Total War: WARHAMMER

Total War: WARHAMMER

184 ratings
LORE FRIENDLY REGIONAL RECRUITMENT MOD - PART 1
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Overhaul
File Size
Posted
Updated
266.031 MB
6 Jan, 2017 @ 6:30pm
17 Jun, 2017 @ 6:05pm
17 Change Notes ( view )

Subscribe to download
LORE FRIENDLY REGIONAL RECRUITMENT MOD - PART 1

In 1 collection by Gigiauz
Gigiauz's Best Experience Mod List
26 items
Description


PART 1 (Update 1.3.1) 14/06/2017 NEW!!

Read the mod description on:
LFRRM - Google Docs [docs.google.com]
For mod description, updates and polls follow:
Total War Center thread[www.twcenter.net]



1) FOR ANY TROUBLE OR COMPATIBILITY ISSUES: READ ALL DESCRIPTION, DISCUSSIONS AND RELEASE NOTES

2) Incoming updates are usually preceded by my alerts or messages (in comments or discussions threads). Complaints about broken savegames will not be tolerated, it is your responsibility to read the contents of what you subscribe to and keep you informed.

3) Remember to vote. Voting activity (actually an underutilized practice) help me and the community, giving more visibility to the mod.



  1. MAIN MODS PARTS (PART1 + PART2 + LANGUAGES PACK)
  2. OPTIONAL ROR UNITS PACK (PART 3) + LANGUAGE PACK

P.S. Look in required items



Welcome to LORE FRIENDLY REGIONAL RECRUITMENT MOD (LFRRM). Below you can read the main features introduced by this mod:
  • REGIONAL RECRUITMENT SYSTEM (Bretonnia, Dwarves, Empire and Greenskins)
  • NEW UNITS RESKINS
  • NEW UNITS (As Empire Archers, Nightgoblins Spears, Big Uns with shields etc...)
  • NEW ROR UNITS (available downloading optional PART 3)
  • UNIQUE PROVINCIAL BUILDING PROGRESSION ICONS (big big thanks to SpartanVI)
  • UNIQUE UNITS CARD ICONS
  • AI WILL USE PROPERLY RRS UNITS (better AI army composition)
  • AND MUCH MORE IS COMING!!



About future plans follow Total War Center thread[www.twcenter.net]

To learn more about Regional recruitment System read the following descriptions.



Lore Friendly Regional recruitment Mod is the first working mod that allow the player (and AI too) to recruit loreful looking provincial units from each province (this new feature is called: Regional Recruitment System alias RRS).
The faction that benefit of RRS are:
  • Bretonnia
  • Dwarves
  • Empire
  • Greenskins
The new regional recruited troops are recruitable from specific regional structures (the same structure types needed for vanilla units but renamed, in some case, to fit well with the region background and with new cool building progression icons).
The regional recruited units for all races (except for Greenskins faction/s, where they are and addition to recruitment roster) overwrite totally vanilla units and their look respect the Warhammer lore as faithfully as possible (lore friendly shields pattern, lore friendly re-colour a lore friendly units models).
This aesthetic purposes do not involve regional recruited units only but vanilla units too, in fact in every cases where AI will recruit vanilla units (where possible) their look will be always lore friendly (in according to every specific faction and subfaction lore heraldry).
Talking about other campaign buildings structures, I’ve added also some new specific primary settlement structures for some settlement as some special buildings upgrade for some buildings chains (always with specific building progression icon and with some special campaign effects).
About gameplay, mechanics will be the same of vanilla, so don’t worry, I didn’t change anything drastically, just added units … a lot of new provincial units and buildings that will replace the vanilla ones.

Regional recruitment system is structured as below:



In main campaign now you can recruit dukedoms pattern units. Since main campaign bretonnian provinces are only 7 and little dukedoms are not represented, I decided to make recruitable 2 different dukedoms kind units (all units except heavy cavalry units) for each provinces:
  • Couronne/ L'Anguille
  • Lyonesse/ Mousillon
  • Artois/ Gisoreux
  • Bastonne/ Montfort
  • Bordeleaux/ Aquitaine
  • Parravon/ Quenelles
  • Carcassonne/ Brionne
NOTE: I have reworked a little some bretonnian units model appearence, now they looks more different and the final result is awesome!!!



