Total War: WARHAMMER III

Total War: WARHAMMER III

Fixed Allied Outposts
235 kommentarer
bình cter 9. juli kl. 10:13 
@maggot thank you, i will try and feedback to you soon
Maggot  [ophavsmand] 9. juli kl. 9:54 
@binh cter Really the only way to fix it is to make absolutely sure everyone in the group is using exactly the same mods, in the exact same order. Nothing more, nothing less. Some tricks to do this I've learned;

Make a Steam Workshop Collection of every mod you intend to use for this campaign. Make everyone in your group unsub/resub to every mod in it, to ensure everyone is on the same version and there is no file corruption.

Use Screen Share or Screenshots of everyone's load orders to each other to make sure everything is identical. Or download the WH3 Mod Manager [github.com] and simply share profiles with each other. Make sure everyone is using this to launch the game too tho.

Also make sure no-one has any mods installed directly into their game folder . Any mod in \data is automatically enabled. This is how mods were used when the game first came out, so its pretty likely someone has one in there and forgot.
bình cter 7. juli kl. 1:46 
@maggot yes how i can fix it?
Maggot  [ophavsmand] 6. juli kl. 16:47 
@bình cter This works fine with multiplayer everytime I've tested it. I've done many multiplayer campaigns using it. Are you having version mismatch issues? That can be caused by almost anything.
bình cter 5. juli kl. 6:02 
can't online can you fix it?
Maggot  [ophavsmand] 26. maj kl. 16:01 
@Kniggar It does not. It could. But that is not something I intend to do.
Kniggar 25. maj kl. 21:14 
Does this include RORs? Could you include?
US president Martin Van Buren 26. mar. kl. 6:31 
Thx maggot <3
Maggot  [ophavsmand] 25. mar. kl. 20:20 
I was just yet another victim of the capitalization issue. All should be fixed now.
UPD8 25. mar. kl. 11:23 
Causes CTD on launch with the new 6.1.0 patch
US president Martin Van Buren 25. mar. kl. 10:35 
Crashes my game as of 6.1 :(
DARKH0BBIT 11. mar. kl. 14:13 
"if the garrison is your concern, you can create a mod that adjusts the weights of garrisoned units so your preferred units remain." -oh ok that's not a bad idea glospey i'll try and take a look.

those are some good idea's maggot though i'd rather not sour my relations with bretonnia as it's kinda on a thread at the moment but it might be the way to go.

"perhaps you're personally undervaluing them?" your probably right on that my biggest issue with them is not that their necessarily bad its just not needed for my situation, for my kings glade i'd rather have couple extra spear's or archer's in the tight space than the yeoman to fight them pesky vermin rats and wretched gobo's I can't seem to do much dmg with the yeoman against their armour before leadership tanks on them.

anyways thankyou both for the massive help greatly appreciated learned a fair bit from this.
Maggot  [ophavsmand] 11. mar. kl. 11:55 
What Glospey says about the Garrison weight system is correct, yeah. And its very possible the game is overvaluing those Yeoman and thus replacing much better units. Back when I added units to Nurgle's Outpost garrison and went to check my balance against the rest of the game I noticed those numbers were all over the damn place and often made no sense. IIRC that was mostly patched but those Yeoman may've been overlooked, or perhaps you're personally undervaluing them? There is an element of subjectivity here.

As to mods/methods of removing Outposts... Not aware of any mods that do this directly, but there are some that could influence it like region trading, if that still works. Trade the settlement to an ally, and buy it back after the Outpost is established elsewhere. Or could abandon and rebuild, break the alliance, simply trying a reload of the turn the Outpost started building might work too(tho iirc you only get one potential re-roll of AI choices out of this). 🤷‍♂️
glospey 11. mar. kl. 8:58 
I don't know about a mod for moving an allied outpost. BUT, if the garrison is your concern, you can create a mod that adjusts the weights of garrisoned units so your preferred units remain.

Alternatively, I have an Outpost mod that increases the number of units provided, providing better units. That should push out lesser units (but it doesn't change the weights so it might not push out the units you want).
DARKH0BBIT 11. mar. kl. 0:47 
anybody know if their is any mod that allows the player to either move or delete an allies outpost placed in the players settlement?

