Total War: WARHAMMER III

Total War: WARHAMMER III

Landmarks of Legend
Počet komentářů: 1 792
bambimanuel 17. lis. v 6.09 
I understand the mix-up. For Morathi, it's written in the file on the line below! It's the landmark in the Sisters of TWILIGHT settlement for the Hydra and the female Hunters instead of the one we're talking about. How stupid of me not to have read the line below. Thanks for the quick reply. Best wishes.
The_Inquisitor  [autor] 17. lis. v 4.57 
@bambimanuel
Yes, it is intentional. The other two tiers are exclusive to Morathi. Also, the docs file does have those two variants marked as only for Morathi's faction under the landmark names column.
bambimanuel 17. lis. v 3.58 
Hi! Warherd Camp Raided in Hag Halls, Doom Glades in limited to tier 1 for Malekith, no minotaur or gor. is it intentonal? I find no trace of limitations on the Excel file.
odst.detective 9. lis. v 12.06 
Nevermind, wrong mod
The_Inquisitor  [autor] 9. lis. v 6.47 
@odst.detective
I don't believe I have any landmarks at Mordheim, what is the name of the landmark?
odst.detective 9. lis. v 6.46 
Hello, at Mordheim it takes anywhere from 10 to 20 turns to build each tier of the landmark. Also after building the landmarks and upgrading them I am unable to recruit the regiments of renown.
Logen 4. lis. v 1.55 
Thanks for your answer.
The_Inquisitor  [autor] 3. lis. v 6.48 
@Logen
Heroes of Legend is only a companion mod and is not required to run this mod.
Logen 3. lis. v 2.34 
Is it possible to just try "Landmark of Legends" as a stand alone or is "Heroes of Legend: Lords of Time Update" always required?
The_Inquisitor  [autor] 21. říj. v 7.36 
@Balthasar23th
Done. Thank you!
Balthasar23th 21. říj. v 7.15 
Thanks for the awesome mod! I made a German translation, I'd be happy if you linked to it. Keep up the good work!


https://steamproxy.com/sharedfiles/filedetails/?id=3591027782
The_Inquisitor  [autor] 17. říj. v 21.24 
@bambimanuel
What CheesyRamen said above you is correct, OVN Lost World does not change anything about a settlement other than localisation (I made the majority of the landmarks in that mod so I'd know if there were some incompatibilties landmark-wise). The problem you're facing could be related to not having Mixer enabled or maybe some mod didn't install correctly.


@요술 쓰레기통
What do you mean? RoRs and other units added in this mod should all be recruited from the regular recruitment panel after building their respective landmarks (unless you've manually disabled that in MCT).


@Thelonious
If it makes sense, maybe. Which landmarks were thinking in particular?
CheesyRamen 16. říj. v 6.47 
I thought settlements have keys so the name can be changed but the underlying identifying key remains the same and everything is tied to that.
bambimanuel 16. říj. v 3.49 
I finally figured out why some landmarks aren't displayed in OVN Lost World. It's because some settlements have been renamed! Do you know how I can fix this? Between a nice look and the substance of the landmarks, I prefer the latter. But I'd like to have both!
요술 쓰레기통 25. zář. v 13.53 
Do you know why recruiting doesn't work in the recruitment window even if you build a RoRs building?
Joshua Blade, God of the Light 21. zář. v 14.12 
The Hole In By The Hill looks like my kind mercenary tavern! How are the ladies and drinks~? X3
Thelonious 21. zář. v 14.03 
Could you increase the amount of Canopic Jars Tomb King landmarks give? They are too low at the moment
The_Inquisitor  [autor] 19. zář. v 20.50 
@ItsMeYaRids
Yes, they do. All landmarks that are available to any faction + some Empire ones are enabled for the Southern Realms as well.

@Fizzle_Boom25
Sure! Just credit me for the Dragon Company somewhere in your description.

@fandach
I believe its just for one of the landmark's garrison.

@奥威尔·切瑞先生
I'm not sure which landmark you're talking about. Are you sure its from this mod?
ItsMeYaRids 19. zář. v 7.42 
hi, I was just wondering if any of the southern realms factions get extra landmarks from this mod?
Fizzle_Boom25 16. zář. v 17.41 
Is it okay if I use your Dragon Company unit in a mod I'm working on? I want to let Clan Durazgrund from TOW recruit extra extra Dragon Company from each settlement as they try to reclaim Karak Ungor.

I'll set it up so they are just regular rangers if your mod isn't installed.
fandach 13. zář. v 10.33 
Anyone know where high elfs can unlock pegasus knights? Conquered whole map and didnt see it anywhere
奥威尔·切瑞先生 12. zář. v 1.23 
May I ask why I can see the Demonic lron Forges landmark, the Chaos Dwarf, but can't build it in Iron Peak Fort?
The_Inquisitor  [autor] 11. zář. v 16.15 
@RorschachInk
He was supposed to get some more content with that landmark but I haven't had the time to add that stuff in yet.
RorschachInk 11. zář. v 11.19 
I am curious if you could answer a question. Why does Vlad not get the Corrupted Zoo, just the regular one? Seems strange the only building unique to him is a worse version from all the other vampires as you don't get to raise a dragon.
Dragon32 8. zář. v 7.56 
@Beleth
You're not forced. Re-read the Description.
Beleth 7. zář. v 16.05 
It's ridiculous that this mod is dependent on Mixer mode. Without it, some settlements don't even have special signs. This forces us to use Mixer mode.
CheesyRamen 5. zář. v 16.26 
@Hoo the fool, if you read the description you'll find these lovely lines:
- Place Mixu's Unlocker above this mod (if you are using it)

