Total War: WARHAMMER III

Total War: WARHAMMER III

Fort Maps
235 Comments
SDgamer 23 Jul @ 8:17pm 
Tested this recently in Skirmish Mode and BOY is this going to be one of the best mods of all time
Wiid 20 Jul @ 5:57am 
Going on what @✠ Apollyon ✠ said. Do to how Spells and Artillery work in the game. There has to be some advantage in choosing to hold a position. The forts you made look amazing "especially Cathy" but are essentially in open fields, their not really in defensive positions that limit the attackers methods of approach. A little more space like @corith21212 suggested to give troops a little wiggle room to dodge a bombardment spells would help as well. Try putting one of these forts on top of a huge hill that you can only climb up from one side and give it a really good height advantage and I think you will get better results. Good luck with it.
Aether 18 Jul @ 1:00am 
Would it be possible to make medium and large fort maps for Chaos? They don't have any even though they do have wall assets. Also, can you change the small fort maps to be classified in custom battle as minor settlement battles? I think it affects how the AI plays, and their auto-generated armies love piling up siege towers and leaving their units inside because there are no walls to use them on.
SaveThePandas 16 Jul @ 7:54am 
I think that being a target for spells and artillery is supposed to be a natural weakness of a fort. In Shogun 2 is was like this often, and you as a player actually had to partially sally out during the battle which was fun.
corith21212 14 Jul @ 6:18pm 
maybe make the forts much larger, like 2-4x larger in volume, to help alleviate aoe magic and artillery devastation. it may look less fort-like, but might be worth it anyways
<<FSF>>Ranger  [author] 14 Jul @ 3:47am 
@✠ Apollyon ✠: Youre right. It really is annoying and an issue I could not fix yet. I hope we can find a solution. Its not intantional.

@Yoshi: Thank you.
1. Its probably because of the assladder Mod. Lets hope the Siege Rework will fix that in the future.
2. Some Wallpieces are buggy and dont work with my terrain ramps. The newer Walls like Chaos Dwarves and Kislev dont work at all for some reason. I will try to make the terrain a bit higher or wider when there a places Arty will get stuck.
✠ Apollyon ✠ 14 Jul @ 1:21am 
this was a good idea but in current version this mod is stupid if the enemy gets the victory point , battle is over the same secound and in most cases its better to not have a fort because this just makes you a big target for magic and artillery and the fort dosn't defend you from forced ambush battles so kindd of useless . and for darkelves those forts suck hard

I had to uninstall this mod cause it turned easy battles into impossible to win battles
Yoshi 14 Jul @ 12:48am 
Played with it some and have some feedback:

- AI is behaving a bit weird when attacking, sometimes even turning their unit to face the wrong way even when it can shoot my units on the walls. This was with a siege when the AI had no siege equipment and I am running no ass ladders so it can be that perhaps.
- Some unit models get stuck in the empire large fort in different places. Seen this in the gates and in the artillery "corners"
- Artillery can get stuck on walls permanently making them almost unusable if this happens. Its quite easy to do this by just moving them around on the walls. Tried on empire large fort.
Yoshi 13 Jul @ 12:12pm 
Probably the best siege mod along with no ladders mod! It would be great to have an even bigger fort though as the biggest still feel a bit small still. So an additional size above the current large would be awesome. Maybe a two layer fort or something. I also think it would be cool if the fort arent all totally symmetrical in their layout. Still this is a must have mod atm.
BlinkyBill 7 Jul @ 4:55pm 
1111
Fujiro 6 Jul @ 3:05pm 
I hate to ask bc i know what this mods goal is, and i love this mod alot but is it possible to make a version with buildable barricades at gate choke points for small forts or one tower each side for defense or inside to shot at units flooding in, bc with small settlement forts and no towers its kinda hard to old hold with garrison units only. I did in a coop campaign with a friend but we ended up save scumming and taking the auto resolve win instead. My friends onlyt critque was that but he hasnt experienced the big forts yet those are fun. Also Some units pathing does get stuck on walls just a heads up. Mainly artillery
Blackshare 6 Jul @ 1:35pm 
@glospey thank you, we figured out it was fort as cities mod, I didnt read properly and didnt notice : may not work with MP/coop.
Ahriman 6 Jul @ 1:04pm 
Hi, good mob great job mod but why a capture point like major cities ? I will not play it anymore because it put you in worse situation (surrounded, having to stay at your point) than a land battle.
MISS.YING 6 Jul @ 1:46am 
很好
glospey 5 Jul @ 8:03pm 
@Blackshare: I started 2 co-op campaigns today with 2 different groups. Both groups used this mod without issue.
pinkfloyd9193 5 Jul @ 6:53pm 
Sorry, disregard...I wasn't loading all the pre req mods
pinkfloyd9193 5 Jul @ 6:50pm 
Really confused on how this works. I've installed both this mod and 'Forts as Cities' mod. But in campaign, i still get the vanilla crap siege maps.
Blackshare 5 Jul @ 4:26pm 
Any plans to make it MP friendly ? I had crashes when we tried to use it in new campaign
Jinji Kikko 4 Jul @ 7:59pm 
nice work
CJAShadow 2 Jul @ 11:21pm 
Thank you for all your hard work with maps, GCCM is required for any of my playthroughs so I probably won't be using this one. My dream would be if
Minor Settlements (no walls)= Fort Maps
Minor Settlements (walls) = Minor Settlement Maps
Major Settlements= GCCM/unique maps/Vanilla Maps
Leo_A_2001 24 Jun @ 2:32am 
ok:steamthumbsup:
Thuynder 22 Jun @ 1:22am 
Ignore my last (deleted) comment. Playing on 6.1.5 with the version from 6.2 causes problems :pp
<<FSF>>Ranger  [author] 22 Jun @ 12:59am 
@Lamp: The Basemod doesnt use mct which means you have a problem with the Fort Maps as Cities Mod. Small Forts only have placeholder scripts in it because they arent used at the moment. Do you crash or just cant use the Mod?
Dragon32 21 Jun @ 5:47pm 
@Lamp
Looks like an error related to MCT. Try unsubscribing and resubscribing to that mod.
Lamp 21 Jun @ 1:36pm 
Error: [string "script\mct\settings\map_replacer_vmpfortsmall.lua"]:2: attempt to call global 'mct_map_replacer_load_checkbox_ime_region' (a nil value)