currently playing wood elf's and my garrison is being overtaken by some shitty Mounted Yeomen lol
SilentKiwi 31. jan. kl. 11:31 
Oh yeah they have the hell forge mechanic sort of like the tomb kings, instead using a secondary resource armaments to increase via a special menu. Anything other than labourers and goblin units are capped via the hell forge.
Maggot  [ophavsmand] 30. jan. kl. 14:43 
Oh, didn't know any Chaos Dwarf units had caps. Definitely do-able. However I would need someone to provide me a complete list of all the capped units in the roster. I do not have access to the DLC to check for myself.
SilentKiwi 30. jan. kl. 12:25 
Hey do you think you could also increase the unit cap for chaos dwarf units for ally recruitment?
glospey 25. dec. 2024 kl. 8:18 
@Darth Kraven: You can read right? Just want proper confirmation because your answer is in the change notes.
Darth Kraven 20. dec. 2024 kl. 18:15 
You added the Omens of Destruction units in that update of december 18 right? just asking because I'm going to start a new campaign soon, so I just want a proper confirmation.
BNS Ed 17. dec. 2024 kl. 13:03 
Hi, this is one of my favourite and must need mods for WH3.
I noticed that CA forgot to add some of the Ogre units like the Thundertusk
Tism Lasagna 15. dec. 2024 kl. 2:14 
please update for new units if possible thank you
Crombus 10. dec. 2024 kl. 15:27 
Sorry if this was asked before but does this mod work with Better Alliance?
bình cter 3. dec. 2024 kl. 20:10 
@maggot sorry my bad, i mean i cannot play online with my friend
Maggot  [ophavsmand] 3. dec. 2024 kl. 14:55 
@binh cter Are you trying to play online with randoms? Yeah thats not likely going to work. The game won't let you play with others unless everyone involved has all of the same mods installed, in the same order. Nothing I can do about that.
bình cter 3. dec. 2024 kl. 5:04 
@maggot i unsub and resub but still cannot online, just can join lobby and play with my friend, can you check again?
Maggot  [ophavsmand] 2. dec. 2024 kl. 13:52 
@bình cter Are you getting an error message or anything? Might want to try having you and all of your multiplayer partners unsub and resub again, might have a corruption issue.
bình cter 1. dec. 2024 kl. 0:48 
please update
bình cter 1. dec. 2024 kl. 0:40 
cannot online mutiplayer bro?
老秦人从不饶舌 19. nov. 2024 kl. 5:18 
盟友哨站优化,允许三级哨站招募盟友的所有兵种(不管他有没有建筑),招募容量也进行了调整
Maggot  [ophavsmand] 18. okt. 2024 kl. 18:51 
I honestly don't think thats in the realm of possibility, and even if it was I prefer it this way.
Brother John 18. okt. 2024 kl. 13:08 
Oh well it would be appreciated that only players get this but Thank you for responding.
Maggot  [ophavsmand] 17. okt. 2024 kl. 13:50 
@Brother John yes works for AI and multiplayer.
Brother John 16. okt. 2024 kl. 11:34 
is this for player only or with AI?
Maggot  [ophavsmand] 29. sep. 2024 kl. 10:20 
@Marenna Not sure what you mean but yes its available and working. Don't believe any update is needed, since that version only needs to be updated when CA forgets to add units to the Allied Recruitment Pool -- but you are right been awhile, I'll give it a look again.
Marenna 29. sep. 2024 kl. 9:15 
@Dragon32 Yes, I was wondering if it still works since the update is older than the original mod.
Dragon32 29. sep. 2024 kl. 8:07 
@Marenna
You mean the one linked in the Description?
Marenna 29. sep. 2024 kl. 7:55 
Is the Lite version available now?
MydearBeginner 23. sep. 2024 kl. 6:55 
still work like a charm for me
Maggot  [ophavsmand] 30. aug. 2024 kl. 8:46 
@Tzeentch Yes? Far as I know it always has.
Tzeentch 29. aug. 2024 kl. 22:28 
Does this work now?
Maggot  [ophavsmand] 22. aug. 2024 kl. 14:16 
@Inquisitor #5; No, unique faction units are not included. I would like to include them in some cases, but sadly I need a special faction indicator that only CA can make to do so, only very small handful of factions have this. I was able to give the God aligned Warriors' characters like Festus/Sigvald/etc their Marked units tho.
Inquisitor #5 22. aug. 2024 kl. 9:23 
When you say that tier 3 lets you recruit all a faction's units, does that include things like Elspeth's Amethyst units and Dwarf Grudge Settlers, or only units that can be recruited normally?
Phukface 24. juli 2024 kl. 16:10 
That's balls, but I also imagine trying to fix that would be a pain lol. I just wish they'd upgrade it for the better garrison on that building, but really access to the units is more important to me anyways
Maggot  [ophavsmand] 24. juli 2024 kl. 15:48 
@Phukface, I found it to be, yeah. No matter how much gold you give them, either through gifts or forcibly shoving gold into their coffers via mods, sometimes they just don't build anything. Big part of why I created the whole "T3 Outposts ignore requirements" system, as long as you build up your building you can get what you need.
Phukface 23. juli 2024 kl. 22:45 
Is it normal that vassals won't upgrade their outposts past level 1? I love this mod and play with it for most of my saves but it's consistently a thing that my vassals will build their outpost then never upgrade it despite being given plenty of gold to do so
Maggot  [ophavsmand] 11. juni 2024 kl. 19:34 
@Yikes Far as I know Radious doesn't do anything to break this, so they should function fine together. However I do not support any custom units. They won't break anything, but they will not be included in my 'T3 Outposts ignore building requirements' feature. And as long as the modder added them to the Allied Recruitment pool, they will still be recruitable if the host faction has the required recruitment buildings.
Yoinkyz 11. juni 2024 kl. 18:21 
works with radious?
Maggot  [ophavsmand] 1. juni 2024 kl. 12:21 
@TheCatGod Once they've upgraded their Outpost to T3 it should, yes. I've never attempted to test to find out for sure tho.
TheCatGod 1. juni 2024 kl. 11:05 
Does it also allow the ai access to all units when upgraded to a lvl 3?