Total War: WARHAMMER III

Total War: WARHAMMER III

Upgrade Units for AI and Player (Major Update!!! Patch 6.2.1)
63 Comments
Notteger  [author] 13 hours ago 
IMPORTANT INFORMATION

I've finally encountered the save game crash myself on turn 10 of a campaign with SFO. I'm working on fixing this issue in the code, but so far without success...

If any mod users are skilled in programming and can identify exactly what's wrong with the script and how to fix it, I would be extremely grateful for your assistance.

Temporary Workaround

If you experience a crash:

1. Load your last working save
2. Open MCT and increase the "Upgrade Rank Requirement Adjustment" value by +1
3. Play for about 5-6 turns with this setting
4. During this time, the problematic AI army causing the bug will likely change its unit composition, avoiding the upgrade conflict that triggers the crash
5. After 5-6 turns, you can safely return the "Upgrade Rank Requirement Adjustment" to its original value

This method allows you to bypass the issue without interrupting your campaign or completely disabling AI upgrades.
Notteger  [author] 18 Jul @ 4:18am 
@cybergroover, Perhaps I didn't quite understand your question correctly..... But through RPFM you can open the mod and find all the scripts I mentioned there
cybergroover 17 Jul @ 4:22am 
Thanks for the info about needing to edit unit_upgrades.lua and data_requirements.lua. I can't find them in any of my Steam folders even tho I'mm using the mod :(

I guess someone's already thought of this and it can't be done? Would it be possible to have (in the MCT? Or may be you can right-click each unit in the recruitment screen or somewhere else) of all units available in a game (including from other mods) and be able to assign their upgrade units, that way, at least for your own faction?
Notteger  [author] 13 Jul @ 7:46am 
@Duck69, I haven't tried adding Regiments of Renown (RoR) units, but I think it's possible. The same goes for expanding upgrade paths in general, adding units from other mods, and even upgrading into heroes.

You'll need to edit two main files: unit_upgrades.lua and data_requirements.lua. The first handles the upgrade paths, while the second deals with the conditions (like cost and required buildings).
Duck69 13 Jul @ 7:32am 
Hi, how can i add more upgrade paths to this mod? And is it also possible to upgrade to ROR units?

Im familiar with warband upgrades, i did a (private atm) mod for all factions with upgrades to ROR and i would like to do something similar with this one but im not sure where to start
Notteger  [author] 9 Jul @ 11:05am 
@Saikyoku, I only added units from vanilla. But in general yes, upgrade paths can be extended to units from mods as well
Saikyoku 9 Jul @ 8:32am 
Hello, this mod work with units mod ?
I Have No Enemies Brother 8 Jul @ 5:20pm 
@Notteger

I believe Table top Caps (the mod where units are given quality of core, special and rare the green and blue and purple gems) I don't think it's updated. So perhaps that is why.
Notteger  [author] 8 Jul @ 5:12pm 
@I Have No Enemies Brother, Double-checked. Unfortunately, the tabletop caps restrictions are not being enforced right now. I'll try to fix that soon
Notteger  [author] 8 Jul @ 6:29am 
@Rheinblick, based on the lore description of the Tree Kin, such an upgrade seems quite acceptable... As does upgrading Minotaurs to Ghorgon, for example.
Notteger  [author] 8 Jul @ 6:26am 
@I Have No Enemies Brother, the mod is compatible with tabletop caps. If I didn't break anything in the recent upgrades, then the restrictions will be enforced for both the player and the AI:)

In theory, yes, such a combination of mods should be compatible.
I Have No Enemies Brother 8 Jul @ 1:49am 
@Notteger

In theory the AI will respect unit caps with this upgrade system? Example: the faction has unit cap of 4 for unit Great Swords. If they have an army with 4 units of Great Swords already recruited they would NOT be able to upgrade a unit of swordsmen into another Great Sword unit unless they increase the unit cap further through whatever mechanic accomplishes that.

Thank you btw for this fine work. I have been away from Warhammer for quite some time spreading democracy with Hell Divers but seeing this mod in workshop has gotten me to reinstall and observe what the AI does. Planning Deep War AI, Warband Ultimate, Table Top Caps, Unit Caps for All, AI Recruitment Revolution and THIS mod and your other AI support mod together and post back results. Modders like you really make this game keep coming back for me. Thank you for your passion.
Rheinblick 7 Jul @ 11:48pm 
@Notteger

Good morning Notteger,
many thanks for your mod and for your efforts!
It is a very good solution that you can also downgrade units to weaker units.