Can't get this mod to work. Need a bugs/troubleshooting discussion.

Like does it require a certain load order? Are there any known major incompatibilities? I'm in the dark here...
TdizzleGod 17 Jun @ 7:32pm 
also are there any plans to add forts or make-shift forts for factions like the chaos faction and demon factions. i hope that the finish product isnt a battle map where you are surrounded on all sides with a small deployment radius
<<FSF>>Ranger  [author] 15 Jun @ 11:49pm 
@Romulus: For the normal Settlement replacer Mod yes. You will not be able to use Siege Equipment in the other two Mods.

@TdizzleGod: Yes.
TdizzleGod 15 Jun @ 5:36pm 
quick question about the placable forts will it function like the ogre camps where you can put them down?
Romulus 15 Jun @ 1:32pm 
So you need to bring siege equipment to deal with forts? Especially if you also run the Assladders begone mod
Krakenous 15 Jun @ 12:24pm 
Just saying here as well...we love you and thank you for your amazing work! Can't wait to hopefully continue to see more maps in the future too ♥️, this is such a fun and important feature I hope CA eventually consider it somehow.
Ben'wah 15 Jun @ 9:37am 
LETS FUCKING GO
I am Supreme 15 Jun @ 9:34am 
Cheers. I do have more questions, but I'll just wait to play it. Thank you for your work.
<<FSF>>Ranger  [author] 15 Jun @ 9:27am 
@I am Supreme: Hi. It will release soon. I would describe them as a City with a Lord/Army in it. If destroyed, the Fort will disappear from the Map. When building a Fort it will be very vulnerable in the first turn. The AI will focus it. You can attack the Fort like a enemy Army. Theres no Sieges.
I am Supreme 15 Jun @ 8:25am 
@<<FSF>>Ranger Cheers mate. Do you have an idea on when you'll be able to release the place-able Forts mod? Also, how will enemy factions be able to destroy a fort? Do they need to attack and raze it like a normal settlement or if the fort loses a battle it gets automatically destroyed and removed from the campaign map.
<<FSF>>Ranger  [author] 15 Jun @ 8:02am 
@RV_770: Lucky you. The Encampment Mod is now officially released!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3500073492&searchtext=
RV_770 15 Jun @ 5:21am 
Forts for encampment stance are what i've been looking forward to a long time for Warhammer.
Ooh-la-la, It's GAGA!! 14 Jun @ 3:52pm 
Awesome mod, a great alternative for vanilla sieges, it's safe to say that your maps are new meta of modding, truly well done
Ben'wah 12 Jun @ 9:27am 
can't wait for encampment forts. i been playing the old world campaign with the Millenium mod and my ww1 campaign just is DYING for forts
Fujiro 11 Jun @ 4:43pm 
Does this mod work in Multiplayer?
MISTERdazzling 11 Jun @ 4:35pm 
Heck yeah Fort nite battle :winter2019coolyul:
SirNoble 10 Jun @ 5:02pm 
@gingerroc, did you download the mod in the description that is for replacing the campaign maps cities with the forts?
Aether 10 Jun @ 10:23am 
Any chance we can get a few buildable towers?
gingersroc 10 Jun @ 10:17am 
For those who aren't aware: These are only available in custom maps. They will not appear within a campaign. The Modmaker is deceptive. Aparentyly their mother didn't give them enough attention as a child.
Unknown 10 Jun @ 5:24am 
great to hear that keep up the amazing work on this mod. @<<FSF>>Ranger
<<FSF>>Ranger  [author] 10 Jun @ 3:26am 
*I also added Vanguard Deployment Zones outside the Walls for every Fort.
<<FSF>>Ranger  [author] 10 Jun @ 3:02am 
Big Update

Fixed freezing of the Game when there was only one Lord in Medium sharp edged Forts.
They are now a bit larger and the edge is rounded. Not as round as the Cathayan Layout for example.

Better AI Layout for Small square Forts. The defending AI will not blob up at the beggining of the Game. The attacking AI will now evade Barricades and use open breaches to enter the Fort. Entering is also way smoother now.
Chrillo 10 Jun @ 12:51am 
Read the description people geez... There's at least 2-3 questions a day since this mod dropped that the answer is literally in big text.
gingersroc 9 Jun @ 12:57pm 
For those who aren't aware: These are only available in custom maps. They will not appear within a campaign.
Unknown 9 Jun @ 8:52am 
play the mod for a while it's good had an idea the supplies should produce maybe that can be used before to match starts to upgrade seat Towers that are already built on the map you upgrade them to go from Arrows to Canon to explosives it's an idea
GrandInquisitor77 9 Jun @ 8:37am 
literally awesome, should have ca add to base game!!!!!