Total War: WARHAMMER III

Total War: WARHAMMER III

Settlement Recruitment 2
82 Comments
Incata  [author] 10 Jun @ 3:38am 
@五星红旗在飘扬 @叁柏 :steamhappy:
五星红旗在飘扬 9 Jun @ 5:54pm 
This mod is very good. Thank you very much
叁柏 4 Jun @ 4:31am 
Thank you for your excellent mod. It's really helpful work.
Incata  [author] 3 Jun @ 11:48pm 
@五星红旗在飘扬 @叁柏 I suppose you're referring to the differences between that mod and my mod, AI Recruitment Revolution. The fundamental difference is that AI Recruitment & Army Compositions creates its own recruitment system by replacing the game's original recruitment tables, whereas AI Recruitment Revolution retains the existing ones. This allows for greater compatibility with mods that add new units, without the need for additional patches. There are also differences in army compositions and some other features — for example, in my mod, all armies are allowed to have three heroes. It's hard to explain everything in just one comment.
五星红旗在飘扬 3 Jun @ 10:50pm 
I don't know this either. It should be a player recruiting arms and an AI recruiting arms!
叁柏 3 Jun @ 7:49pm 
I would like to ask what are the different characteristics between your mod and another mod "AI Recruitment & Army Compositions"?
五星红旗在飘扬 16 May @ 6:08pm 
I already know why some buildings don't display arms, because some don't have dlc, so they don't display them. Thank you very much for the author's big module. This module is very fun and great to play.
五星红旗在飘扬 16 May @ 6:05pm 
I didn't change my name, but I can't send messages like Aite, I can only send messages directly, so you can't see them.
Incata  [author] 15 May @ 11:50pm 
@五星红旗在飘扬 Or is it some building whose name was changed and I didn't notice?
五星红旗在飘扬 15 May @ 9:04pm 
好的
Incata  [author] 15 May @ 8:32am 
@五星红旗在飘扬 You must have some other mod that produces that effect.
五星红旗在飘扬 15 May @ 4:39am 
有的建筑没有兵种显示
Incata  [author] 29 Apr @ 5:22am 
@Loki I think there's already a mod like this, so you could search for it. If not, comment here again and I'll try to make one.
Loki 20 Apr @ 9:55am 
Hi, can you make a mod just with the following changes: -WoC. The level requirement to upgrade units has been half reduced.
Incata  [author] 10 Apr @ 1:25pm 
@ShowOfTimes It's configured correctly for level 4, your mod probably didn't update correctly, try deleting it and downloading it again, it should work like that.
Incata  [author] 8 Apr @ 12:21am 
@ShowOfTimes Should be at rank 4, I'll check back when I can.
ShowOfTimes 7 Apr @ 11:47pm 
Just noticed in my kislev campaign the ice guard w/glaives is missing from the settlement at tier 4. I see they are at tier 5 just wanted to check to see if that was intended or not.
ShowOfTimes 4 Apr @ 8:56am 
Fair point, the other idea I had was turn the basic military building into buff/debuffs for your armies and enemy armies in the built region. Like one give -10 wind of magic to enemy armies in region but the other build gives +5 leadership to your armies in region. Like I said just some creative ideas and food for thought. Someone else may see this and run with the ideas but not trying to pressure you into doing it.:steamthumbsup:
Incata  [author] 4 Apr @ 8:21am 
@ShowOfTimes They are good ideas, but there's a drawback—in many cases, those effects don't exist in the game and would have to be created from scratch, which would also require creating descriptions for them in every language. That's something I usually avoid in my mods. Additionally, it would take away the importance of other skills that provide those effects. Overall, I prefer the idea of adding garrisons (which include units that no other effect provides) or generating gold, which compensates for the upkeep reduction but still allows you to build whatever you want.
ShowOfTimes 4 Apr @ 7:06am 
Hey boss me again. I was thinking about your sub mods for the military buildings and had some ideas. This is just food for thought and not me requesting you make a mod. I'm not a modder and don't have a clue what it would take to make it, but if someone sees this and is inspired by this, great. What if the military buildings give a +1/2/3 to recruit rank in province or a -1/2/3% upkeep cost for units associated with that building chain.
Canadian Leaves 27 Mar @ 7:30pm 
please update
Incata  [author] 9 Mar @ 8:55am 
@intrepidbmn :steamhappy: The buildings are not merged, but you can recruit all units regardless of the path you choose.
intrepidbmn 9 Mar @ 6:11am 
Hi thanks for your incredible work over many aspects of the game. In search of difficulty and more balanced game in my opinion, I was wondering if it was possible to merge Khorne's main settlement buildings (demonic and mortal) to be able to recruit marauders as well as bloodletters?
Incata  [author] 9 Jan @ 1:34am 
@ShaggothChampion :steamhappy::lunar2019wavingpig:
MorglumNecksnapper 9 Jan @ 12:19am 
Best mod ever! Thanks so much!
Incata  [author] 2 Jan @ 5:45pm 
@Not_My_Spiderman Yes, but you also need to keep the references to the Khornataurs in the main_units_tables and loading_screen_quotes_to_units_tables. Otherwise, they won't be recruitable in the main building.
I Have No Enemies Brother 2 Jan @ 5:26pm 
@Incata

If I just wanted this for beastmen would it just be deleting everything in RPFM except the beastmen entries in the building_units_allowed_tables and everything except references to beastmen units in units_to_groupings_military_permissions_tables ?

