Total War: WARHAMMER III

Total War: WARHAMMER III

Unshackle Ai Recruitment DLC Patch
40 Comments
Jolc3r  [author] 21 Apr @ 10:20pm 
Been updated for a while. Havent decoupled from the original mod so you still need it, some day I'll get to it
Jolc3r  [author] 25 Mar @ 9:05pm 
Updated for 6.1, new units will be added later. Will probably remove the dependency on Jadawins mod later as it has a few outdated tables. Plus CA making the change to uppercase table/string entries makes me less confident that the mod will work in the future.
Jolc3r  [author] 25 Mar @ 6:55pm 
gulp
Flying dUCK 25 Mar @ 3:25pm 
Hello, sir. I love your mod. so I need your help. This is perfect time for new update. Please, my hero. You can save so many people.
Jolc3r  [author] 1 Feb @ 9:37am 
Not possible. Main settlement has to be for either everyone or none at all.
Saigõ 1 Feb @ 8:44am 
Isn't it possible to give the AI ​​the possibility instead of having this building scripted in, to give the main building as a single barracks? but only for AI.
I don't know if I can explain myself to make myself better understand something like the Incata Settlement Recruitment 2 MOD but only for AI without a player?
Saigõ 1 Feb @ 8:42am 
Hi, sorry for the delay in replying, the mod works well in multyplmayer but unfortunately I encountered a ''problem'' if you can call it that. I noticed that after a raid or occupation of a settlement, the special building is removed, even if conquered or reconquered by an AI civilization it does not reappear, furthermore I noticed that for ogres this building does not grow... this I'm sorry, although it's true that with this mod the AI ​​recruits better
Jolc3r  [author] 24 Dec, 2024 @ 7:50pm 
both. Listed on the description and as a required item
Saigõ 24 Dec, 2024 @ 8:41am 
@Jolc3r use this one and the other modder's old one, or should I just use yours?
Jolc3r  [author] 17 Dec, 2024 @ 2:58pm 
it should, I use this myself in coop. Check your mod list.
Saigõ 17 Dec, 2024 @ 7:36am 
It doesn't work in coop, I tried on turn 2 due to desynchronization problems
Jolc3r  [author] 12 Dec, 2024 @ 9:10pm 
Updated for 6.0
Jolc3r  [author] 26 Oct, 2024 @ 6:13pm 
This still works in 5.2 btw
Jolc3r  [author] 26 Oct, 2024 @ 6:12pm 
Settlement recruitment by incata (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3042757684) . This one works for both AI and players. It gives all settlements the units for that tier, works for hordes too. It does change the game more significantly since you dont need military buildings, can use their submods to make them useful.

I think there was another out there but I dont remember the name.
Alexander Pistoletov 26 Oct, 2024 @ 4:54pm 
@Jolc3r any recomendations?
Jolc3r  [author] 20 Aug, 2024 @ 7:48am 
Worked last I tried on 5.1, not sure about 5.2. At some point I doubt it will work as I dont think Jadawin will update their mods anymore and CA is likely to make some change that screws with it. I've been using other alternatives lately, look around. There is similar stuff out there already.
sigmars_disciple 14 May, 2024 @ 7:22am 
Mr. Witcher, your feedback was valuable, but I don't quite understand whether it was now tried to implement it - what's that in the screenshot you linked`? What am I looking at?

Also, a much more general question: Do this submod and Jadawin's main mod work as expected in a 5.0 campaign? Thx so much <3
Nighthunter 8 May, 2024 @ 3:35pm 
@Witcher do it yourself lmao
Dean Winchester 8 May, 2024 @ 5:40am 
I feel like this mod might be a bit too strong for the AI and may contribute to them snowballing out of control.

I suggest adding MCT support and adding an option to configure a certain number of turns to construct the building. The player could set it to 10, 20, however many turns they want.

