Total War: WARHAMMER III

Total War: WARHAMMER III

Order of Solland
 This topic has been pinned, so it's probably important
RedDragon0908  [developer] 14 Oct, 2022 @ 7:11am
Compatibility
Please post any compatibility issues with a mod link here.

"Doesn't work" is not a valid error report and will be deleted/ignored!
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Showing 1-15 of 20 comments
RedDragon0908  [developer] 15 Oct, 2022 @ 3:24am 
At this point there is no support for Mixu's Legendary Lords.
Both mods will overwrite each other, depending from the load order.
NotAnarchy 15 Oct, 2022 @ 12:09pm 
Sadly I can alredy tell that's incompatible with "Your New Empire".
This mod requires Mixu's Unlocker and Mixu's is incompatible with "Your New Empire" - if you use both, after few turns dillemas stop popping up.
Reitschuster 21 Nov, 2022 @ 8:58am 
Hi, I noticed that you changed the default Imperial building system on top of adding new buildings, which is very appreciable, but it causes several problems, the problems relate to the new farming system that derives from the Bretonnian farming vs industry economic system. This system is not good, and Order of Solland's new building system has inherited its problems. The problems are as following:


1. Farming buildings appear to have been derived with default Bretonnian income (wh_main_brt_farm chain), which makes the farming buildings more profitable than the default Imperial industry chain, and also reduced the industrial building income by -100%. Just as is the case for Bretonnia, it disincentivizes usage of the industrial buildings, which robs player of reasonable freedom of choice. In my mod, Brecon, I tackled this by removing the penalties for both industry and farming chains. I recommend that you also do that, because it's better to give players more rather than restrict them, or tweak the industry building chain to be worth it. OS farm_extra chain also gives a huge income (+50%) that beats any technological advancements made for both general income and industry chains for the Empire.
2. Another problem with the farming building chain is that it required the farm_extra_chain for each upgrade (irrigation requires granary, backery requires irrigation). There's no reason for that to be, it increases micromanagement and makes late-game campaign a huge pain. It's better to just have granary be dependent on the farm_basic chain, but otherwise let the player build the upgrades simultaneously.


Problems end here. For other buildings, I'd say I only have balancing suggestions:
3. There is no reason stated for the Merchant Guild chain to hamper relations with other imperial countries, and there is no reason for that to be regardless. The high building cost is balance enough for the additional province income gained. It's better to not have it, because it would encourage the player to spend money and province managing more engaging.
4.The Swordsmiths's guild chain is really overpowered. It increases unit income but income is rarely ever a problem anyway, so it's easy to afford it, and it becomes very overpowered. I think it's not bad to let the player have potentially overpowering bonuses, but I think +5 to +7 is too much, in additional to weapon damage. I would suggest +1 increase in melee attack and (maybe) melee defense per each level, without the upkeep penalty but with the same price kept. I did the same in my mod, Empcon, where I added another level to the armory chain that gave +2 global armor (the same as vanilla balancing for Bretonnian armory building), and I think it's more balanced that way.
5. In addition, since the main farming chain does not give any growth anymore, OoS becomes lacking in terms of facilitating building growth and army replenishment. I'd suggest importing the Bretonnian apothecary chain for that, or giving growth bonuses to the main farming chain again.

Overall, good work, I think the mod is very good, but it would be better with some changes to the buildings.
Reitschuster 21 Nov, 2022 @ 9:19am 
To be a little more specific, it's better to just have the farm_extra chain depend on communal farming to be built. It makes more sense like this.
Reitschuster 21 Nov, 2022 @ 9:23am 
Large Stone Wall (main settlement defense chain) does not provide any garrisons. I don't know if that's intended.
RedDragon0908  [developer] 22 Nov, 2022 @ 12:28am 
Originally posted by Reitschuster:
Hi, I noticed that you changed the default Imperial building system on top of adding new buildings, which is very appreciable, but it causes several problems, the problems relate to the new farming system that derives from the Bretonnian farming vs industry economic system. This system is not good, and Order of Solland's new building system has inherited its problems. The problems are as following:


1. Farming buildings appear to have been derived with default Bretonnian income (wh_main_brt_farm chain), which makes the farming buildings more profitable than the default Imperial industry chain, and also reduced the industrial building income by -100%. Just as is the case for Bretonnia, it disincentivizes usage of the industrial buildings, which robs player of reasonable freedom of choice. In my mod, Brecon, I tackled this by removing the penalties for both industry and farming chains. I recommend that you also do that, because it's better to give players more rather than restrict them, or tweak the industry building chain to be worth it. OS farm_extra chain also gives a huge income (+50%) that beats any technological advancements made for both general income and industry chains for the Empire.
2. Another problem with the farming building chain is that it required the farm_extra_chain for each upgrade (irrigation requires granary, backery requires irrigation). There's no reason for that to be, it increases micromanagement and makes late-game campaign a huge pain. It's better to just have granary be dependent on the farm_basic chain, but otherwise let the player build the upgrades simultaneously.