Regarding the Wood Elves I have a question,
is it intended by you that you can upgrade an Eternal Guard into a Tree Kin?
bob1234 7 Jul @ 10:19pm 
does this mod work with radious?
Notteger  [author] 6 Jul @ 4:12pm 
Important note for using the mod with SFO

To ensure smoother compatibility, adjust these Mod Configuration Tool (MCT) settings:

- Disable “Require Buildings.”
The upgrade script was written for the vanilla building tree; some SFO structures don’t match, which blocks upgrades.

- Disable “Don’t Check Unit Caps.”
Turn this off if you play SFO with unit caps enabled.

- Lower “Upgrade Rank Requirement Adjustment.”
Set the value to –1 because units in SFO earn experience more slowly.
Sleepy 5 Jul @ 7:26pm 
I wish there was something like this but only for warriors of chaos
Notteger  [author] 5 Jul @ 6:12am 
I also recommend trying my new mod, which turns the campaign AI into a much more engaging and dangerous opponent.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3515003443&tscn=1751704525
Notteger  [author] 5 Jul @ 5:45am 
I’m planning an alternative, partly non-lore version that will let certain units upgrade into forms they can’t canonically become — Clanrats into Stormvermin, Orcs into Black Orcs, and so on. We’d be sacrificing a bit of lore fidelity for improved gameplay, which should be especially helpful for the AI.
Notteger  [author] 2 Jul @ 9:02am 
@El Cubo, I accidentally mixed up the gnoblar upgrade keys when I was scripting them. I'll fix that now... Though there aren't many upgrade options for them anyway. Maybe just into scraplauncher)
El Cubo 2 Jul @ 8:05am 
Pigback Riders can upgrade (only) to Gnoblar Flingers and vice versa. Is this intended? Seems a little strange upgrade path.
Notteger  [author] 2 Jul @ 5:51am 
The latest update brings massive changes to the script. Please test this if you previously experienced crashes.

- AI code has been written "from scratch" and should eliminate crashes while improving upgrade stability for all factions

- AI now uses barracks availability checks before upgrading (following the same rules as the player, if the corresponding option is enabled in MCT).

EXCEPTION: Warriors of Chaos, Nurgle, and Beastmen factions (due to their specific recruitment mechanics, barracks checks are not performed for them for both AI and player)

- AI can now perform unit upgrades on any territory (not just on their own near cities)

- Added new upgrade paths for Beastmen
Notteger  [author] 24 Jun @ 4:03pm 
@PooMan, what turn does the crash happen on? Are you using any other unit upgrade mods? It might be a conflict with another mod.
PooMan 24 Jun @ 3:58pm 
Can confirm. This crashes me. Just deactivated it after multiple restarts and now It's working fine. Shame :(
Notteger  [author] 24 Jun @ 4:20am 
Is anyone else still having problems with the game crashing on save? I'm doing fine on my end; I haven't had a crash in a very long time.
King Bradley 15 Jun @ 10:04am 
That makes sense. I might look into making my own submod too and see if that makes any difference. Thanks for the guidance!
Notteger  [author] 15 Jun @ 2:46am 
@King Bradley, there may be a conflict with other mods when the AI upgrades units. You can disable AI upgrades for a couple of turns via MST (this will solve the problem with saves), then re-enable it and see how it goes. Also, re-subscribe to the mod. I haven't encountered save issues in a long time, although I use a lot of mods...
King Bradley 14 Jun @ 6:16pm 
Unfortunately I'm also getting crashes on saves. Disabling this mod totally stopped my problem. I do have a mod installed that gives Brettonia new units, but I'm not sure why that cause issues on a save.
Notteger  [author] 9 Jun @ 5:37am 
@BBFred, this is the visual bug I mentioned. Clicking the upgrade will not apply it, but the cost will still be deducted.
BBFred 8 Jun @ 9:58am 
Hi Notteger, I noted in my Bretonnian campaign that you can upgrade (or would that be downgrade?) heroes to men-at-arms. Is that intended?
And great mod, thanks a lot for your work!
Etrionas 4 Jun @ 6:24pm 
If anyone is having issues with the update fixing the Cathayan Peasant Archers not working (still displaying the Celestial Dragon Crossbows) I fixed the issue by unsubscribing and resubscribing to the mod.

Hope that helps.

P.S. Thanks heaps Notteger, I appreciate the quick patch
Notteger  [author] 3 Jun @ 10:42am 
@Etrionas, thank you for your feedback. I inadvertently mixed up the upgrade paths) I'll correct it now
Etrionas 3 Jun @ 9:44am 
Fantastic work. Minor issue (in my opinion) the Peasant Archers in my Miao Ying campaign upgrade directly to Celestial Dragon Crossbows. This seems like an unintentional case and that they should instead upgrade into Jade Warrior Crossbows who then upgrade into Jade Warrior Crossbows (Shields) who then upgrade into Celestial Dragon Crossbows.

