Total War: WARHAMMER III

Total War: WARHAMMER III

Sigmar's Heirs - No Provincial Recruitment
41 Comments
Horny Jail 27 Feb @ 11:59am 
Does not work
Xoudad  [author] 19 Feb @ 10:08am 
Maybe not, haven’t looked in a while tbh
RandomIdiot1816 19 Feb @ 5:51am 
Hello! Is this mod still working?
Ca Bong 20 Apr, 2024 @ 12:08am 
@IDon'tSpeakRussian! : thanks to let me know bro.
link for the submod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3179981583
iDon'tSpeakRussian! 15 Apr, 2024 @ 11:52am 
chopchop made spiritual successor to that submod, search for sigmar's heirs lite
Ca Bong 15 Apr, 2024 @ 12:29am 
all the starting with vanilla recruitment submod is dead :( we cannot play with this mod
Archimtiros 2 Mar, 2024 @ 6:03pm 
Not blaming anyone, just raising awareness.

Heirs purposefully disables the Landmarks of Legend version for its own T5 Cavalry version of the Imperial Zoo, but removing Provincial Recruitment (using either this mod of Xoudad's or Russian's extended patch) also disables that Cavalry upgrade, resulting in neither being available. The extra patch to restore the original Landmark of Legend is a great option, but the intended functionality of Sigmar's Heirs remains broken.
iDon'tSpeakRussian! 1 Mar, 2024 @ 11:17pm 
Before you start blaming my submod you may want to know Imperial zoo (tier 4) comes from landmarks of legends mod and gets disabled by Sigmar's heirs mod not either of this submod or my submod.
And again I have diferent submod in my workshop that restores disabled landmarks
Archimtiros 1 Mar, 2024 @ 7:06pm 
It appears that using either this mod or the Start with vanilla barracks for Sigmar's Heirs submod by iDon'tSpeakRussian! causes the Imperial Zoo T5 Altdorf Cavalry upgrade to disappear.
Skratch 20 Feb, 2024 @ 2:04pm 
This
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iDon'tSpeakRussian! 16 Nov, 2023 @ 1:17pm 
I made a patch that replaces Provincial barracks with vanilla, also starting units instead of provincial to be vanilla. Enjoy the early game Tempo :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3085522723
iDon'tSpeakRussian! 15 Nov, 2023 @ 2:53am 
Well they do start with reikland barracks and lose some unit buffs due to this, however you start at tier 2, that might very well offset any lost tempo :0
Thrace88 14 Nov, 2023 @ 11:59am 
so I have the faction unlocker mod and did a few tests, It seems that most empire factions still start with their provincial barracks or stables (though cannot build them) as well as start with provincial troops in their beginning armies.

anyways love your mods! been using them since WH2! thanks for all your work dude.
Ranger of Ithilien 4 Oct, 2023 @ 12:57pm 
Nick below is right, you do start with the reikland provincial baracks and troops. Its not the end of the world but it does hurt your tempo in the initial 2-5 turns.
TwelveStep 20 Sep, 2023 @ 3:41pm 
Sweet. Thanks for the heads up!
|Nick 20 Sep, 2023 @ 2:51pm 
Karl still starts with his reikland porvince troops and the building that lets you recruit them.
TwelveStep 20 Sep, 2023 @ 2:41pm 
So, granting that I have a metric shit tonne of mods going, when I activate this one, it's removing the vanilla recruitment buildings tab on the far right of the building browser selection. Leaving only the provincial buildings. When this mod is not activated, both options are present.