- This mod will work fine without the Unlocker but you will lose the ability to build a large number of landmarks.
Hoo the fool 5. zář. v 15.27 
Hello. Does this mod require Unlocker mod to execute properly, even though I don't use any additional LL mods?
CheesyRamen 4. zář. v 14.03 
Resub to it or delete your mod folder and verify game integrity
n.pedrazalis 4. zář. v 12.49 
Hello the mod is outated in my mod manager uptate please
CheesyRamen 3. zář. v 20.47 
@The_Inquisitor, Tailored Garrisons makes every building add to the garrison but when this mod is also enabled it strips them off of the Vampire Counts buildings but not other factions. I'm wondering if this is caused by the Mousillon compatibility as neither mod data cores nor did I find any duplicate IDs in use. I don't use SFO but it does something similar with garrisons and this mod's SFO submod references fixing that issue in its description, no word from its author on what needed to be done.
Salty Babby Boy 3. zář. v 12.27 
Hey love this mod, been testing the new patch and I think your landmark units are conflicting with the new Blessed Spawning mechanics, as when your mod is enabled, it prevents recruitment of any Blessed Spawning units for Lizardmen. Locking them at 0/10 (instead of 1/2 at beginning of the campaign).
The_Inquisitor  [autor] 2. zář. v 22.13 
@CheesyRamen
Not 100% sure, but I'd guess it'd be down to editing these tables with what you want added: "armed_citizenry_unit_groups_tables", "armed_citizenry_units_to_unit_groups_junctions_tables" & "building_level_armed_citizenry_junctions_tables".
CheesyRamen 2. zář. v 21.27 
@The_Inquisitor, how can I make a submod to fix the garrison compatibility with vcounts and chorfs for greater garrisons/tailored garrisons?
The_Inquisitor  [autor] 2. zář. v 19.57 
@all
Updated for Patch 6.3!


@maxlanz
Yes.
Raoul 2. zář. v 17.34 
Broken with update!
maxlanz 29. srp. v 1.48 
I love this mod, is compatible with "landmarks of ethernity IEE"?
The_Inquisitor  [autor] 27. srp. v 1.00 
@StimbI4
Due to how garrisons work in game atm, some buildings share units from a variety of different faction (such as emp forts or helf gates for the different races taht can occupy those). This mod has some landmarks accessible to TEB that provide garrison of empire units, but in order for those garrisons to show up, those units need to be enabled for that race. This inadvertently causes buildings that share units to end up giving those same units in places where they aren't supposed to be. Nothing much I can do about that given its a vanilla thing (other than removing those garrison units entirely from the race I guess). So this mod does not actually put vanilla Empire units into TEB garrisons.
The_Inquisitor  [autor] 27. srp. v 1.00 
@Jean-Juliano l'arnaqueur gitan
Ok, so this is kinda similar to the reasoning from above, there is a landmark that provides a garrison of some vanilla empire units (Blackstone Tower I believe) but they'd need to be enabled first to show up in the garrison. In this case, it also means the tooltips consider them part of your roster despite them being exclusively for a garrison.
StimbI4 26. srp. v 23.56 
This mod puts empire units into main building tier 4 and 5 garrison in Cataph's Southern Realms mod.
@The_Inquisitor.

I have isolated with only Mixu, MCT and your mod enabled. I tried creating new campaign with only this and somehow the cards of Captain hero and Hellstorm rocket Battery appears on the techs i listed in the bug report discussion.
The_Inquisitor  [autor] 26. srp. v 6.22 
@Jean-Juliano l'arnaqueur gitan
I don't believe there is anything in this mod that gives Dwarfs access to vanilla empire units.
Hello The_Inquisitor ! I really enjoy your mod. All these landmarks are really cool and add flavour to provinces.

I have encountered a weird behavior where some vanilla generic Empire units appears in the Dwarfs tech tree. I have put details in the Bug Report discussion. Is it intentional because a landmark gives you access to them or maybe a bug ?
CheesyRamen 19. srp. v 14.00 
This mod seems to remove garrison units from buildings granted by mods such as Tailored Garrisons and Greater Garrisons. What would cause this? This seems to affect at least the Vampire Counts.
Alunis 19. srp. v 2.03 
have same issue, desync in multiplayer but i think its because of this mod with Legendary Characters because alone both of them work
Nahmu 3. srp. v 10.45 
this gives desync in multiplayer
The_Inquisitor  [autor] 28. čvc. v 3.28 
@General GrimIsaac
Probably not anytime soon.
General GrimIsaac 15. čvc. v 5.33 
Will you add anything for the Lizardmen in Albion?
Ben 7. čvc. v 4.43 
@The_Inquisitor
Darn. Damn the system and its infernal complexity...
Battelkrusr 6. čvc. v 23.17 
@The_Inquisitor
Ah, it would appear exactly that was the issue, I'm an idiot >.<