Total War: WARHAMMER III

Total War: WARHAMMER III

Recruit Rework
45 Comments
BlackJackGear  [author] 16 hours ago 
@TheGrandSirPiggy should be compatible with anything and anyone
TheGrandSirPiggy 16 hours ago 
MAN, how the hell this I miss this, Jack?! This is exactly what I was hopping for! A system similar to the older systems, but one that's not a compatability nightmare, due to newly added modded units!

This is, literally, perfect! Thank you so much for your amazing work! This and your custom garrison mod solve some of my biggest issues with the game! Amazing work!

Keep up the great work!

P.S: Dose the new system play nicely with new factions, like Araby, etc.?
BlackJackGear  [author] 24 Jul @ 2:10pm 
@DudeGuyMan ill take a look

@Grim no changes to that, the mod is not really intended for factions without standard recruitment
Grim 24 Jul @ 7:19am 
Hi, awesome mod! Is there any change to nurgle faction or vampire raise dead? Seems to be OP with this mod
DudeGuyMan 24 Jul @ 2:56am 
Seems like Malakai can't recruit from the spirit of grungni. Checked with only this mod active and waited until turn 5 just for good measure.
DudeGuyMan 20 Jul @ 4:57am 
Sorry false alarm. Tried to replicate it and seems to be working as intended. If I stumble upon it again I'll let you know how and when.
BlackJackGear  [author] 20 Jul @ 4:24am 
@God of Warhammer then its not working, you can check mct for see/adjust gain per turn settings

@DudeGuyMan that sounds super weird, you just move a unit to a different army and it gets back full hp?
DudeGuyMan 20 Jul @ 4:11am 
It seems that if you move damaged units to another army they fully replenish.
God of Warhammer 18 Jul @ 3:51pm 
how long does it take for the unit pool to replenish I just started a new campaign and I'm 10 turns in but I can't recruit new units
BlackJackGear  [author] 13 Jul @ 8:51am 
@Mr. Tarzan I should do that, would make a lot of sense
Mr. Tarzan 13 Jul @ 8:28am 
Does disbanding troops replenish the manpower cost?
BlackJackGear  [author] 13 Jul @ 5:29am 
@Flow
1. No idea
2. No changes yet, if I start adjusting vanilla stuff it will be a separate mod since it is terrible for compatibility
Flow 13 Jul @ 4:36am 
Two questions:
- How does this work with SFO?
- Is any effort made into looking into things that affect replenishment rate (like skills, techs, commandments) which are now way less impactful?


Anyhow... Really cool idea. I can imagine it is a pretty big mod, I hope if it's too much for you to maintain, you reach out to the community to help you with it.
BlackJackGear  [author] 13 Jul @ 1:37am 
@purpleV thanks!
Am I going senile or did you write a few comments and delete them later?
purpleV 13 Jul @ 12:53am 
Such a cool mod, thanks for your work.
BlackJackGear  [author] 10 Jul @ 2:48pm 
Yea I messed something up when trying to get multiplayer working correctly.
Currently trying to find a workaround for another annoying bug, will push an update as soon as I am done with this
mailasdqwe 10 Jul @ 1:59pm 
I've tried Louen and Belegar. But after writing the previous comment, I also tried only running MCT and this mod and a big red cross appears on the top right of my screen saying LUA is broken as soon as I start a campaign and true enough, there are no available units to recruit in the pool, they're all at 0. Haven't tried ending the turn to see what happens.
BlackJackGear  [author] 10 Jul @ 1:37pm 
Ok I am back

@DarkStar I will take a look whats up with azhag

@mailasdqwe do you have info on which faction that happens?
mailasdqwe 10 Jul @ 3:57am 
The pool replenishment mechanic doesn't seem to work. After ending my turn, units that should be recruitable still have 3 turns remaining until they become available and the tooltip says progress 0/100 + 35 per turn. I have only 6 mods enabled: Mod Configuration Tool - v0.9 Beta, this mod, Fully Custom Garrison - 6.x Update, Fully Custom Garrison Compatibility - Complete Collection, Abilities and Spells for Garrison Heroes - 6.1 Update &
No Standard Garrison for Settlements - 6.0 Update.
DarkStar 6 Jul @ 2:09pm 
@BlackJackGear i dont think its the recruit mod, i think its the one province mod. I did find a bug though, regarding azhag. He doesnt have the pool system. I did turn of the one province mod and it works great again.

@Mr.Tarzan I hope you find out whats up, I like the idea of individual provinces, even if income might rise even more.
Mr. Tarzan 6 Jul @ 1:59pm 
I've noticed it happening as well, and I'm not sure why. But if I figure it out, I will reach out and help as much as I can. I hope to make the two mods fully compatible.
BlackJackGear  [author] 6 Jul @ 1:54pm 
Do let me know if you find bugs, the mod is till new and I am sure there are a lot
DarkStar 6 Jul @ 1:47pm 
I like the idea of the one province mod, but it doesn't seem fully compatible with this recruit mod, yet. I tried playing 25 turns or so and it sometimes didn't fill up the pool or sometimes allowed infinite recruitment. Not sure what other mod it would be since i did use some other cosmetic mods and one battle overhaul mod.
BlackJackGear  [author] 4 Jul @ 2:44pm 
@Mr. Tarzan I thought about having single region provinces as well, but in the end decided I do like the current setup.
Will probably still play a campaign with it for a change of pace tho.
The real issue is the incompatibility with mixer, that kinda kills it for me.

Graying out the button while possible is quite expensive computationally so I don't really want to do it, just for a bit of ui goodness.