I am trying to get beastmen to be a threat with varied armies. I am using your beastmen mechanics mod and it does really solid work I think even better then Guv's beastmen overhaul mod and that one is solid already.
Incata  [author] 31 Dec, 2024 @ 4:46am 
Updated :lunar2019wavingpig:
Jolc3r 16 Dec, 2024 @ 12:52am 
yup, that mod is still working, albeit you need the dlc fix patch that I made for the new units :)

Personally Im kind of over the bulding/strategy layer in tw so I just speedrun to the point where everyone can go crazy with units so this mod is perfect for that.

It looks like your submod thingies for settlement garrisons may also need updates from what I saw on RPFM, it was giving some errors.

Appreciate the hard work, thanks!
Incata  [author] 16 Dec, 2024 @ 12:19am 
@Jolc3r I will take your comments into account for the future update, thanks.

@[iDk] 獳砯 The Rise 慲敭 With this system it is not possible, you have this mod https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2858804223 and an addition for the dlc created by jolc3r that grants a building to the ai where it contains the ability to recruit all units. I do not know the status of the mod but I assume it will continue working.
Jolc3r 15 Dec, 2024 @ 1:55am 
One more thing, several units were brought down 1 tier for the 3 dlc factions. Khorne daemon major settlements and mortal majors now have a distinction between them, so only daemons can be recruited from one of the major settlement chains but cant recruit mortals and vice versa.
[iDk] 獳砯 The Rise 慲敭 15 Dec, 2024 @ 1:44am 
@incata Bro , Big thanks for YOU'R works! Can you add this mod but without the possibility of using it for the player? Is it very difficult and will it take a long time to implement?
Jolc3r 15 Dec, 2024 @ 12:33am 
The buldings that would usually have them. Not really an issue if the units get added to the main settlement but it might have other knock on effects with RORs and others.
Jolc3r 15 Dec, 2024 @ 12:31am 
This mod data cores unit groupings which I suspect is causing a bug where several new units from the DLC do not show up in the recruit lists.
青歌与酒 13 Dec, 2024 @ 4:10am 
Update please
Incata  [author] 25 Nov, 2024 @ 11:49pm 
@RoRoTheWarlord I don't know exactly what colonies you are referring to (I haven't played for a while) and it doesn't work for any faction or what is the problem?
RoRoTheWarlord 25 Nov, 2024 @ 7:35pm 
Incata. I noticed that Ancient Elven colonies are not working for this mod. Can you please fix it.
Incata  [author] 12 Nov, 2024 @ 1:52pm 
@Taste of Capitalism I must have removed it at some point, this implies that if CA decides to add another unit, it will not be available to recruit until I update the mod, I suppose that is why I removed it, but oh well, I have added it back.
Taste of Capitalism 12 Nov, 2024 @ 12:20pm 
would you remove ostankiya's beast unit recruitment? other kislev factions are using it also, it feels weird... wish they are just limited like drycha's beasts
Jolc3r 4 Nov, 2024 @ 11:45pm 
Thanks!
Incata  [author] 4 Nov, 2024 @ 11:23pm 
@Jolc3r I forgot, I'll add it when I can.
Jolc3r 4 Nov, 2024 @ 8:20pm 
A new unit was added with 5.3, grave guard (halberd) for vamps at t3.
Incata  [author] 19 Oct, 2024 @ 3:11pm 
@RoRoTheWarlord I don't use those kinds of mods so I won't be doing that for my part, it's a very laborious mod.
RoRoTheWarlord 19 Oct, 2024 @ 2:59pm 
If you have time can you make this mod compatible with Radious and SFO And Compatible with mods that add more units. keep doing great Pal:steamthumbsup:
Carlton BEaEnkEs, no E 30 Sep, 2024 @ 2:05pm 
Ah okay. Thank you for the clarification
Incata  [author] 30 Sep, 2024 @ 6:51am 
@Carlton BEaEnkEs, no E No, it only allows you to recruit units from the main building.
Carlton BEaEnkEs, no E 30 Sep, 2024 @ 3:13am 
I might be misunderstanding due to sleep deprivation, but does this mod allow for any faction to recruit any other faction's units? Like, playing as Empire and recruit High Elf units without alliance building?
Incata  [author] 15 Sep, 2024 @ 6:49am 
@RoRoTheWarlord It would be possible, but I don't use or know those mods well and I have a lot of other things to do first.
RoRoTheWarlord 14 Sep, 2024 @ 2:45pm 
Incata, is in possible for this mod to work for OvN mods factions like Araby and Fimir?
Incata  [author] 24 Aug, 2024 @ 1:35pm 
If you find any city that doesn't work with any faction, I would appreciate it if you would leave it in the comments and I will add it.