Currently, the AI can just capture a new provincial capital, construct this building right away, and then build up powerful stacks in newly conquered territories in no time. The AI also can't overextend because each province rapidly becomes as good at recruiting elite armies as any other within their empire. The option would help prevent snowballing while still letting the AI build powerful armies in new provinces eventually.
JQK1212 5 May, 2024 @ 11:32pm 
THANKS
배첨지 3 May, 2024 @ 9:32am 
THANKS BRO!:steamthumbsup:
VERTERE 1 May, 2024 @ 10:12am 
THANKS BRO!
wonowon 30 Apr, 2024 @ 7:13pm 
Sorry I didn't subscribe to the original mod
Jolc3r  [author] 30 Apr, 2024 @ 7:10pm 
with the new update? do you have other mods?
wonowon 30 Apr, 2024 @ 6:58pm 
An error appears at startup
Jolc3r  [author] 30 Apr, 2024 @ 6:24pm 
Updated for latest patch, new units added.
Uugly 17 Apr, 2024 @ 1:45pm 
1 of the best mod for ai.
Scott 23 Mar, 2024 @ 3:35pm 
Really appreciate you taking the time to make this.
Jolc3r  [author] 16 Mar, 2024 @ 4:47pm 
Updated mod with new keys, hopefully these dont run into issues....
Jolc3r  [author] 15 Mar, 2024 @ 11:31am 
Basically, if it's for existing races it would be very easy to add new units from other mods. Just look up their unit name in the tables and add them to their respective race building.

I make mods for myself so I am not really interested in adding stuff I don't use.

Good luck!
Jolc3r  [author] 15 Mar, 2024 @ 11:23am 
Looks like some other mod uses those keys already that I was unaware of. I will push out an update later to fix that.

To add other units from other mods, all you need is the unit name to add them to the building_units_allowed_tables (as this mod does) using the building keys jadawin used.

To add other factions (specifically, ones with their own culture keys), you will need quite a few things more. You will need to add their culture and add it to the jadawin script. You will also need to create the buildings and add the units themselves. Open up the original mod if you want to see how jadawin did it.

Ideally, you also have some way of knowing what mods are enabled and can turn on/off compatibility based on what the user has. There is a modding community discord out there if you want to ask around. I think there is a wiki or some tutorial out there for adding buildings and stuff.
sigmars_disciple 15 Mar, 2024 @ 3:48am 
The message from WH3 during startup complains about "the 1st invalid database record 2147257616 in table buiilding_units_allowed_tables" - in this packfile.

The original mid is amazing, this submod is a welcome addition, but like someone said below, if the original mod could be expanded to include units from popular, outstanding mod titles (particularly interesting would be large unit compilations which add units across ALL races somewhat "evenly", like Singe's Unit compilation or Zerg's Ultimate Collection Vol.1 & 2) that would be a complete gamechanger... Armies would be so much more varied!

I'm just making my 1st steps with RPFM, so if any modder could start such a submod with the right structure and 3 example units from popular mods correctly asssigned and working, then I would try doing it, maybe I can tinish it for 3 full unit mods.... <3 Holler if you can help, thx!
sigmars_disciple 15 Mar, 2024 @ 3:32am 
Hey @Jolc3r, I'm running a working, compatible mod list here (155 mods) and it just started crashing on startup with a "ceash to DB" message when I add this mod (and hte OG by Jadawin of course).... What could be the reason for this?
Jolc3r  [author] 12 Mar, 2024 @ 2:21pm 
It would be. I am not interested in modded factions. Would not be too hard to do it yourself.
Vollhov 12 Mar, 2024 @ 9:28am 
This mod would be very cool for mod factions such as Southern Realms and Arabia.
Ciaphas Cain 6 Mar, 2024 @ 7:32am 
Hey Sigmar - does Jada's mod use a custom building or something for the AI to recruit properly? I think that the original mod is the cause of most of my crashes. It ALWAYS happens when I capture a new settlement, and when I hover over a non-convertable building I used to get CTD.
Jolc3r  [author] 5 Mar, 2024 @ 5:09pm 
I havent noticed any issues, and they claim they are still in maintenance and will work for the foreseeable future. Been using it for a while but I make no claims that it will continue to work past updates. If it ever stops receiving maintenance or breaks completely I will likely update a copy.

For the second thing, I have no idea. I don't really care to do that myself. My guess is that you wouldnt be able to, since buildings are not tied to player vs ai.
sigmars_disciple 5 Mar, 2024 @ 3:42pm 
Oh, one more question: I believe the fact that the player always sees this "cheat recruiting building" for AI in the building browser (even though it's not buildable for the player) might the only real downside of using his mod. You wouldn't know how to hide that from the player's building browser, via your submod, would you?
sigmars_disciple 5 Mar, 2024 @ 3:39pm 
So I take it from this that Jadawin's genius mod with your submod is fully functional with 4.2 - you notice absolutely no issues except the addition of DLC units? That's cool. Thanks for the mod! <3