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Thanks for the appreciation!
Technically all agents can be added, but the art sets were always an issue when adding incompatible agent types. That is why I decided not to add those in.
This mod will stay as it is, since I am moving on to WH3. The WH3 agent recruiting mod will be made once immortal campaign releases. At this moment most agents can be added in WH3, since the arts table & its logic is revamped in WH3, and much easier to work than WH2.
Oh, and a note on above about you not being able to place Master Engineers, I've seen two mods that have been able to do that with no issue:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2248877479
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1882076186
I encounter some issues with those mods (All the extra HE mages sadly look like corrupted dryads for some reason, and then the AI faction will *field* said units...) so I turned them off. But the Engineer worked fine. Would just be nice to get some shoring up on Dwarf heroes.
Oh, and any chance for HE the Loremaster of Hoerth could get added? I understand no HE mages, but the Loremaster being a hybrid would be neat.
I think there are some other mods that allows LL recruitment already, or recruit defeated LL.
I didn't add LL because I feel LL should lead factions, plus that will cause replicate LL issue.
I look at the table & it is not the custom lord one, since it does not change art table.
Typically it is a mod (or overhaul mod) that changed vanilla arts table. Actually there are not too many of them touching the table (I used 120+ mods including new textures, Mixu new lords, new agents, etc., and all compatible).
So far the only conflict mod I am aware of is SFO, since it changed many things including the arts table. Otherwise, if damsel is the main conflict you see, probably some wizard mod that add / change damsel arts.
Thank you for letting me know. I don't have such issue, so it must be mod conflict. I will take a look at that mod & see if there is anything I can do.
I had hoped that with this mod I could just use the custom lord creation, but it gives me a blank window. A shame.
It is very cumbersome to do due to the scripting thing.
What you can do is: use this mod to recruit a high-elf lord, then use editsf to edit her traits, say add 20 good traits to it. This effectively achieves the custom lord thing.
Thanks for answering me friend, I will try to see if i can learn how to make a custom lord outside of the game and add there, dunno. t-t
That is a good suggestion --- unfortunately no.
Technically it is do-able by combining the custom lord mod into it. But it will be too much work to change every script there.
Correct. Currently it does not apply to any faction from any mod.
Ah I see. I also play with mixu unlocker and arts are fine. So it must be that legendary lord mod.
I will take a look and see if I can make it compatible (no guarantee though, since arts tables have complicated built-in logic)
Also, if you play as Stirland, you won't get foreign units, since the mod only applies to vanilla playable factions for now.
I don't see any issue with any general or legendary lord. If you do, most likely it is some other mod. Which faction you have the issue?
No. Which heroes appear like Tomb kings in empire? Also Wizard?
Thank you for the feedback!
The balance is always a difficult thing. The vanilla chaos invasion is very easy to beat, so this mod only makes it simpler for good factions.
I personally used Lorghul population mod, and super chaos invasion mod. The population mod significantly limits elite unit recruiting, and therefore offers a significant challenge against super chaos at turn 100. If you look for more challenges, try out them.
AI do build embassy, recruit foreign lord and foreign units. Embassy is limited to 1 per faction, so they won't spam foreign units.
I was getting tier 1 HE lords and heroes for free, while lesser lords and heroes seemed capped at 15 influence. There's nearly no trade-off when using this mod. I think it's far too easy to field the top tiers of each role from all the factions and there's no downside at all to doing it. On harder difficulties the upkeep cost of the building is less than a single army. Maybe an additional building for upgrades would help? I didn't notice the AI utilizing it much. The concept of this mod is great. I can only imagine what it would be like if the Chaos invasion was significant and military alliances allowed for this sort of thing.
Ahhh those dark elves always sneak in....just updated again, and empire wizards shall look all right now.
Wizards arts has been mixed due to how CA handles the agent arts. It was never a problem for other agents. Anyway hopefully this problem is now rooted out.
Recruit any Hero have arts bugs for most heroes. This mod eliminates the art issue, but instead limit certain agents recruiting. I tried that mod before making this one, then I hated my handmaiden being a tree :-)
Both are mod conflict. Steam tank and reiksguard should be recruitable, and there is no lake dragon in vanilla.
It has been reported, though I don't know which mod / mods, that some mods added some building / tech requirements to existing units & prevent them to be recruitable as other factions. And some RoR units that are not included in this mod somehow becomes available..
Not for WH2.
I plan to do it for any additional good / human factions in WH3.
Thank you for feedback. It is fixed now.
Such as Mixu's slayers and shadow dancers or Calm's wood elves hero mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2566318205
Recruitment pool refreshes after a few turns, til then existing ones are still trees. But yes, it is better to start a new campaign.
Thanks for the work!