Total War: WARHAMMER III

Total War: WARHAMMER III

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Warbands Expanded - Kislev - Mount and Blade Style-ish
   
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File Size
Posted
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17.640 MB
17 Sep, 2022 @ 3:22pm
22 Sep, 2022 @ 12:22pm
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Warbands Expanded - Kislev - Mount and Blade Style-ish

Description
LET THEM ALL UPGRADE!


Inspired by how any unit could be upgraded in Mount and Blade, I wanted every single unit to be able to be upgraded.

Cost is balanced off of what CA did with chaos tier upgrades.

Bugs and Bugs

This is NOT compatible with Warband Upgraded Extended mod since they also have the same units in there and their upgrade paths will be mixed in with mine. It'll be a messy overlap of tiles.

Upgrading will preserve entity health. This creates weird HP loss bugs when upgrading from big units to single model units. For example, a 25 health, 100 men unit when upgrading to a monster will result in a monster with 25 health. Just don't upgrade to single entity units in hostile lands.

To see all the factions done so far and pick the ones you want
Warbands Expanded Collection

20 Comments
BurNIng 28 Aug, 2023 @ 9:09am 
the best warband mod!
Faleg 24 Sep, 2022 @ 10:52am 
I think it might have been one of the Landmark mods I use interacting with it yeah. It gives me options to get skeleton horsemen from one place and some ogres from another, also imperial artillery from another landmark.., so it's the likely culprit. But hey, it works without issues, so I call this a feature, even if unintended.
Triarii  [author] 24 Sep, 2022 @ 10:31am 
Yes it does. That's interesting.

So one of your mods gives Kislev the "permission" to interact with those ogre troops. Probably through the mercenary mod you have.

WHTW has a one stop shop called military permission groups. If a unit is assigned to a faction in there, it receives that unit for ALL permissions. For example, if a building allows you to recruit ogres but you don't have permission to do so, you can still create the building but won't be able to recruit anything. This is how CA controls having one thing or feature do different things depending on who's using it.

The same applies to the warband upgrade system. If you've permission for the unit, the game assumes that it's your faction's inherent unit and displays the upgrade cards. It looks ok-ish so far. I've yet to find the time to refine the UI of my mod so there are some overlaps but I dunno, unintended mod-conflict but looks pretty cool to be able to upgrade your ogre mercs.
Faleg 23 Sep, 2022 @ 11:53pm 
Triarii  [author] 23 Sep, 2022 @ 9:52pm 
You can upload them to imgur and paste the images here.

https://imgur.com/gallery/zwK7XG6
Faleg 23 Sep, 2022 @ 12:21am 
Oh the 5th one has skeletal archers no kislev units for some reason. I'm uploading some screenshots and gonna try to figure out how to show them to you. I'd say it's very likely it's some massive script cataclysm happening on my end rather than the mod itself causing it.
Faleg 23 Sep, 2022 @ 12:16am 
I have 5 buttons. 3 for kislev units (which I'm playing), 1 for ogres (weird, but ok, I hired some ogre mercs and buttons work for them), and 1 which has empire cannons and mortars. I'm gonna guess it's my mod list causing problems again.
Triarii  [author] 22 Sep, 2022 @ 11:31pm 
@Faleg

What do you mean 5 buttons? There should only be two pages of unit upgrades; two vertical yellow buttons in the top right of the upgrade page.
Triarii  [author] 22 Sep, 2022 @ 11:29pm 
@Fbardhgu the Man-Seeker

I want to get to them all eventually and redo a ton of them. Separate the RoRs instead of making them a stop along the progression path.

Also redo some behind the scenes UI stuff.
Faleg 22 Sep, 2022 @ 11:01pm 
Ok so installed the all-in-one warband expanded collection instead of this, and the problem doesn't persist. There are now 5 buttons, instead of 3, and the unit cards are properly distributed among them, no other changes in my mod list.