Total War: WARHAMMER

Total War: WARHAMMER

LORE FRIENDLY REGIONAL RECRUITMENT MOD - PART 2
51 Comments
Foehammer 5 Nov, 2019 @ 3:59pm 
This part of your mod causes my game to CTD on loading of battles and campaigns.:steamsad:
Tobir 27 Apr, 2019 @ 2:30am 
this mod player only?
CHEEEN 12 Aug, 2017 @ 11:40am 
so does this work with more province capital slots mods? if no could you add a version where empire capitals get 8 building slots? ai desperetely needs those slots to recruit anything besides state troopers. especially because your mod adds another version of barracks that ai always puts into one of the slots alongside with regular barracks.

also, does this mod modify greatswords appearance?
Lt Apollo 17 Jul, 2017 @ 2:31pm 
Hi Gigiauz I have been working on a custom reiklander reskin of the Empire State Troops and while I aim to use 100% orignal assets your sheilds in paticular are fantastic. With your permission I would love to feature these in my mod. (Giving you full credit for your work of course)

Gigiauz  [author] 6 Jul, 2017 @ 5:47am 
Well Jaime, glad to know that the problem is fixed. About other ror units, I do not consider to add Dark Omen's units. Even if I'm lore fun, Dark Omen's units are too old and they would not add anything new, in addition to the fact that they are no longer talked about in the latest warhammer editions. ;)
Ser Boo Hamster 6 Jul, 2017 @ 2:43am 
Would you concider to work on units from Dark Omen? There is a fine number of units and all with descriptions.
Ser Boo Hamster 5 Jul, 2017 @ 11:52pm 
All right, it conflicted with the RoR Vanilla gain XP mod. Strange that i activatet this, all ROR are at max xp from the start vanillawise o.O
Ser Boo Hamster 5 Jul, 2017 @ 2:02pm 
Hey Gigiauz, the problem with the flame weapon is not with your mod. I don´t know witch other mod causes this to not work, i will tell you when i found out (for the compatiblyrecord).
Greetings
Kurt Helborg 4 Jul, 2017 @ 8:52am 
thanks a lot Gigiauz... i thougt this... because Carroburg couldn't be upgrated to Tier 3... anyway i love your mod!!!
Gigiauz  [author] 4 Jul, 2017 @ 7:59am 
Jaime let me know if is the flame weapons issue is due to my mod or other mod ;)
Gigiauz  [author] 4 Jul, 2017 @ 7:58am 
Hi Kurt! Tier IV minor settlement work partially with yhis mod, I suggest you to don't use this mod if you plan to use mine.
Kurt Helborg 4 Jul, 2017 @ 7:38am 
hi, is this mod compatible with a tier 4 minor settlement mod??
Ser Boo Hamster 3 Jul, 2017 @ 6:03am 
Then it must be a conflict with another mod, because i still have those flames. I will look into this.
Gigiauz  [author] 1 Jul, 2017 @ 10:02am 
Flaming weapons are removed due to the ugly fire effects (the flame effects are more similar to torches)
Ser Boo Hamster 1 Jul, 2017 @ 9:58am 
Does onyone else got flaming weapons for the dwarven ROR? (Warriors of Dragonfire Pass)
Gigiauz  [author] 20 Jun, 2017 @ 5:30pm 
Thank you AlextheGreat!!
Alex the Great 20 Jun, 2017 @ 7:52am 
OH! And I almost forgot about the Spirits of the Fey (non-ROR unit). They' re something similiar to the Green Knight (Since they' re spirits) but Infantry and in a small group.
Alex the Great 19 Jun, 2017 @ 6:37am 
And plus there's also Bertrand the brigands boys called Brigands of Bergerac. Lol
Alex the Great 18 Jun, 2017 @ 8:32pm 
Besides the truffle hounds (or warhounds), foot knights, & crusader templars, yes, vanilla Bretonnia roster is complete. (...maybe) As for the ROR, on the lexicun page, Bretonnia has I believe 18 ROR, a few are the Skyhost, Companions of Quenelles, The Mob, Crusaders of Bretonnia, and Jerrods Lance (I probably have the name of this one wrong.). Lol
Gigiauz  [author] 18 Jun, 2017 @ 3:10pm 
Bretonnia recruitment roster is almost done (by vanilla). Bretonnian Regiments of renown are very very old but I could find something of the last books End of Times ... if anyone has some hits are welcome!!
