Total War: WARHAMMER III

Total War: WARHAMMER III

[Beta]Legendary Urbania
260 Comments
Balthasar23th 12 Jul @ 12:42am 
Thanks for your mod! I have made a small German translation. Can you maybe link it? Greetings

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3523420152
bbro51 12 Jun @ 6:47pm 
this is such an awesome idea and I have been looking for a mod like this for so long, great work!
Am I the only one who has the Dynamic_Lost World mod removed? Could you explain why?
elgato_86 27 May @ 1:51am 
anyone knows if this causes problems with the Nagash mod? I was playing Nagash but cannot perform the ritual in the black pyramid and im still trying to find the mod causing the problem
mistborn 24 May @ 1:43pm 
whenever i capture a unique settlement from another faction is resets the settlement to the default skin
Swinky 17 May @ 6:43am 
is it normal for certain modded factions to have invisible settlements? playing as the jade pirates from the yin-yin mod they become invisible and i was just wondering.
Zeth.exe 8 May @ 5:12pm 
Looking forward to the next update!
Mathicsatem 4 May @ 12:01pm 
Oi, dis is gonna be a right propa squig-gobblin’ bash! WAAAGH!
Yoda Gaming 2 May @ 2:46am 
Amazing Mod, cant wait for updates
ld1449 27 Apr @ 5:47am 
@MotorwaySouth. That's good to hear, no worries then. I thought it was that I'd screwed up somewhere but if it just needs updating I can be patient :)

...

HURRY! ;p
MotorwaySouth  [author] 26 Apr @ 5:43am 
@ld1449 I'm not 100% certain about the current version's stability. The next update needs a total code framework rewrite and lots of new external tools, which is taking time. I'm working on getting it done ASAP.
MotorwaySouth  [author] 26 Apr @ 5:37am 
@ld1449 @All I am preparing some updates, including remodels for some vanilla skins, some important cities for Kislev, Dwarfs, and the Empire. And a feature where landmarks become visually apparent after construction. I haven't been fully dedicated to MOD creation in the past few months, but things are still progressing. This is the discord server for my MOD, where I will occasionally post some progress and screenshots.
https://discord.gg/2Fbf8wTwXU
ld1449 26 Apr @ 4:19am 
Hi, I really like this mod. But for some reason its not working :( The only location that seems to be "working" as in, having a new skin, is Lothern and IDK why. What can I do?
gongoozler 20 Apr @ 11:53am 
为什么玩吸血鬼海岸时占领普通小城没有模型
MightNight 19 Apr @ 5:30pm 
Could you please add compatibility support for the following mods?

- Rotblood Tribe
- Roar of the Jade Sea : Yin-Yin, the Sea Dragon
- Wood Elf Cities and Towns (Settle Anywhere)
Mumm-Ra 14 Apr @ 9:38pm 
@Firo

Try running it with OvN Lost World/OvN Lost World - No Landmarks Submod maybe. Make it have priority on the Load Order before OvN Lost World
Firo 12 Apr @ 10:10pm 
What is strange is that not all special models from OVN lost world get replaced.
Playing as Belegar, Black Crag keeps its greenskin model. But playing as Miao, Fu-Chow loses its model
Hoshi 10 Apr @ 6:38am 
Can we have a collab / compatibilty with Lost World OVN someday :D ?
Mattis 31 Mar @ 7:33pm 
Mod works, to a degree! Playing as Cathay, capturing some of the special Cathay settlements removes the custom model and replaces it with a standard Cathay town.
Mumm-Ra 31 Mar @ 6:13pm 
My games locking up when it goes back to the Campaign screen after combat. I'll wait till you get an update
Mumm-Ra 31 Mar @ 10:46am 
Not sure, I haven't played WH3 in a few months so I'm trying to find a stable mod setup with my old mods. I currently have these mods installed in order. So far so good. I have to wait to upgrade my capital.

Campaign Weather Overhaul (The Old World Map Update!)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2998630271

[Beta]Legendary Urbania
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3323554182

Dynamic World
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2987536840
全神贯注 30 Mar @ 7:12am 
This mod doesn't work anymore.
MotorwaySouth  [author] 29 Mar @ 10:49am 
Does this MOD still work properly in 6.1? The version of the MOD I'm currently developing is significantly different from the one published in the workshop.
Mumm-Ra 28 Mar @ 10:08am 
love this
MotorwaySouth  [author] 26 Mar @ 6:35am 
@david0819 有,目前在制作八峰山
@david0819 Yes, currently working on karak eight peaks
david0819 26 Mar @ 6:30am 
请问有没有对阿尔道夫的更新计划?
jhtiger1104 25 Mar @ 10:17pm 
I'll wait for update. Always grateful for great mod thx
Lizardman2340 23 Mar @ 7:23am 
@Motorwaysouth thanks for such and amazing mod I have noticed that Konquata on albion turns into a vampire settlement when occupied by the Lizardmen just wondering if this is something that could be fixed cheers.
全神贯注 22 Mar @ 7:57am 
为什么用与龙同行mod后普通定居点也无法根据占领来改变了呢
Xenon 22 Mar @ 2:27am 
@camilo_septimo♡ there is a note about compatibility with lost world, did you set it up according to it?
camilo_septimo♡ 16 Mar @ 10:49am 
Unfortunately seems to have a bit of a conflict with Ovn lost world, a lot of the ovn lost world settlements get overwritten when occupied with this mod