@Alkor yea its definitely best to use the mod together with others.
I want to try a run with tabletop caps enabled for the ai, to see how well it meshes together.
Alkor 4 Jul @ 1:07pm 
@Mr. Tarzan - regarding "manpower", I believe https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2815401013 covers that? I liked the "Population Mechanic" mod from TW2 more, but this is more or less a sequel.

Coupled with reduced replenishment, global caps (player only) and cost-based army caps this used to work well enough for my "realism" without gimping the AI excessively.

I'm looking forward to trying out this one, instead of the population mechanic (I really only want it for recruitment/replenishment limits).
Mr. Tarzan 4 Jul @ 12:33am 
If you're interested in even more of the Medieval 2 experience, I have made a mod that seperates all settlements into single region provinces:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3515839786
Mr. Tarzan 3 Jul @ 3:46am 
It looks great! Thanks for the quick update.
A minor thing, but it would be nice if the 'retrain' button was greyed out when there aren't enough points in the recruit pool to retrain a unit.
BlackJackGear  [author] 2 Jul @ 10:28am 
I adjusted the ui on the recruitment list, let me know what ya think.
Mr. Tarzan 2 Jul @ 1:46am 
That's understandable, it's not a simple task to create mods like this.

One piece of critique I have is that the cooldown/replenish timer should be positioned above the unit card, not in the middle of it. It's quite hard to distinguish the actual units with so many ui elements right in front of them.
BlackJackGear  [author] 1 Jul @ 2:55pm 
@Mr. Tarzan in the end I believe its better to use something like Tabletop Caps or one of the mods that improves ai army compositions then to try modify their recruitment.
All the ways I can image that go to (dev) hell

@Krakenous turns out modifying hordes and their buildings is more problematic then I expected, so no starting upgrades for those in this

If you test out the ai without default replen, let me know what ya think
BlackJackGear  [author] 1 Jul @ 2:47pm 
Small Update
-- added 3 experimental ai options
-- fixed ogre camps not providing units to recruit
Mr. Tarzan 1 Jul @ 11:05am 
I've also been wishing for a LONG time that someone would want to make this. Thank you for your effort! If you're trying to make armies without lords as well, I wish you the best of luck!

That said, I do feel like having the AI play on a similar board is essential for the best experience. I am going to assume its possible to restrict recruitment of certain units for the AI. So if you had a variable for 'manpower' per faction, you could perhaps track how many units they should be able to recruit?
Krakenous 1 Jul @ 2:50am 
Cool beans! Yeah starting as golgy it's now being carefully aware of the give and take peace and war power play more so, especially with the AI having Tier 4 settlements surrounding me with this mods defaults and all sorts of potential shenanigans!

It's good though, it can absolutely have its advantages. He just needs access to...well...unit recruitment as it doesn't function properly currently for him it's always saying."inf" and 0/0 or 0/100 😂.

I am really intrigued to try this with other main factions though, especially some of the slower - ramp up to good stuff - ones so, I shall do this as well 😁
BlackJackGear  [author] 1 Jul @ 12:16am 
@Krakenous good point I should extend the game start upgrade and bonus buildings to faction leader hordes

@x9 AI stuff is always an issue since it is pretty much impossible to teach the AI how to handle new features.
Usually it ends with it just not knowing what to do and being more incompetent then usual.
I do plan to poke around tho and see if I can get something working.
Do let me know what ya think of the balance between player and ai at the moment, I need feedback on that.
x9 1 Jul @ 12:03am 
This sounds wonderful, Total War ironically doesn't actually require much strategy to play, although admittedly that's very much to do with (World and Battle) AI and diplomacy being absolute ass. These mechanics would require far more medium and long term planning from the player.

However, if these mechanics that function as de-facto restrictions and nerfs don't extend to AI factions, then instead of it being a challenge, it will just be unfair and annoying.

I'll try it out tho.
Krakenous 30 Jun @ 2:32pm 
REALLY great idea, however...how does this work for horde factions or Ogre factions without starting settlements like golgyfragz? I assume it doesn't or can't affect camps...so...I was wondering on maybe an alternative method to give them access to greater starting game unit variety, as i'd certainly love to start with some different units and buildings for camps/ogres etc :).
BlackJackGear  [author] 30 Jun @ 11:40am 
@Ddraig Lleuad now I just need to find a way to make armies without lords work and I never have to boot up med 2 again
BlackJackGear  [author] 30 Jun @ 11:39am 
@Lidiaz Lords, heroes and single entities still heal so useful for those, but since I cap it at 15% per turn stacking a ton of it is useless
Lidiaz 30 Jun @ 11:17am 
Does the retrain mechanic mean skills giving army-wide casualty replenishment are useless ?
Ddraig Lleuad 30 Jun @ 7:59am 
Oh yes... I've talked a lot with friends about my preference for the old medieval 2 recruitment system, happy to see something like it make a return.
BlackJackGear  [author] 30 Jun @ 4:05am 
Thanks everyone, if you find any bugs let me know, only so much just me testing can find.

@Môrthē I will add some form of the retrain system for the ai as an opional beta option, no idea tho how well they can cope with that tho and in what form exactly
Môrthē 30 Jun @ 1:36am 
Amazing, I was so hoping for a mod like this to come out! Are there any plans or chances to make it affect the AI as well?
Peskyfletch 29 Jun @ 11:46am 
Interesting
DudeGuyMan 29 Jun @ 10:16am 
I have been waiting for a mod like this since Warhammer 1! You're an absolute champion my man!
DarkStar 29 Jun @ 5:51am 
Awesome work! Can't wait to try it