Total War: WARHAMMER III

Total War: WARHAMMER III

Better Alliance - Foreign Heroes
This topic has been locked
BAGHolder  [developer] 27 Jan, 2023 @ 11:42am
Tentative plan to recruit ally general
Here is my plan for generals, and again I am laying it out to solicit feedback:

1. Once an alliance or an outpost is built, game will spawn one of each general type into the pool.

For example, once I ally with Bretonnia, I will have 1 lord, and 1 prophetess of each lore in the recruiting pool. If not recruited, they will leave after a few turns.

2. Each new alliance will spawn them again. So foreign generals are limited by the number of alliance.

3. For now I plan to make it work for both player and AI.
< >
Showing 1-3 of 3 comments
iviachupichu 27 Jan, 2023 @ 10:14pm 
One slight oddity with this implementation is that factions with magic casters will provide far more lords since you'd be adding one of each lore to the pool. I suppose it's the same with heroes though. How will traits be handled if they leave after a few turns? (assuming recruitment is done through the standard interface)

Limiting generals by number of alliances makes sense, as does having this system work for both the player and AI. It gives more incentive to form multiple alliances instead of just eating everyone.

For co-op specifically, one of the neat things about the legacy version is that you could have their lords in your army then give them control of lords/heroes/units from their faction. The true agent version for heroes still allows this since you can embed heroes into any army, and even combine it with Cpecific's Skill Queue to queue up the other player's skill build. With that said, recruiting allied lords to lead an army is incredible in its own way and it allows you to make armies composed entirely of allied units.

Thanks for making this amazing mod! Looking forward to the update. =D
BAGHolder  [developer] 28 Jan, 2023 @ 7:26am 
@iviachupichu

Yes all wizard types will be available, and recruited by standard panel. The background skills are just random. They will leave after a few turns (in vanilla game it is 15 turns to refresh).

Alternatively, I am also thinking about just 1 random general out of all available types, every time an outpost is built.
iviachupichu 28 Jan, 2023 @ 10:43am 
Ah, I misunderstood and thought you meant they disappear rather than refresh. xD

I think one of each type would be better so that people aren't repeatedly destroying and rebuilding outposts to fish out the type of lord they want.
< >
Showing 1-3 of 3 comments
Per page: 1530 50