Alex the Great 18 Jun, 2017 @ 9:25am 
@Gigiauz
Hahaaaa! Awesome! By any chance, those units you plan to add, will there be any for Bretonnia?
Gigiauz  [author] 18 Jun, 2017 @ 2:25am 
@AlextheGreat: yes, I plan to add some other units in the optional pack 3
Alex the Great 17 Jun, 2017 @ 9:23am 
Oh nice! Do you plan to add more units? :O
Gigiauz  [author] 13 Jun, 2017 @ 6:17pm 
UPDATED FINALLY!!
The Running Man 26 Feb, 2017 @ 3:23am 
Thanks for the response!
Gigiauz  [author] 26 Feb, 2017 @ 12:44am 
Hi Running! Unfortunately I think that these mod are not compatible with Cataph's mod, since I edited startpos file. Anyway, I made an optional pack 3 with my regiment of renown.
The Running Man 25 Feb, 2017 @ 8:06pm 
Hey man one question! is this compatible with the TEB and kraka drak mod by cataph? and crynosos unlocker mod? as well as jdharrows regs of renown mod? thanks!
TomW 14 Feb, 2017 @ 9:16pm 
Oh, noticed your comments on part 1, will test it out now that i have downloaded the new packs
TomW 14 Feb, 2017 @ 9:02pm 
Yo, I think your update today bugged the mod. I started a new game (empire) and got to turn 3 where the technology should be picked for completing the barracks level 2 and it wasn't there. Hovering over the tech showed errors Like "Ralley field" required or something.
Old Man 15 Jan, 2017 @ 8:10am 
Swwweeeeeet!
Gigiauz  [author] 15 Jan, 2017 @ 5:48am 
@LAMB: don't worry, soon I will add awsome looking officer made by my self ;)
Old Man 15 Jan, 2017 @ 4:13am 
*also the archers.
Old Man 15 Jan, 2017 @ 4:12am 
Really love this mod! Adds great depth, especially to the empire, but i was wondering if you could look into a compatibility patch for Empire Expanded - State Troop Officers? I've noticed it is compatible to a point, namely all the new units get officers except for the new basic state troops (swordsmen and spearman).
Gigiauz  [author] 14 Jan, 2017 @ 3:46pm 
@Wurrzag: it works, have you checked on problem issues thread?
Rib Roast 14 Jan, 2017 @ 8:56am 
scratch that, if you rebuild the building, it works fine, but with the building you start out with, you cant upgrade it.
Rib Roast 14 Jan, 2017 @ 8:49am 
i cant upgrade the barracks in black crag
Stick Rick 14 Jan, 2017 @ 2:20am 
Game wont even start anymore with both mods enabled :D
Gigiauz  [author] 14 Jan, 2017 @ 12:56am 
I've never changed anything about unit card selection
Gigiauz  [author] 14 Jan, 2017 @ 12:52am 
strange ...
Gigiauz  [author] 14 Jan, 2017 @ 12:51am 
have you tried with new campaign
Stick Rick 14 Jan, 2017 @ 12:51am 
Nevermind. "Clearer Unit Card Selection UI" is now incompatible.
Gigiauz  [author] 14 Jan, 2017 @ 12:51am 
@[G-t-L] Stick Rick: Yes probably the units cap (reworked ) could break savegames.
Stick Rick 14 Jan, 2017 @ 12:45am 
What exactly did you update?
The update broke my game. Propably incompatible with one of the other mods...
Gigiauz  [author] 13 Jan, 2017 @ 6:18pm 
UPDATED
Gigiauz  [author] 12 Jan, 2017 @ 3:21pm 
@UnknownTeddy: here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=840939658 , I've tried and it works as you can see, if you have problems look at problem issue thread in part 1
Gigiauz  [author] 11 Jan, 2017 @ 3:00pm 
@UnknownTeddy: Thank you! I'll take a look. Could you send me a me a screenshot link please?
Unknown 11 Jan, 2017 @ 2:40pm 
As i was playing a vampire counts mod with your mod installed i conquered stirlands capital (wurtbard) and i found out that i coulden't build a single building. Would really appreciate if you would take a look :)
Gigiauz  [author] 10 Jan, 2017 @ 11:00pm 
yah...Thank you!
A Flying Purple People Eater 10 Jan, 2017 @ 6:12pm 
That is so dwarfy tho...
But I still love your mod all the same
Gigiauz  [author] 10 Jan, 2017 @ 5:41pm 
Because fire cover the visibility of unit's textures and also is pretty ridiculous (they seem to bear torches instead weapons)