Total War: WARHAMMER III

Total War: WARHAMMER III

Better Alliance
445 Comments
Morgul 6 Jul @ 7:56am 
@Azi That is the nature of the mod, to make stats buff with generic unit types, ignore the +0 value, that value is just a workaround to make the generic buffs possible, it's working as intended.
Azi_Dahaka12th 3 Jul @ 2:23am 
maybe its a conflict with other mods but, i get the +missile damage for all missile units, but i also get +0 to missile damage for (faction specific unit)
Hydra 1 Jul @ 8:18am 
Expanded Buildings Overhaul interferes with the coding of the mod, I don't know enough to suggest a change
zecrayz 22 Jun @ 6:56pm 
Is the mod still not working and updated?
VioletGrey\\TTV 14 Jun @ 6:18am 
can confirm this seems to be a uppercase issue.
ParmenionGR 29 May @ 5:05am 
could you fix the issue? @BAGHolder
DeezNutz 26 Mar @ 4:51pm 
Wimwicket is correct. I was able to get the mod working again just by using rpfm and changing the uppercase letters to lower case.
BioVolck 26 Mar @ 6:00am 
pls up 6.1🙏
Wimwicket 25 Mar @ 11:39am 
One reason for the CTD appears to be due to uppercase letters in filenames of things like scripts and db files. For example TLA_Allies.loc would need to be tla_allies.loc. Credit to BlackJackGear on Da Modding Den.
UPD8 25 Mar @ 11:10am 
Causes CTD on launch with the new 6.1.0 patch
Illegal FQ 13 Mar @ 3:01pm 
I have an issue and I;m not sure if it's from this mod but now if i want a vassal/ally to attack defend or capture a settlement it's costing me 20 allegiance points. Would anyone know what mod is causing this, or if it's from this mod?
Boldor 18 Feb @ 1:45am 
The red line changes really make this mod from a focused "changes to Alliance/Allegiance mechanics" to meddling with Skill lines, unit balances and an issue for a whole host of other mods. Would ne much preferrable to either have it as a separate submod or MCT option
AlxButch 29 Jan @ 9:37am 
I agree with Daemon here: I'd like to disable the changes to red skill lines. I don't like how it interacts with hybrid units and often double-dips when you have different skills that normally would target different type of infantry units (Slayers & armoured dwarves, or Demonic & mortal units)

While I really enjoy being able to create armies of all sorts this way. this makes the mod feel really unbalanced
Daemon Trooper 22 Jan @ 1:33pm 
Could we have access with the Mod Configuartion Tool to options to allow/disallow some features or to tweak some numbers ?
Antagonistes 13 Jan @ 2:20am 
Hey there! Not a major issue but I noticed your mod isn't overriding the vanilla text for tier 3 tooltips in the red skill line, leaving a "+0 for XYZ unit" in addition to the text you added with the mod.
https://i.imgur.com/WRJHBEM.png
Axios2002 29 Dec, 2024 @ 9:31pm 
Any chance you added foreing garrisons to border gates and forgot to make them appear only when allied, because there are units in some of this places that have no right being there, like kislevite cossars in Dark Elf held gate in Ulthuan.
Rustic Clover 28 Dec, 2024 @ 7:42pm 
Tbh I think the only thing this goes too far on is the army skill changes, specifically because it doesn't play nice with a number of mods and flattens too many benefits to apply to too many units. Any chance of a version without it to help with compatibility?
To infinity and beyond 27 Dec, 2024 @ 10:09pm 
This fantastic mod is amazing and deserves more love. Thanks so much for all your hard work! here's my Chinese translation:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790155753
JonSnowFlake 27 Dec, 2024 @ 8:02am 
This mod by itself is causing MP desync your foreign agent mod still works for MP without issue.
尔康思密达 25 Dec, 2024 @ 6:53pm 
we need chinese pls
Huckelicious 25 Dec, 2024 @ 5:00pm 
Seems that the veteran red skill line (rank 7) for Ogres' monstrous cavalry is not applying as intended.
JonSnowFlake 20 Dec, 2024 @ 11:44am 
getting regular Desync in MP on turn 4 with only this mod and your foreign agent mod never had that issue previously.
Echo 20 Dec, 2024 @ 3:42am 
It's also missing the TLA_inf_elite_ror, or there is an inconsistency, since you include monstrous_infantry in TLA_inf_elite but don't include the monstrous RoR.
Echo 20 Dec, 2024 @ 3:25am 
The Powder-Guts (Maneater RoR) is missing a TLA_missile_elite_ror association. It only has the melee side and missing the tier 7 bonuses that regular pistol units get.
HomicidalRex 14 Dec, 2024 @ 8:46pm 
is there a way to add other unit to the recruitment pool?
Fenrir4life 14 Dec, 2024 @ 11:40am 
Is it at all within scope for this mod to allow Golg to teleport to a coop partner's settlements?
BAGHolder  [author] 12 Dec, 2024 @ 11:34am 
updated to 6.0.

@Phukface
I think there is another mod did that...but I don't remember which one..IMO 2 units is really enough for campaign.

@Laserdream
Reverted heart of flame so it applies to the guard.
Phukface 26 Nov, 2024 @ 2:18pm 
Would you be able to release a version that allows for 4 and/or 6 recruitment slots for allied recruiting? I love the changes but only recruiting 2 at a time takes awhile haha
Laserdream 6 Nov, 2024 @ 9:10pm 
This mod nerfs Phoenix guards a bit - they don't get their rank 7 red skill +10 Phys resist with this.

