Total War: WARHAMMER III

Total War: WARHAMMER III

Hucon - Human Countries' Comprehensive Building Overhaul
104 Comments
Reitschuster  [author] 9 Jul @ 12:26pm 
@LotLP,
the lite version of the mod will probably not have them alongside the lowered building incomes, but I kinda have to deal with my health-issues before I can work on the mod right now. But if I do, I'll get back to it.
LotLP 9 Jul @ 9:07am 
Kind of wish farms didn't give extra recruitment slots - getting more of those on a basic building is pretty intense. Not that I don't enjoy recruit 15 steam tanks in one turn, it's just a bit much to have farms be so incredibly good in the early game. (only upsides over tier 1 industry). Other than that, love the work you put in with the mod! Really enjoyed my campaign with this mod - though my income started looking a little dwarf-esque with the amount of universities I had.
Reitschuster  [author] 1 Jul @ 11:34am 
@Koba_Aka_Stalin ,
You can even make it public since it's a compatibility mod
I allow both submods and compability mods
Koba_Aka_Stalin 1 Jul @ 11:31am 
@Reitschuster The basic mod is your job, so it's better to ask. I'm just changing 1 line.)))Thanks...
Reitschuster  [author] 1 Jul @ 11:24am 
@Koba_Aka_Stalin,
that would basically make it a compatibility mod. You don't need my permission to make these ever.
Koba_Aka_Stalin 1 Jul @ 11:22am 
@Reitschuster Hello again! May I ask your permission to slightly change the "Human Countries' Comprehensive Building Overhaul" mod? I often play for Reikland and use other mods as well. One of the mods, after last update, changes name and ID of the garrison, which means that I cannot build a cantonment. I made a small submod that changes the requirement of cantonment (only for Empire) - instead of Garrison Level 2, you need to build Minor Settlement Level 3. I already test it few times – it is ok. If you don't mind, I'll post submod. If you say no to that idea, I'll just use it for my own, without publishing it. Of course, I'll write that you're an author of the submode....
Reitschuster  [author] 8 Jun @ 9:55am 
@Koba_Aka_Stalin, in the first place, that was basically why I made the mod. I like playing tall and I didn't like how buildings were basically a boring part of the game. I wanted to make campaign a little more entertaining.
Koba_Aka_Stalin 8 Jun @ 1:34am 
@Reitschuster Thanks!))Your mod is an ideal solution for those who like to play for the Empire, but do not like to expand beyond the Empire - you have good buildings for economic growth, it helps to have income in the endgame to maintain a large number of armies. And there are also strong military buildings to strengthen the defense of the border regions, rather than expand in an attempt to protect the inner regions. It's cool!))
Reitschuster  [author] 8 Jun @ 1:07am 
@Koba_Aka_Stalin,

Hello. Very good job and I've added it to the mod description. A Russian translation is even something I could have even done myself, but I lacked the time to do so. Hopefully I will have more time to dedicate to HUCON upgrades soon. I really appreciate what you did, really.
Koba_Aka_Stalin 8 Jun @ 12:40am 
@Reitschuster Hi, thank you for this mod, fantastic job. I made a small translation in Russian of your mod. If you don't mind, add it to the description of the mod. Thanks!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3494949041
Reitschuster  [author] 3 Jun @ 11:52pm 
@DocHolliday,

You can check very simply by starting a new campaign and seeing if the cantonment building shows its dependency. If it shows it, then something is different, therefore, something needs deconflicting.
DocHolliday 3 Jun @ 11:52pm 
I think I do have a mod that might override the garrison, I can't check if it's the cause rn because I already committed to this campaign lol. I did try building both the night watch and garrison building first though so it's probably a mod confliction, I have had similar issues with other mods that add buildings. It's no big deal though.
Reitschuster  [author] 3 Jun @ 10:14pm 
Cantonment requires the basic garrison building. It shows that for me as well. It could be that you have a mod that replaces the basic garrison building
Reitschuster  [author] 3 Jun @ 10:05pm 
@DocHolliday,
Can you send a screenshot?
DocHolliday 3 Jun @ 8:33pm 
I'm encountering a problem with the cantonment building, it's telling me I can't build it until the necessary buildings are constructed but it doesn't tell what the necessary buildings are, am I encountering a mod confliction or did I miss something?
DocHolliday 3 Jun @ 1:41pm 
Really? Awesome thanks man! Again great work, love the mod!
Reitschuster  [author] 3 Jun @ 3:51am 
@DocHolliday,
Done.
DocHolliday 2 Jun @ 5:24pm 
Amazing mod regardless, started another imperial playthrough just because of this and the new imperial train mod
DocHolliday 2 Jun @ 5:23pm 
Would you consider replacing the crossbowman with handgunners in your max tier "imperial cantonment" building? It makes sense for the initial building tier but after properly establishing themselves I can't see why the Empire would be limiting itself to basic Medieval Bretonnian style weaponry when they are literally living in the Renaissance lol. CA can make up whatever goofy logic they want for steam tanks to be irreplaceable. But all you need to mass produce muzzle loaded rifles is iron mines and tress lol.....
Reitschuster  [author] 29 Mar @ 9:03am 
I also updated the current mod version to match mine but according to Steam it's the same as the latest one.. So I'm not sure. Perhaps verify the game files?
Reitschuster  [author] 29 Mar @ 9:03am 
@LordHECS,
I checked to be sure, with NBS, HUCON and 3 rows of building slots. Loaded into the campaign with Balthasar Gelt.
I'm unable to reproduce the bug myself.
LordHECS 29 Mar @ 8:39am 
Ok. I tried again, disabled all other mods, but the game won't start.. thank you for your attention
Reitschuster  [author] 27 Mar @ 11:37pm 
@LordHECS,
I am unable to replicate the the bug. I was able to launch the game and start a campaign. Everything works, so it's probably a mod compatibility issue.
Reitschuster  [author] 27 Mar @ 8:07am 
@LordHECS
I'll look into it tomorrow
LordHECS 27 Mar @ 7:20am 
@Reitschuster
Not working. Crash at game start.
Reitschuster  [author] 27 Mar @ 12:59am 
@LorcHECS
Is it not working?
LordHECS 26 Mar @ 5:04pm 
will update for 6.1?
Reitschuster  [author] 21 Jan @ 9:03pm 
@Achoo0
Enjoy the new update.
Achoo0 21 Jan @ 6:17pm 
@Reitschuster

