Total War: WARHAMMER III

Total War: WARHAMMER III

Technology Affects Allied Recruitment
89 Comments
Vesapod 30 Jul @ 1:38pm 
Has anybody tested this with Deithland? I'm too poor for DLC but was stoked when i could recruit allied units, sadly my streltsi are better than the top tier deithland without the stat buffs.
terreohomines  [author] 10 Jul @ 4:08pm 
It does still work, but I *am* a few DLCs behind in implementing the new technologies they added/changed in them.
ll62518475 8 Jul @ 10:52pm 
Wow, this sounds pretty amazing. Not sure how I can test it to see if its ok with the new WH3 updates, though.
Caelius 8 Jun @ 2:16pm 
SFO compatible?
专业路痴 27 Mar @ 8:51pm 
还是不行 加载后崩溃
CCLindalen 27 Mar @ 7:41pm 
Booted up no issues after recent mod update.
Headpats for author! :steamthumbsup::steamhappy:
terreohomines  [author] 27 Mar @ 5:14pm 
That is because I forgot to push my local changes up to steam workshop.
Whoops!

Should be good whenever steam's automatic content scan is done with it now.
Will 27 Mar @ 2:40pm 
this still crashes the game an error with the data tables
glospey 27 Mar @ 10:45am 
Do you have today's game update? That allegedly fixes the cap problem.
Sadoryu 27 Mar @ 9:23am 
@terreohomines still crashing after hotfix, crash report says invalid database record at "Allied_ksl_Bear_Baitingwh3_main_effect_ability_enable_frenzy_ksl_bear_riders" in table "effect_bundles_to_effects_junctions_tables"
terreohomines  [author] 27 Mar @ 6:52am 
That is indeed what is causing the crash, CA says they are working on a fix that should be deployed soon.
Murane Solaire 26 Mar @ 9:04pm 
With the 6.1 patch mods that use capital letters (larger letters) game will crash to desktop on launch.
CCLindalen 25 Mar @ 9:54pm 
CTD on splash intro with 6.1
Will 25 Mar @ 8:11pm 
does this still work? as of patch 6.1
Caiuz 26 Feb @ 9:29am 
Does this work on Ogre mercenaries that you can recruit near their camps and not through an Outpost?
Lurivar 22 Feb @ 8:29am 
Yeah I figured it would be something like this. Thanks for the confirmation, I'll keep it disabled while I use this other mod and toggle it back on when I get back to "regular" campaigns. Keep up the good work anyway, this mod is a must have imo !
terreohomines  [author] 22 Feb @ 8:07am 
@ChopoChop (and Lurivar) Using a mod that introduces a new faction type to the game will cause this.
ChopChop 22 Feb @ 6:48am 
Hi im getting a script error:
[out] <434.3s> BIG FAT SCRIPT ERROR
[out] <434.3s> [string "script\campaign\mod\allied_technology.lua"]:1010: bad argument #1 to 'pairs' (table expected, got nil)
[out] <434.3s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:104: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
not sure how to fix :steamsad:
Lurivar 20 Feb @ 9:39am 
I'm crashing with this playing as Bretonnia with a Bretonnian vassal, though I am using a bunch of other mods including the old world campaign that changes some technologies for Bretonnia (as there are more dukedoms to confederate) which may be the reason why.
Dr Faisal 28 Jan @ 3:04pm 
great mod pic!
UsualPigeon 26 Dec, 2024 @ 3:30pm 
Hey, hope you enjoyed the Holidays! Correct, mod works fine just new techs don't apply.

Cool, look forward to the update but take your time.
terreohomines  [author] 25 Dec, 2024 @ 3:24pm 
It should work fine with that I believe.
Shadowslasher 25 Dec, 2024 @ 5:09am 
Does this work with this mod called Fixed Allied Outposts? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2836349002
terreohomines  [author] 24 Dec, 2024 @ 9:21am 
You mean that it is not applying the bonuses for the changed technologies, not that it is crashing, correct?

If so, yes I am aware and plan to get to implementing the new technologies early in the new year.
UsualPigeon 23 Dec, 2024 @ 9:10am 
Hey, as I'm sure you're probably aware, the new update seems to have broken the mod with new tech trees. Let me know if I can help at all with any testing if you decide to update as I love using this mod. Cheers!
Ninja Cowboy 21 12 Dec, 2024 @ 7:15pm 
@terreohomines you are a gentleman and a scholar
terreohomines  [author] 12 Dec, 2024 @ 11:35am 
Fixed, it should work now.
Ozvelpoon 12 Dec, 2024 @ 10:03am 
Game crash on startup with the new Omens of Destruction DLC
terreohomines  [author] 4 Nov, 2024 @ 5:37pm 
@Laserdream
Sorry about that,
yeah I haven't updated the new techs from the "recent" Empire, Dwarfs, and Nurgle DLC yet. Hopefully I'll get to it soon, probably do it in a batch with whatever they change with the new Ogre/Khorn/Greenskins DLC so I only have to pour over it once.
Laserdream 3 Nov, 2024 @ 7:30pm 
New Luminark tech doesn't work. The one that upgrades their aura to 20%.
Supramaister 24 Oct, 2024 @ 10:31am 
Genius, thank you for the mod!
Wicked1066 31 Aug, 2024 @ 12:50pm 
Any chance you'd consider making a sub mod that does add the Lord specific techs and faction bonuses, and adding in the campaign level stuff as well?