Problems end here. For other buildings, I'd say I only have balancing suggestions:
3. There is no reason stated for the Merchant Guild chain to hamper relations with other imperial countries, and there is no reason for that to be regardless. The high building cost is balance enough for the additional province income gained. It's better to not have it, because it would encourage the player to spend money and province managing more engaging.
4.The Swordsmiths's guild chain is really overpowered. It increases unit income but income is rarely ever a problem anyway, so it's easy to afford it, and it becomes very overpowered. I think it's not bad to let the player have potentially overpowering bonuses, but I think +5 to +7 is too much, in additional to weapon damage. I would suggest +1 increase in melee attack and (maybe) melee defense per each level, without the upkeep penalty but with the same price kept. I did the same in my mod, Empcon, where I added another level to the armory chain that gave +2 global armor (the same as vanilla balancing for Bretonnian armory building), and I think it's more balanced that way.
5. In addition, since the main farming chain does not give any growth anymore, OoS becomes lacking in terms of facilitating building growth and army replenishment. I'd suggest importing the Bretonnian apothecary chain for that, or giving growth bonuses to the main farming chain again.

Overall, good work, I think the mod is very good, but it would be better with some changes to the buildings.

First of all I appreciate your feedback.
Some points were also on my list, for example not mentioned by you, but I plan to limit the guilds to one per province so that each guild-chain block the other.

All kinds of "balances" you mentioned might be the truth and good from your perspective but they are also very subjective.... in no offended meanings.

Like the merchants guild "There is no reason stated for the Merchant Guild chain to hamper relations with other imperial countries..." indeed there is, since the Order hates the Empire (not overhaul put partly).

All in all most of the stuff you mentioned is already adapted/changed in my private test version of the mod and might be changed in the future agains after CA decided to patch it again or soemthing like that.

I wish you lots of fun playing!
Last edited by RedDragon0908; 22 Nov, 2022 @ 12:29am
RedDragon0908  [developer] 22 Nov, 2022 @ 1:02am 
Originally posted by Reitschuster:
Large Stone Wall (main settlement defense chain) does not provide any garrisons. I don't know if that's intended.

Can you expand on this a bit?

Does the building show the garrison in the context windown (when you hover over the icon)?
Does the garrison is showm but doesn't appear in battles?
Does all the other garrisons work?
Reitschuster 24 Nov, 2022 @ 6:25am 
Originally posted by RedDragon0908:
Originally posted by Reitschuster:
Hi, I noticed that you changed the default Imperial building system on top of adding new buildings, which is very appreciable, but it causes several problems, the problems relate to the new farming system that derives from the Bretonnian farming vs industry economic system. This system is not good, and Order of Solland's new building system has inherited its problems. The problems are as following:


1. Farming buildings appear to have been derived with default Bretonnian income (wh_main_brt_farm chain), which makes the farming buildings more profitable than the default Imperial industry chain, and also reduced the industrial building income by -100%. Just as is the case for Bretonnia, it disincentivizes usage of the industrial buildings, which robs player of reasonable freedom of choice. In my mod, Brecon, I tackled this by removing the penalties for both industry and farming chains. I recommend that you also do that, because it's better to give players more rather than restrict them, or tweak the industry building chain to be worth it. OS farm_extra chain also gives a huge income (+50%) that beats any technological advancements made for both general income and industry chains for the Empire.
2. Another problem with the farming building chain is that it required the farm_extra_chain for each upgrade (irrigation requires granary, backery requires irrigation). There's no reason for that to be, it increases micromanagement and makes late-game campaign a huge pain. It's better to just have granary be dependent on the farm_basic chain, but otherwise let the player build the upgrades simultaneously.


