May, 2024 @ 6:00am 
@raynay I didn't try it myself but I would try this load order:
-this mod
-sigmars heirs
-sigmars heirs lite
-(other mods)
If this doesn't work, change the both sigmars in load order.
Don't forget you have to start a new campeign each time you try changing it around or the building for progression doesn't change. (Background: which building is needed for progression in the school mechanic is saved and locked in the campaign).
raynay 25 May, 2024 @ 5:24am 
Hey, did any user here had success combining sigmar, sigmar lite and this for an elspeth campaign, the needed building to advance the faction mechanic is missing? (loadorder or wip?)
anyway as always big thx to the modcommunity!
Acamas 24 May, 2024 @ 3:02pm 
Just wanted to thank you for the work you guys do for our community.
FreeParmenion  [author] 24 May, 2024 @ 7:37am 
@Rudi Böllert that is actually all I am doing: think about some changes and then go into the tables and have a look or I search for an existing mod with similar idea and see how its done. Learning by doing...
Thx for feedback and cheers
Rudi Böllert 24 May, 2024 @ 4:18am 
Can confirm it works with Sigmars Heirs!
Rudi Böllert 24 May, 2024 @ 12:22am 
So glad I could be of help! Was kinda fun tbh, everythjng is very logical, you just need to know what's what ^^

Regarding Sigmars Heirs, the modder changed the required unit to his at tier I, and for tier II he had the normal foundry building, but probably I didn't notice any change because I accidentally forgot to load a new campaign (but a turn one campaign save).

Gonna load your mod before and let you know how it goes
FreeParmenion  [author] 23 May, 2024 @ 2:19pm 
@Rudi Böllert thx a lot for giving the info here. Hugely improved the time it took :) and you are actually pretty good in modding, as far as I can see: all you are saying is correct. Just don't think that much about the building levels, its because of how I named the different levels. Its a bit of a mess :D
Your change is now working, but the cdir-files are saved in the campaign, so you have to start new if you want the change working.
Thx a lot so far!

For compatibality with sigmars heirs: I didn't try it and have no clue. Did you try loading my mod first? Does sigmar heirs change the nuln building in any way?
Rudi Böllert 23 May, 2024 @ 7:15am 
Oh and do you think you could make it compatible with sigmars heirs by any chance? If I tried to load the edited file first and then SH, somehow SH overwrote the edited file even though it was loaded afterwards
Rudi Böllert 23 May, 2024 @ 7:11am 
I could make it an official submod, but I think it's better if you'd just integrate it.