I'm guessing that since it is Lord specific that gunnery school upgrades do not apply, that is one thing I'd love to have.

It would definitely make keeping fellow legendary lords around from the same race a priority rather than confederation asap, if they have good faction specific bonuses, especially since my red line skills would also apply to those units as well.
Lampros 2 Jul, 2024 @ 2:35am 
Thanks!
Benjideaula 2 Jul, 2024 @ 1:45am 
update?
terreohomines  [author] 1 Jul, 2024 @ 8:09pm 
@Lampros It should be fine, though admittedly I haven't tested that in a while as I've just always left it enabled.
Just note that as it says in the description, you may have to wait until a turn ending in 0 for it to check for techs researched while it was deactivated. (normally it keeps a log as it goes, it checks every 10 turns to make sure it didn't miss anything, which would only happen if it was disabled for a time)
Lampros 1 Jul, 2024 @ 8:05pm 
Hmm, so his script error was likely mod conflict. Okay, I am then going to re-enable the mod. The mod can be added mid-campaign, right?
terreohomines  [author] 1 Jul, 2024 @ 7:31pm 
@Elkstone Only applies to techs, nothing else.
terreohomines  [author] 1 Jul, 2024 @ 7:28pm 
@Solmyr
Hmmm, I've used this personally for thousands of hours (I may or may not play this game too much) with no errors myself. If you've found an edge case I'd like to figure out what's causing it.

Does it occur on startup, when you load a save, or during play?
Also, what other mods are you using?

My guess is that you are using a mod that introduces a race to the game that is not in the base game (or a race's name got changed somehow, though that seems less likely).
The relevant line in the lua is:
"for tech, value in pairs(atRelevantTechs[culture]) do"
and it is complaining about getting "nil" as the result of the "atRelevantTechs[culture]" call, which means that it is trying to look up a "culture" (which is the term they use in the code for race) which doesn't normally exist, and therefore doesn't have an entry in the table. Hence the "nil" return and the complaint and error.
terreohomines  [author] 1 Jul, 2024 @ 7:11pm 
@BBQuasar Yeah, that's because each of the devoted chaos warrior factions have different aspiring warrior techs. Including them all would have made them super OP if you allied all the different factions so I just included none of them.
This is a common problem any time there's multiple factions/subfactions that buff the same unit (like Tzaangors or chaos furies).

I haven't figured out a way to include them in a way that feels fun yet doesn't have the potential to be too good yet without introducing huge interdependencies that would be a ton of work (like checking all buffs for each unit from each faction each turn and choosing the best or something).

Sorry about that. Hopefully I'll get around to it at some point in the near future.
BBQuasar 24 Jun, 2024 @ 3:15am 
Aspiring Champions don’t seem to be affected by this mod as far as I can tell other WoC tech is working. Tested in a Coop game.
Lampros 19 Jun, 2024 @ 12:35pm 
Solmyr,

What does "script error" mean in layman's terms? Does this mean it conflicts with the base game? Or other mods you use? If the latter, then how many mods do you have?
Solmyr 19 Jun, 2024 @ 12:23pm 
Causing lots of script errors for me:

[out] <316.4s> BIG FAT SCRIPT ERROR
[out] <316.4s> [string "script\campaign\mod\allied_technology.lua"]:1010: bad argument #1 to 'pairs' (table expected, got nil)
[out] <316.4s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:62: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
Xefron 17 Jun, 2024 @ 7:16pm 
should definitely have been in release, but thank you for the hard work. Until this mod allied recruitment was pretty much for trolling or only from your own faction allies.
Elkstone 3 Jun, 2024 @ 5:56pm 
Based as hell. I'm assuming this doesn't work for things like Skryre workshop or anything?
Shadowslasher 19 May, 2024 @ 3:08am 
Lampros 18 May, 2024 @ 6:23am 
I agree, Sarmatll!
SarmatII 16 May, 2024 @ 5:44am 
Great mod, this should be in the game already!
Ran 13 May, 2024 @ 11:39am 
Hi stupid question: if I have the "Tier 3 outpost for Defense Alliances and Vassals" mod, will the units still gets the buffs from my defensive ally/vassal?
Lampros 5 May, 2024 @ 7:55pm 
Got it; thanks for the quick response!
terreohomines  [author] 5 May, 2024 @ 4:54pm 
@Lampros, I have not made it fully up to date yet. Most of it should work (they usually add the new units to the appropriate unit group in their tables, in which case it should automatically work for them), but for some things I had to make my own effects and for those I haven't verified/updated yet.