Did the vanilla buildings get swapped as the primary to house the provincial units for UI and/or ease of modding purproses or should I look for a culprit confusing what this mod is meant to do elsewhere in my mod list?
7Desperado7 4 Sep, 2023 @ 12:27pm 
Thank you! The building interface is cleaner and simpler this way. Much appreciated.
Daverin2112 24 Aug, 2023 @ 6:19pm 
Yeah, something is going on here. I was having crashes with just this and Sigmars as mods that touch the Empire, while trying to play as Karl or Balt. Never seen this happen before, either.
deadlyydude 28 Jul, 2023 @ 9:11am 
Does it matter where this goes in the load order?
Tyberos 25 Jul, 2023 @ 6:45pm 
Sorry for disturbing you,my mistake, it doesn't seem to be an issue with your mod, as when I tried to start a new campaign after activating your mod, the game crashed. However, after deactivating this mod, I was able to enter the game normally. Later, I realized that I made a mistake, as starting a new campaign, saving the game, and then reactivating the mod and loading the saved game did not cause a crash. I suspect there might be a conflict with the "Campaign Map events" mod, as this mod prompts the generation of wilderness camps every time a new campaign is created. After generating the wilderness camps and then activating your mod, there were no more issues.
Xoudad  [author] 18 Jul, 2023 @ 11:12pm 
Uh didn't change anything regarding to that, I'll have a look
Tyberos 18 Jul, 2023 @ 6:36pm 
It seems that after the main mod updated, this submod will cause the game to crash when upgrading buildings
Xoudad  [author] 26 May, 2023 @ 1:57am 
Updated for 3.1
Boldor 8 May, 2023 @ 1:18am 
Same feedback, Altdorf starts with the provincial recruitment barracks, so every turn 1 it has to be demolished. But thanks for offering this submod at all!
Calan 18 Apr, 2023 @ 1:17am 
Is it possible then for this mod or if there's another submod that removes the starting provincial troops/building in your army? Saves having to kick them from the legendary lord army and demolish the building slot
Xoudad  [author] 11 Apr, 2023 @ 11:05pm 
Provincial units are new units, so they would need a submod to work with that mod
Calan 11 Apr, 2023 @ 4:12pm 
Thanks I have to have this installed as the warband mod that lets you upgrade units after reaching a certain rank does not apply to the provicinal units which is a shame
Skratch 8 Apr, 2023 @ 9:08am 
Actually, I like it without the regional units. These bring more logistical challenges since you can not longer merge them any longer.
I got a request for this mod and the other (remove vanilla recruitment): Would it be possible to add some kind of script that removes the provincial buildings from a city and replaces them with the corresponding vanilla version? E.g I starte a new camapain with KF and wanted to recruit on turn 1. Through Sigmars Hair.. uhmm Heirs I got the provincal T1 barracks, but could not see them bc I was using this mod "no prov. recuritment. I had to demolish them and rebuild it with the vanilla version.
Karl Franz 29 Mar, 2023 @ 8:59am 
Thanks as always! :steamthumbsup:
Xoudad  [author] 28 Mar, 2023 @ 10:52am 
Those other mods would need to make their units available on my buildings
sigmars_disciple 27 Mar, 2023 @ 6:22pm 
sigmars_disciple 27 Mar, 2023 @ 6:20pm 
So the use case is to apply changes and graphical assets from Sigmar's Heirs, e.g. add Ludwig Schwartzhelm as a hero, but NOT what's probably SH's main feature: provincial names and looks for State Troops.

Xou, if I may: What I would L.O.V.E. is a submod that keeps provincial recruiting as-is but removes specifically those State Troops units from the tab "vanilla recruiting" that have their provincial version recruitable. Meaning never "Spearmen (Shields)" and "Reikland Spearmen (Shields)" recruitable within a province.

I'd love to have local SH armies by player and AI - but I have to use the vanilla tab for all units added by other Empire mods - e.g. Demolitionists, Storm against Chaos, Empire Elite late game units etc. to name a few (or packs by Deer24, Zerooz or GYT).

Is this possible in theory?
Xoudad  [author] 26 Mar, 2023 @ 11:09am 
It was a request
SUPCOM4566 26 Mar, 2023 @ 11:01am 
Wait so this removes like the "Averland" or "Stirland" etc. units? Is that correct? Isn't that sort of counter-intuitive to your mod?
Xoudad  [author] 24 Mar, 2023 @ 1:53am 
yes
[LHB]Limthir 23 Mar, 2023 @ 5:56pm 
Thank you Xou, we appreciate it a lot, this also remove the provincial garrison units ?
koboldlord94 22 Mar, 2023 @ 6:31pm 
Thank you so much! I really appreciate it so much! This is a great gift.
프로게이(Progaymaster) 21 Mar, 2023 @ 11:36pm 
Thank you mate. I do appreciate it
Benedict Doverius 21 Mar, 2023 @ 8:08pm 
thanks for the mod!
urge9982 21 Mar, 2023 @ 4:31pm 
thanks