There is prolly some other instances like that. Could this be fixed?
Alastor Moody 31 Oct, 2024 @ 9:22pm 
its broken for 5.2.7 atm, any backup files by any chance?
wemoney 26 Oct, 2024 @ 11:19pm 
The bonus applied to goblin Level 7 units in the CHAOS DWARVEN'S Lord army skill HAS BEEN INCREASED TO ALL INFANTRY
rastavor 5 Oct, 2024 @ 4:10am 
not playing with SFO (since i'm playing chorf) but found another incompability, this time with More Characters in Recruit Pools https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3285143427&searchtext=more+characters
rastavor 30 Sep, 2024 @ 9:48pm 
@Dirty Red nope still not fixed a per a month ago since I started a campaign. Haven't updated the game nor mods, but since this mod is last updated in Aug I assume no changes to expect. About to start another campaign soon so I'll let you know if it has miraculously worked.
Dirty Red 29 Aug, 2024 @ 4:39pm 
@rastavor How did you fix it? Having the same problem.
Kassorax 21 Aug, 2024 @ 5:59pm 
updated for the patch? does it need to be?
Bhelliom 21 Aug, 2024 @ 3:40pm 
Hello, a nice idea to allow for some crazy builds. Would you consider making one separate mod that only affects Ogre Mercenary recruitment? I was looking and they all seem out of date. Except yours, but yours changes a lot of things and in big ways. Sometimes Vanilla++ feels best IMHO. And being able to only get 1 low tier Ogre unit just feels wrong, especially for someone like Zhao Ming.
rastavor 10 Aug, 2024 @ 9:29am 
@Phukface @Mystacron I ran to the same problem today and have successfully singled out the conflict being indeed between Better Alliance and SFO. Safely got to turn 3 now, wish me luck :)
Phukface 1 Aug, 2024 @ 3:38pm 
I've not used SFO since TWW2, I'm going to do more testing but it's just odd to me that this is the mod breaks my set up when it never has before :c
Mystacron 1 Aug, 2024 @ 8:11am 
@Phukface I get the same issue every campaign, no clue which mod is conflicting with it, possibly SFO but not sure
andeh 30 Jul, 2024 @ 4:58pm 
gotta agree with @Tecuatl.. after checking the allied recruitment and seeing how many allegiance points had accrued, it felt like I was using a cheat mod with how many units I was able to plug gaps with.. honestly, it feels like the mod would be fine with the cap remaining at 100, or at least closer to it.. 900 seems like an overcompensation
Tecuatl 29 Jul, 2024 @ 12:53am 
I love this mod! The only downside for me is that the very generous allocation of allegiance points makes the game quite a bit easier, because when you're deep in foreign territory you can capture a settlement and then always rely on allied recruitment to fill any gaps in your army over the end turn, whereas previously you would have been stuck with global recruitment (slow and expensive) or hoping you had some RoR or allegiance points left.

My suggestion is that if you're in a province where the corruption level is still too high/low – i.e. you probably only got there recently – you only get one allied recruitment slot, instead of two? Might be too complicated though.
Phukface 28 Jul, 2024 @ 3:14pm 
It's been with every faction I tested, with Chorfs, Empire, Brets, and Kislev. The crash happens ending the first turn, it sits on the end turn for awhile then closes out
Dj Cleiton Rasta 25 Jul, 2024 @ 8:17pm 
@Phukface How is yor crash happening? Is it on a specific turn or during a specific faction's turn? Or is it completely random?
Phukface 23 Jul, 2024 @ 10:43pm 
I'm getting a crash on end turn after the update, tested with just this and still getting it
Orkimedes 15 Jul, 2024 @ 6:54am 
nvm was a mod confilct. *yes it took me 3 days to find it*
Orkimedes 12 Jul, 2024 @ 11:57am 
i think the lvl 3 outpost doesnt work as intended. the allied recruitment prices went up when i upgraded form 2-3. ill get specifics soon
RabidSquirrel 11 Jul, 2024 @ 6:31pm 
So just seeing if I’m understanding this correctly,

I’m currently playing my first tzeentch campaign, and have skarband as a vassal. With this mod if I recruit exalted bloodletters from him, they’ll benefit from the red line skills?
Ven 11 Jul, 2024 @ 3:18am 
Is there any plans for changing it so that, if one faction of an alliance gets a peace treaty, the other factions get peace as well?
I've had it several times now where i get an alliance with someone (without this mod), and they later get peace with them but im still at war with the enemy, This is especially egregious when Zhaio Ming owns the bastion, but me, Maio Ying, does not - He gets peace, suddenly norsca factions can just walk past the bastion and go straight to my capital. Same thing applies the other way, or with the high elven gates.
Siodog 1 Jul, 2024 @ 7:19am 
Are alliance points unit cost working as intended? We have have outpost level 3 and costs are really high like recruiting knights erants from an ally cost 90 points
Saigo 20 Jun, 2024 @ 2:43am 
@MistahKai
Are you sure the problem is with Better Alliance ? I got the same crashes than you when I use Better Alliance - Foreign Heroes and no crashes when I only use Better Alliance