Problems end here. For other buildings, I'd say I only have balancing suggestions:
3. There is no reason stated for the Merchant Guild chain to hamper relations with other imperial countries, and there is no reason for that to be regardless. The high building cost is balance enough for the additional province income gained. It's better to not have it, because it would encourage the player to spend money and province managing more engaging.
4.The Swordsmiths's guild chain is really overpowered. It increases unit income but income is rarely ever a problem anyway, so it's easy to afford it, and it becomes very overpowered. I think it's not bad to let the player have potentially overpowering bonuses, but I think +5 to +7 is too much, in additional to weapon damage. I would suggest +1 increase in melee attack and (maybe) melee defense per each level, without the upkeep penalty but with the same price kept. I did the same in my mod, Empcon, where I added another level to the armory chain that gave +2 global armor (the same as vanilla balancing for Bretonnian armory building), and I think it's more balanced that way.
5. In addition, since the main farming chain does not give any growth anymore, OoS becomes lacking in terms of facilitating building growth and army replenishment. I'd suggest importing the Bretonnian apothecary chain for that, or giving growth bonuses to the main farming chain again.

Overall, good work, I think the mod is very good, but it would be better with some changes to the buildings.

First of all I appreciate your feedback.
Some points were also on my list, for example not mentioned by you, but I plan to limit the guilds to one per province so that each guild-chain block the other.

All kinds of "balances" you mentioned might be the truth and good from your perspective but they are also very subjective.... in no offended meanings.

Like the merchants guild "There is no reason stated for the Merchant Guild chain to hamper relations with other imperial countries..." indeed there is, since the Order hates the Empire (not overhaul put partly).

All in all most of the stuff you mentioned is already adapted/changed in my private test version of the mod and might be changed in the future agains after CA decided to patch it again or soemthing like that.

I wish you lots of fun playing!
Sorry for the late response. I did not receive any notification for this.

Well, I don't know how you're supposed to be objective about games and modding, I just gave suggestions and problems from my opinion, and if you think you agree with them, feel free to implement them.

I don't really understand what does hating the Order have to do with building the Merchant Guild, seems to me like merchants from the Order would just mind their own business and trade because they're well, merchants. I think it should just have a relationship penalty from the get-go. But once again, that's just an opinion.

So, it's good to know that most of this was already on your to-do list.

Originally posted by RedDragon0908:
Originally posted by Reitschuster:
Large Stone Wall (main settlement defense chain) does not provide any garrisons. I don't know if that's intended.

Can you expand on this a bit?

Does the building show the garrison in the context windown (when you hover over the icon)?
Does the garrison is showm but doesn't appear in battles?
Does all the other garrisons work?
It might be late, but the 2nd level wall building (for major settlements) showed no units attached to it in the building menu once you hover into it, which as far as I understand, might be concerning because each building has to have units fully listed because they don't carry over from the previous building, so you'd have no garrison from it at all if somehow the garrison were broken. I was planning on checking that, but the building growth was really slow, so I didn't get to do it. I remember that the minor settlement wall chain looked fine, the garrison appeared in the menu and in the garrison upon being built, but I didn't get to check it in battle in my campaign.
Last edited by Reitschuster; 24 Nov, 2022 @ 6:35am
RedDragon0908  [developer] 24 Nov, 2022 @ 6:48am 
The garrison isuue has to be on your side.
All buildings that should have a garrison have one...
Reitschuster 24 Nov, 2022 @ 7:04am 
Originally posted by RedDragon0908:
The garrison isuue has to be on your side.
All buildings that should have a garrison have one...
I'll check again once I have time
Darkin 6 May, 2023 @ 9:42pm 
incompatible with
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2895227844&searchtext=
there started the "jumping units Animation" that i mentioned in the comments
my units startet to wall climb on field and archers couldnt attack cause no propper animation.
Deleting the mod solved the problem
RedDragon0908  [developer] 6 May, 2023 @ 11:11pm 
Not really a compatibility issue here as the animations setup changed with the Chaos Dwarfs so all mods with custom or edited animations need to put in the new format.
Linked mod was lastly updated in February so no changes since the last game update = mod is outdated.
ShonSupreme 22 Aug, 2023 @ 1:41pm 
IE Expanded Map mod seems to break this.
RedDragon0908  [developer] 22 Aug, 2023 @ 9:23pm 
"seems"?
Does it break or not?
Latest update should make both mods compatible.
ShonSupreme 12 Oct, 2023 @ 12:20pm 
'Seems' as in I was not entirely sure, bro. Why are modders so snappy? The mod works fine, then I turn on IE Expanded Map mod... and no troops to recruit from buildings, and no buildings for horde camp. Don't know what else to say. IE Expanded Map mod seems to break this. The Tylenol is the cupboard, and great mod, btw. Sheesh.
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