It is. Thanks for the prompt fix.
Reitschuster  [author] 20 Jan @ 11:40pm 
Should be fixed.
Reitschuster  [author] 20 Jan @ 10:24pm 
More or less located the problem. Working on it.
Reitschuster  [author] 20 Jan @ 9:51pm 
Thanks, will check into this right now.
Achoo0 20 Jan @ 6:00pm 
@zornundo Ditto.
zornundo 20 Jan @ 4:23pm 
Crashes for me while playing as Franz on first end turn when it hits the Couronne faction. Otherwise, before this love the mod.
Reitschuster  [author] 19 Jan @ 2:47am 
Update completed. Next on the agenda is the LITE version.
Reitschuster  [author] 16 Jan @ 7:17pm 
Men of the Empire! Arise! Your help is needed.
As I am nearing completion of the update.
I need your suggestions for the LITE version of the mod. As I am not going to play it myself, I have only vague ideas on how it should be done, so instead you should say how you would like it to be.
Reitschuster  [author] 15 Jan @ 11:44pm 
@James
No problem.
Sigmar's Heirs is indeed incompatible with HUCON.
James 15 Jan @ 10:11pm 
sorry i discovered it crashes when ran with the mod buildings expansion undivided edition
James 15 Jan @ 9:58pm 
ah i read the bottom im guessing its from sigmars heirs
Reitschuster  [author] 15 Jan @ 8:05pm 
@James
Did you try running Warhammer with HUCON alone?
James 15 Jan @ 2:47pm 
it says the mods up to date me game crash with it :steamsad:
Reitschuster  [author] 24 Dec, 2024 @ 2:55am 
@Berenjena.
Yes, it's in plans. Can't say it will be soon, first I plan on updating this mod, and then creating a LITE version. And then I'll work on including Kislev into HUCON.
Berenjena 24 Dec, 2024 @ 1:29am 
It is possible to make the same for kislev? Pd: I love the mod
Reitschuster  [author] 13 Dec, 2024 @ 8:56am 
I'm having plans to create a LITE version of HUCON for players with different taste who still want to enjoy the mod, might take up to a week.
Reitschuster  [author] 13 Dec, 2024 @ 8:55am 
In what is no less than a sudden update, HUCON is updated once again. Major changes;
1. Armory chain gives less armor, level 3 gives 2, level 2 gives 1 global armor.
2. Marketplace building in Services chain has been replaced with a Post Office.
3. A whole new chain, called "Marketplace", has been added to both Empire and Bretonnia.
Reitschuster  [author] 21 Nov, 2024 @ 9:29pm 
@Gorfreeze,
A LITE version is in plans, but I'm quite busy these days, I won't be able to make it anytime soon.
As for AI mods, I don't know, but they might be out there
Gorfreeze 21 Nov, 2024 @ 6:05pm 
Hey, is there any possibility of changing or making a different mod to avoid the insane stacking of armor bonuses and melee defense and attack that comes with some of the buildings ? It tends to break my campaigns since the AI usually looks at your stacks's stats before attacking so past a certain point the AI just refuses to attack my armies, wether it's on the the field or in cities. Or if you know an AI mod that makes the AI less risk-averse ?
Reitschuster  [author] 20 Nov, 2024 @ 9:37am 
@marc.on.pluto514
Can't update because I'm in the process of making new additions, it's unfinished. It should be playable without an update, but if there are any bugs, I'll take care of that as soon as possible!
marc.on.pluto514 19 Nov, 2024 @ 11:43pm 
update