A few notes: I do run other mods, I have tested beginning a new campaign with Zhao Ming and the same issue is observed there.
Notteger  [author] 1 Jun @ 6:09am 
Experiencing Crashes During Saves? Share Your Feedback!
If you're encountering game crashes when trying to save, please leave a comment below. I'm trying to gauge the severity of this issue within the community.

Currently, I'm not experiencing this particular bug myself; my campaigns are running smoothly despite having 150 mods simultaneously active. Your input will help determine how widespread this problem is
Roseo 1 Jun @ 4:10am 
@Notteger oh, did that, but will do again :D and it appeared in a new nakai campaign, didnt have those issues on other factions while testing.
Notteger  [author] 1 Jun @ 4:07am 
@Roseo, in the early mod versions, I encountered this bug twice around turns 60-70. However, the bug hasn't occurred in the latest version, neither in existing campaigns nor new ones.

The issue was caused by the AI upgrading units excessively without any restraint, which eventually triggered a crash. When the game tried to save, it would attempt to read files that no longer existed. I've made the upgrade system more stable in recent versions, and I plan to continue refining it in future updates if possible.

Try re-subscribing to the mod
Roseo 1 Jun @ 3:06am 
hey, after playing a bit ive narrowed down to this one in my list, after turn 5 and every roughly 3 turns i get a bugged turn where it crashes on any types of save. doesnt matter if its a manual, quick or autosave. like one in 10 reloads gets me past these turns but then it comes back. no red X too. Any incompatibilities ideas?
Notteger  [author] 31 May @ 7:48am 
@Kardy, It's not a bug, it's a feature. Players can only upgrade units if they're in or near a settlement. You could check the workshop for a mod that allows you to transfer units between your army and caravan
Kardy 31 May @ 12:46am 
I signed up just to improve the caravan troops, but there are requirements for placement near the city. I can't improve the peasants in the caravan, will there be a solution to this problem?
TdizzleGod 29 May @ 2:35pm 
got you thanks man any luck with the upgrade mechanic for allied units
Notteger  [author] 29 May @ 5:19am 
@TdizzleGod, the lower the value in 'Player/AI Rank Adjustment,' the lower the unit's rank after an upgrade
TdizzleGod 28 May @ 5:14pm 
not really sure how the number work how to perfectly reset a units experience
Blackbeard147 28 May @ 5:08pm 
classic mod
ilya-rysenkov 28 May @ 2:25pm 
Yes. Yes. Yes.
Notteger  [author] 27 May @ 6:52pm 
New MCT settings and AI upgrade system enhancements have been added in recent updates
野原广志 27 May @ 7:07am 
@Notteger Understood, thank you for your efforts
Notteger  [author] 27 May @ 6:58am 
@野原广志, I've updated and significantly changed the unit upgrade system. The original mod was missing units from the latest DLCs and the Chaos Dwarfs. There are also changes to the AI script.
野原广志 27 May @ 6:18am 
May I ask what are the functional differences between your version and the original author's?
Notteger  [author] 26 May @ 3:15pm 
@HAVOC5150, I'm currently testing an improved AI upgrade scheme. If all goes well, I'll be releasing it in the coming days. This will allow the AI to upgrade units as quickly as possible, at the first available opportunity.

I agree, the standard campaign speed in Warhammer 3 is an issue. The mid-game is practically nonexistent for many factions.
HAVOC5150 26 May @ 2:49pm 
part 2 comment. For anyone interested in giant campaigns with lots of fighting. To anyone interested use the campaign configuration tool mod and set the "climate effects" to affect build times. Its very easy to use. Normally the climate your faction is used to affects build time, i just set all factions and myself to build much slower regardless of climate. Thats the ONLY way i've ever found from ANY mod to slow down build speed and extend campaigns. Growth isn't really a good modifier because you would just end up focusing all growth on the capital all the time.
HAVOC5150 26 May @ 2:49pm 
part 1 Using the campaign configuration tool, I have been playing campaigns with 3x longer build times on all buildings. It makes for much longer campaigns where you are still using tier 1 and 2 units at the 40th turn. You end up treasuring units survival because you use the warband so much to upgrade units as your backline is the only where you are making new troops. I hate that the AI doesn't use the warband system so in my long campaigns I have enemies with some very low lvl troops when I know they can make better, some enemy armies being newest high tier units and some armies being low lvl troops. I set the income higher for everyone and half the upkeep. I hope this mod makes it so I'm seeing enemy forces upgrade as I do.