Total War: WARHAMMER III

Total War: WARHAMMER III

Better Alliance - Foreign Heroes
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BAGHolder  [developer] 25 Jan, 2023 @ 3:26am
The true agent version
After many requests & much trial and error, finally I am testing a new version that gives true agents.

Here is what is implemented & being tested:

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Features:
1. Wait til your ally or vassal build their outpost in one of your provinces.
2. Their agents will be available to recruit in that province.
3. They are true agents, so have skill points, weapon, mounts, etc.
4. Agent cap is increased by level 3 outpost (lv3 outpost can only be built by military ally or vassal).
5. Works for all agents (except Alchemist from Cathay).


The limitations:
1. The agent recruiting UI sidebar is crowded, especially the wizards. Looking for solution --- either enlarging the UI sidebar, or combine multiple subtypes together.

2. The only agent missing is alchemist from Cathay. She has mixed arts when recruited by other race. Not sure why, but I will let it be since it is just one agent.

3. The mod may have art conflict with other mods that change vanilla art table. If you notice mixed arts, this is caused by other mods changing vanilla arts. I had this happening with LIG damsel, while every other art or agent mod is fine.

4. Lords are disabled for now, agents only.
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That is all!
After I test the mod to for several races (in a week or so), I will update the mod to true agent version. The current version will be uploaded separately as legacy version.

Let me know any suggestion.
Last edited by BAGHolder; 26 Jan, 2023 @ 2:05pm
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iviachupichu 25 Jan, 2023 @ 7:48pm 
This sounds great!

It seems to operate very differently from the current version so you may want to release it separately even if you decide not to update this one anymore. With that said, you'll probably be pestered for updates so it's totally understandable if you only want to maintain the true agent version moving forward. xD

Not being able to recruit across the good/bad line seems like a major limitation, though it's hard to suggest a solution without seeing specifically how the interface is cluttered. I'm guessing every single agent type will appear in the agent recruitment list and the outpost building provides the unit cap? On that note, how are you planning on handling unit caps? I'm guessing you would have it increase with outpost level.

Are all recruitable agent types for a faction forced to appear into the agent recruitment UI? If they aren't then it may be possible to use an alternate interface paired with events/dilemmas that reward the agents instead. With that said, you don't usually recruit that many agents in a given campaign so cluttering that interface shouldn't have too much of an impact on gameplay even compared to the current version which clutters the unit recruitment interface for races with multiple mages.
BAGHolder  [developer] 26 Jan, 2023 @ 3:25am 
@iviachupichu

Thank you for the feedback!

1. I will upload a legacy mod for those who prefer the current one.

2. Yes all available subtypes will force appear in UI...if only I can find a way around that.

Actually the only type giving me trouble is the wizard. There are so many sub-types so it is very clustered. Still clickable, but very squeezed.


3. The agent cap is added to lv 3 outpost.
Last edited by BAGHolder; 26 Jan, 2023 @ 2:06pm
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