Total War: WARHAMMER III

Total War: WARHAMMER III

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SWO-RD - Climate Overhaul
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Tags: mod
File Size
Posted
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2.850 MB
5 Apr, 2022 @ 8:58am
17 Jun @ 10:57am
36 Change Notes ( view )

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SWO-RD - Climate Overhaul

In 3 collections by stephane.f.david
SWO-RD standalone modules collection
14 items
SWO-RD for WH3 : full collection without banners
23 items
SWO-RD for WH3 full collection with banners
26 items
Description
Climate overhaul: more climate, more suitability levels, more effects!
Part of SWO-RD, standalone module

DOCUMENTATION
The documentation of all the mods part of SWO-RD is available here as a PDF document[drive.google.com].


Vanilla only proposes 3 levels of suitability for climate, with a few effects.

SWO-RD add many different “biomes” (more appropriate word than climate) to better represent the variety of the Warhammer world. SWO-RD expands the suitability levels to 9, with additional effects.

Effects are also stronger. This allows fine tuning where the different races can settle successfully.

Some Races consider some biomes as their “own”, and if another race settles there, this can have negative diplomatic effects

Compatiblity : should be compatible with anything, except mods also changing the climates.

To avoid conflict, I have integrated the change made by :
Flying Fox to the Settlement rotations.



Localization:
Spanish version.
French version.




I mod for free and will always keep it this way. But an extensive mod means hundreds of hours spent modding! If you want to show your appreciation, a small token is always welcome.


[www.paypal.me]
213 Comments
OpalGotMyHeart 26 May @ 6:51pm 
omfg this is sfo compatible, thank you so much! this mod makes climate feel meaningful!
Player 1 Mar @ 2:13am 
Wait so you play on the cut map? lol why?
stephane.f.david  [author] 10 Feb @ 4:44am 
Not any time soon. I'm too busy with making regional units for every race, and CA may expend the map with future DLC.
At some point in a relatively far future, when I have finsh every race, and if I CA does nothing with the map, maybe I'll switch my mod to IEE as a a base instead of IE
Nekroz 10 Feb @ 3:46am 
Will you try making a submod for IEE or Old World?
squirelord 24 Dec, 2024 @ 4:51am 
thanks guys
Tsundak 23 Dec, 2024 @ 11:51pm 
@squirelord,

You can use my mod "SWO-RD - Add-on: Base Sized Icons":

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3373353492

Just deleting "script/campaign/mod/sword_settlement_climate.lua" causes UI issues.
stephane.f.david  [author] 23 Dec, 2024 @ 8:17pm 
Small icons are harder to identify with many climates, and I really didn't like them.
But if you really want that, you can try it.

Edit the pack with RPFM, and remove this file

script/campaign/mod/sword_settlement_climate.lua
squirelord 23 Dec, 2024 @ 4:23pm 
Is there any way to reduce the size of the climate icons? Like the art just wish it was vanilla sized
Cheris 18 Dec, 2024 @ 3:11am 
If possible, you could limit the tier of the Deeps main building depending on the type of mountain, so mountains that are more foreign to the dwarves have less impressive Deeps. Since there are four tiers (T4 being the upgraded magma caverns) it could go something like this:

T1: mountain_naggaroth, mountain_pass_ulthuan, mountain_cathay_coast, mountain_cathay, mountain_jungle
T2: mountain_desert, mountain_mourn
T3: mountain, mountain_snow, mountain_pass
T4: mountain_dwarves

(Desert and Mourn mountains at T2 as there are some dwarven settlement in these regions, maybe Snow mountains should be T2, I don't remember fully where they are distributed on the map)

You could also move all the T1 biomes to T2 and have T1 Deeps be available everywhere.
Rincewind322 17 Dec, 2024 @ 1:26pm 
I think the Dwarfs being able to delve Underdeeps in any mountain makes a lot of practical sense, but I could also understand the thematic logic behind restricting extensive Underdeeps to traditional and reclaimed Great Dwarf Holds