All vanilla units are replaced with regional hold units (melee infantry, ranged infantry and artillery), the hold colours are also reworked following lore documentations:
  • Barak Varr: (Blood River Valley)
  • Karak Azul: (Desolation of Nagash)
  • Karak Hirn: (Black Mountains)
  • Karak Izor: (The Vaults)
  • Karak Norn: (Southern Grey Mountains)
  • Karak Ziflin: (Northern Grey Mountains)
  • Karak Kadrin: (Peak Pass)
  • Zhufbar: (Zhufbar)
  • Kraka Drak: (Gianthome Mountains)
  • Karak Eight: Peaks (Eastern Badlands)
  • Main Dwarf Faction (Karaz a Karak)



Each regions will provide provincial coloured theme units (melee infantry, ranged infantry, cavalry and artillery):
  • Averland
  • Hochland
  • Marienburg
  • Middenland + Middenheim City State Troops
  • Nordland
  • Ostermark
  • Ostland
  • Reikland (reworked vanilla colours) + Altdorf City State Troops
  • Stirland
  • Talabecland + Talabheim City State Troops
  • Wissenland



Added to vanilla recruitment also an additional "regional" (tribal) recruitment troops :
  • Bloody Spearz: night goblins units only ( Rib Peaks )
  • Crooked Moon: night goblins units only ( Eastern Badlands )
  • Red Eye: night goblins units only ( Northern World Edge Mountains )
  • Black Venom: forest goblins units only( Black Mountains )
  • Broken Nose: goblins units only ( The Vaults )
  • Scabby Eye: goblins units only ( Blood River Valley )
  • Teef Snatchaz: goblins units only ( Western Badlands )
  • Bloody Handz Orcs: orcs units only ( Western Badlands )
  • Necksnappers: orcs units only ( Southern Grey Mountains )
  • Skullmasherz: orcs units only ( Northern Grey Mountains )
  • Red Fangs: orcs units only ( Eastern Badlands )
* Night goblins units only: means all night goblin units (spear, sword, archers, fanatics and squig hoppers)
* Forest goblins units only: (Black Venom) means spideriders and goblin infantry units (melee and ranged) + Aracknarock
* Goblins units only: means you can recruit all common goblins units only (melee infantry, archers, wolfriders and chariots)
* Orcs units only: all orcs units (all orcs infantry, cavalry and chariot units). RRS Black Orcs are only available for Necksnappers

*ABOUT UNITS

To see full changelog of units look at PART 2 descritpion:

Lore Friendly Regional Recruitment Mod - PART 2



If you like my mods, help me with a little PayPal donation clicking on the button below.
[paypal.me]
Donation is an act of extreme generosity but is not mandatory and mod will ever be free.
Greetings to Georgios, my first donor!
Popular Discussions View All (8)
75
18 Aug, 2017 @ 9:54am
FEEDBACK AND SUGGESTIONS
Gigiauz
73
12 Nov, 2017 @ 1:55pm
PINNED: PROBLEMS SUPPORT THREAD
Gigiauz
12
5 May, 2017 @ 4:22pm
PINNED: ABOUT COMPATIBILITY WITH OTHER MODS
Gigiauz
515 Comments
Mr. Flibble 26 Jan, 2022 @ 3:20pm 
Happy to report this still works as today.
Was worried the latest patch broke this as I had some problems getting a campaign to start.
After redownloading the files of this mod. It all seems to be working again.
Not sure what happened.
RoWar 11 Jan, 2019 @ 12:13pm 
It' not updated for the current version.
Knight of Sky Silver 10 Jan, 2019 @ 5:35pm 
This doesnt work the armor and etc doesnst change the only thing that change is their shield having the logo of its respective region
Gigiauz  [author] 14 Aug, 2018 @ 9:24am 
Thank you very much :)
Lecourbe 10 Aug, 2018 @ 5:18pm 
Very very very well done dude! (Even if it's late, nice mod :D)
Ser Boo Hamster 1 Feb, 2018 @ 6:54am 
I do not think so. Anyway, the mod is under development for game 2. Some Heraldrytextures are already ready and released (Skaven, Orks)...rest is WIP
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1197419268&searchtext=gigiauz
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1235123639
:)
All Muted 30 Jan, 2018 @ 4:08pm 
SFO works whit that?
Rustic Clover 24 Dec, 2017 @ 10:40pm 
Any word on when this might be coming to Warhammer 2? It's a great mod and I miss it dearly, lol.
Iteration: Typhon 3 Dec, 2017 @ 2:23pm 
Just wondering. In your opinion is it possible to do RRS for heroes and lords? It's just annoying seeing all heroes and lords locked to Reikland colours...:steamfacepalm:
Gigiauz  [author] 11 Nov, 2017 @ 2:57pm 
Hi Git, thank you for your nice words about bretonnian knight mod retextures! Actually LtApollo has discovered a new and interesting way to do a regional recruitment system (using the mechanics of raise dead). I'm following his project studying and asking to him the way to make it works. Once my knowledge will be ready I will start with the new RRS (no buildings unfortunately ... the way I used for this RRS is too heavy and could affect negatively the game balacnces). Stay tuned ... sneaky gigiauz is planning sssomething interesting .. yes yes!