Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Alliance - Foreign Heroes
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Tags: mod
File Size
Posted
Updated
1.702 MB
22 Nov, 2022 @ 5:16am
17 Jun @ 9:06am
74 Change Notes ( view )

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Better Alliance - Foreign Heroes

Description
Updated to 6.0 + Foreign Lord (Beta)
This mod has two functions:
--- Enable foreign agent recruiting from ally or vassal, via the outpost. Works for both player and AI, new or save-game.
--- Enable foreign lord spawning on new campaign. This is a beta version, by default disabled and requires MCT to enable. Works for player faction only.


How to recruit foreign agents:
1. Establish an alliance or vassal.

2. After the ally builds an outpost, their agents are recruitable in that province.

3. Each level 3 outpost raises agent cap by one.

4. The recruited agents stay with you even if alliance is later broken.

5. Your outpost at ally province also provides your agents to them.

See screenshots for examples. Only playable factions can access foreign agents, and only vanilla agents.

If you play minor factions via Mixu unlocker, or would like to added modded agent to any race, see this tutorial on how to enable the agents to any faction. Alternatively, the Lord and Hero version provides agent units for all factions (in unit not true agent).


Additional Notes on Agents:
1. I have tested all vanilla agents are working correctly on turn 1. However, it has been reported that in certain campaign, one may not have access to certain agents, e.g., dwarf may not always get wizard types. This looks like a random behavior, and investigation on-going.

2. Agents given by mission rewards is randomized. For example, Empire's initial mission reward gives a wizard, but instead of Empire wizard, you may get Elf wizard or Chaos sorcerer or another wizard.

3. Some tweaks to allow cross-race recruiting: Ice maiden is enabled to foreign faction without background training (Kislev still have access to trained ice maiden); high-elf background now require 0 influence (otherwise it is all bad background as foreign agent).

4. When using this together with other agent mods, it is possible to have some art issues. Let me know which mod and I can quickly fix them to ensure compatibility. See here for more information and how to make any agent mods compatible if you are mod author.


How to recruit foreign Lords (Beta):
By default, the lord script is disabled, you need MCT (listed as required) to enable it and toggle foreign lords of each race. Once enabled, it will trigger only once, either on new campaign start, or loading an existing save without this script enabled before.

For example, once you toggle high-elf option on, it will generate one of each general type to your pool. They will stay there for 15 turns at most (or earlier when refreshed faster), then leave your pool --- so recruit them as soon as you are able.

Note that the beta script is not tied to alliance at the moment. Also, do not tick every race on (no more than 5 is OK), else the recruiting UI will be cluttered with all generals. Also the script is not tested on co-op.


Related Mods
-- Better Alliance: prevents alliance breaking & loss of outpost due to refusing to join war. Highly recommended.
-- All diplomatic option: not all factions can be allied due to race affinity. This mod allows any faction to vassal / liberate, so getting access to foreign agents is easier.
-- Bretonnia auto-vow mod: Bretonnia paladin cannot get vow interface as foreign agents. This mod ensures they can get vows based on level.
-- Variant Selector: can be used to manually fix any agent art issue, by selecting the correct variant on agent panel.

Misc:
I don't always check Steam comments. For time-sensitive request, please contact me on discord, either via modding den or my own channel[discord.gg].

And I always welcome a cup of coffee[www.paypal.com] for the works.
Popular Discussions View All (4)
10
15 May @ 3:59am
PINNED: On arts conflict with other female agent / art mods
BAGHolder
4
5 Feb @ 11:11am
PINNED: How to enable modded agents & agents for minor factions.
BAGHolder
535 Comments
Nefola 11 Jul @ 6:32am 
even the wizard lord recruitment panel is bugged with the white banner
Wang P 8 Jul @ 8:33am 
Tilea, Estalia, Border Princes and New World Colonies needs updating, they are empire, but ally builds are white banner, their agents are NOT recruitable
Nefola 5 Jul @ 11:11am 
did some checking with other factions, empire seems to be fine, the UI dosent bug out, but all other factions i checked, brettonia and kislev are buggin out in the UI
2718550462 29 Jun @ 11:41pm 
I don't know what went wrong. On 6.21, the bugs during the 18th faction's turn in the first round.
👻GypsyBastard 26 Jun @ 11:35am 
Any chance to add Ostankya's Witches as a Lords for the special MCM option?
Nefola 21 Jun @ 7:46am 
removed all other mods and checked, dosent seem to be caused by mod conflict
Nefola 20 Jun @ 8:07am 
+1 to removing the white banner, facing same issue, could be because of mod conflict too?
EviLive 19 Jun @ 1:19pm 
I do get access to hero types I would not usually get, I get engineers as Dark Elves, sometimes the tab is just a blank name with heroes from allies I could not usually get. But yes all of them are in white boxes and when they are bunched up, like int he case of caster (since there are so many) it becomes hard to read them or see what ones are available. Not seeing heroes that are not available or will never be would be great, but even better would be the lack of white boxes.
sfo compatible or not?
Lunatic Cultist 12 Jun @ 5:49pm 
needs updated