for example, turn 1 in the celestial riverlands theres 2 unique cathay settlement skins that are occupied by vampires, if you occupy them as a cathay faction they will revert to vanilla settlement models instead of keeping the unique ones from OVN
stevens2222 15 Mar @ 5:46pm 
this need up
Ash, Housewares 8 Mar @ 9:14pm 
whats up with some settlements models completely disappearing after a while
[WFL] Delta_Gama 4 Mar @ 11:03pm 
experiencing perma crash with the mod, any idea why ?
Elnestea 21 Feb @ 7:06am 
I think im encountering a bug with this mod because its the only new one im playing with since last patch. it seems that im unable to build some towers and/or barricades during siege battle. unless it comes as a new SFO features i can't think of another mod doing such bug.
这个模组和超凡帝国拓展兼容吗?
Arker 17 Feb @ 5:47am 
大佬,我感觉你可能需要对SFO再适配或调整一次
我把这mod和OVN、SFO一起开,目前发现阿尔道夫的瑞克禁卫城堡会被吞掉
$ Max A. Million $ 13 Feb @ 10:33am 
I have an issue, playing as Miao Ying, were some minor settlements I conquered won't change to my cultures buildings. The settlements 'Deadly Tung Tower', (ex Beastmen), and 'Terracotta Graveyard', (ex Tzeentch). BUT I the settlement 'Shrine of the Alchemist', (ex Tzeentch) DID change.
I have done the MCT 'refresh next turn' method did not work.
Human bean 7 Feb @ 1:11am 
@MotorwaySouth Well. Whatever the problem was, its gone :). Guess it was perhaps a bug in OVN Lost world because that was recently updated
Human bean 7 Feb @ 12:43am 
@MotorwaySouth Shall see what I can do. Also I think the artifacts might come from OVN Lost world
MotorwaySouth  [author] 6 Feb @ 11:05am 
@Human bean I’ve almost reworked all the models I’ve previously created. The models I’m currently working on now are vastly different from those in the workshop. I don’t recall encountering this kind of problems in earlier versions. Could you send images? You can reach me on the server at https://discord.gg/2Fbf8wTwXU — my username is MotorwaySouth.
Human bean 5 Feb @ 1:38pm 
Hi. I notice some odd lines forming in the air so to speak on the campaign map. It is especially noticeable around places you have given a makeover. Could this be related to this mod? The lines doesnt seem to do anything (except being annoying). Ah yes. They seems to cast a shadow on the ground beneath them. The lines are brown, grey, red and white of colour (that I have seen so far)
bad 5 Feb @ 12:00am 
我喜欢你
MotorwaySouth  [author] 31 Jan @ 8:36pm 
@Funny Hunter I will provide this as a configurable option in MCT.
Funny Hunter 31 Jan @ 1:03pm 
is there a way to just change the settlements with avaliable changes? and the ones without a model just stay the same
MotorwaySouth  [author] 31 Jan @ 11:22am 
@All

A major update is currently in the works. I'm collaborating with both OvN and macsjie to develop multi-cultural settlement variants for both the vanilla (original) version and Lost World. Preview images will be shared in the near future.

Settlement replacement currently causes performance overhead, particularly noticeable during AI turns. I've rewritten the core logic for settlement replacement and am working to address this problem.

The Dynamic Settlements feature will be added as an optional toggle in MCT. More granular MCT configuration options are being implemented and will be included in the next update.
Lin 31 Jan @ 8:42am 
大佬好,这个MOD会导致一些修改城市模型的MOD不生效,震旦朋克城市包这个MOD无法生效,OVN的南皋不生效,震旦城市包里的模型包含在OVN里面的也同样不生效,测试时只开了本MOD,OVN,朋克城市,去除迷雾,本MOD和OVN的汉化,推测可能是因为本MOD内置动态定居点的原因
Gleen Cross 28 Jan @ 4:03pm 
A great mod, a shame it destroys the performance. I'm honestly curious to see how long a turn takes on a beast PC, like a ryzen 9800 X3D. On my end with a ryzen 5600, a full turn takes almost 3 minutes if not longer
Kristof 27 Jan @ 9:05am 
oh yeah i love the work you done with the settlements so far
Kristof 27 Jan @ 8:58am 
for the dwarfs this mod changes every settlement that isn't a dwarf stronghold to just a dwarf stronghold and often they make no sense, just a dwarf stronghold sticking out like sore-thumb it just looks bad tbh, it doesn't blend in or anything,
just puts a massive tower in the middle of a valley you get what i mean?
(don't have any other settlement mod)