Total War: WARHAMMER III

Total War: WARHAMMER III

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Recruit Defeated Legendary Lords
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Tags: mod
File Size
Posted
Updated
2.456 MB
27 Aug, 2022 @ 10:53am
14 Dec, 2024 @ 8:23am
48 Change Notes ( view )

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Recruit Defeated Legendary Lords

Description
WH2's Recruit Defeated Legendary Lords ported to Total War: WARHAMMER III – Update 6.0.x



This mod transfers legendary/immortal lords and heroes of defeated factions to factions that are still in play. It works both for the player and the AI (though the player will be favored)!

Scenario 1
Has that foolish counterpart of a Vampire Count refused to confederate, be reasonable or flat out irked the grand, righteous ruler that you are? Are you left with no choice but to defeat him, yet fear for the consequences as you can’t have their legendary lord this way? Well no more!

That’s right, they will serve their rightful masters! You can now pummel your "like-minded", bovine-staring-face neighbor into the ground, destroy his useless empire, sack all his cities, plunder him to your heart's content and then recruit his legendary lord as a fresh, empty-headed recruit!

Scenario 2
You'd like to help the Last Defenders but as the Hexoatl you might as well be on another planet and confederating territories that far away might not be ideal.
Well, if he's ever defeated, you can now hire him, build up spanking shining new armies and lead him to retake his lost territories!

Current features
  • After factions are defeated their legendary/immortal lords and heroes will be made available to remaining factions (player as well as AI) of the same subculture/race - e.g. A defeated Lizardmen faction will only join other Lizardmen factions (basically confederation with a few extra steps).
  • Lords/heroes obtained this way will start off wounded.
  • Legendary Lords/Heroes recruited this way are the "original" ones (not copies like in previous versions of the mod). This means there won't be doppelganger, item quests will work and the lord/hero will retain their level, items, skills and traits.
  • This works with all legendary/immortal lords and heroes regardless whether they are modded or vanilla characters. No submods needed!
  • Event messages indicating newly available lords/heroes will appear for all base game & dlc lords.
  • Most factions, even if they are not able to confederate, benefits from this mechanic (e.g. Vampire Coast and Tomb Kings).
  • By default, defeated faction won't join AI led factions before turn 50 (for balance reasons).
  • By default, defeated factions prefer to join factions of the same race, they also prefer player over AI led faction, they furthermore prefer factions they already met, ones they had good relations with (before their demise) and they'd rather seek refuge with a playable (major) faction than a minor one.
  • When your faction is chosen as the preferred refuge, you'll get the refugee dilemma shown in the image above. You then either:
    Accept, to gain their immortal lords and heroes.
    Reject and another faction gets the dilemma.
    Kill them, so they can't join anyone (unless they manage to revive via rebellion).
    Delay your decision and decide again after 25 turn.
  • By default chaos factions (Warriors of Chaos, Mono-god, Daemon and Norscan factions) can join each other, even across "race-barriers" if all factions of a given race are defeated and only chaos factions of another race are available (players-led chaos factions are allowed to accept refugees from different chaos-races even if there are other factions of that race remain alive).
    There are mct-option to restrict this.

Planed
  • Fix MP desync issues.
  • Add a Legendary Heroes backup script to make sure legendary heroes, not yet recruited by the AI, stay in play in case their factions dies (Wulfhart's heroes, Ghoritch, Coeddil, Ariel etc).

Compatibility
Save to add at any point, but not save to remove! You can disable the mod via mct option.
Should play well with most other mods.
Works with Immortal Empires and the Return of Chaos campaign on singleplayer, but is disabled during The Lost God prologue campagn.

Not yet tested for Head-to-Head / Co-op. desync galore
...working on it.

Known issues
  • The mod transfers lords/heroes whether or not they are real legendary lords or just immortal lords. On the one hand this means you won’t miss out on legendary lords even if they were just recently added, e.g. by a mod update (you’d get the lord even if no event message appears) on the other hand you’ll get lords from minor factions you may not necessarily want. This may lead to a slightly more crowded recruitment pool (you can make us of the Execute (useless) Lords & Heroes mod to remedy this issue).
  • If you add the mod mid campaign and a lot of factions are already defeated by that point it may take a few turns for all characters to be assigned to their new factions. This was done deliberately to limit start turn lag.
  • If the player confederated recently then defeated characters will be transferred after the confederation penalty is expired.
  • Since the script uses confederation methods to transfer defeated characters, AI or player factions that take on defeated lords will have their original faction name changed to their "confederation name".
  • Faction that "were confederated" can't spawn endgame armies. In case you want the endgame events to be as scary as possible, I'd recommend setting the "AI Delay" (by default it's 50 turns) mct-option to a value greater than the maximum end turn number you set at campaign start.
  • Event messages are currently being revised and are thus blank for the time being.
  • Yes, the thumbnail is old and ugly. Send me a friend request on steam if you want to submit a replacement.

Links
Previous Versions of the mod (e.g. to finish old campaigns)

Localisation submods:
Recruit Defeated Legendary Lords - Deutsch/German
Recruit Defeated Legendary Lords - TRADUCTION FR
Recruit Defeated LL for KR
Recruit Defeated Legendary Lords(汉化)
Traduccion, Recruit Defeated Lords EN ESPAÑOL
(Japanese translation) Recruit Defeated Legendary Lords (日本語翻訳)

Da Modding Den[discord.com], because it's awesome.



Credits
Scipion for his original concept of the mod.
Lord Militus[www.twitch.tv] for writing the events of the mod.

This is a beta version for a beta campaign! Immortal empires is huge and it's impossible to test everything by myself in a few days, so there is a high chance you'll encounter issues.
Please let us know when you run into such problems or think there is an aspect of the mod we should improve on!
Popular Discussions View All (43)
2
4 Jan @ 8:11pm
Ogre camps from defeated factions taking up camp slots, Unable to make new camps
Mayer
48
17 Jan @ 2:25pm
Notification appears, but can't recruit any new Legendary Lords
Satori
16
25 Dec, 2024 @ 1:29pm
Don't have quest to get legendary item
🌊hi midnite 𝓭𝓻𝓲𝓿
2,923 Comments
'Nsu 2 hours ago 
Lords from defeated factions have no upkeep cost, on my end - surely not WAD? The OP-problem has existed for months, not just on 6.0.

I use alot of other mods, including SFO and Mount-mods, so I completely understand if modconflict can't be fixed :-)

Thank you for your awesome mod!!
Eldubs69 22 hours ago 
does anyone know of a way to make the lords that you have collected from other races have there unit boosting abilites work with your own troops
123 23 Jan @ 12:16am 
I begin to receive notification from the same faction (a faction doesn't exist) almost every turn. I tried different selection (kill, delay, accept etc), none of them work. The notification still come next turn. I'm not sure if this mod is incompatible with other mods.
Nixon#1 22 Jan @ 2:58pm 
HAHAHAH, GUYS, I FREAKING FOUND IT, 100+ MODS LATER.

I FOUND THAT SOMEHOW ```OLD WORLD CAMPAIGN``` BLOCKS IMRIK DRAGON BATTLES (IN EMPIRES EXTENDED, NOT EVEN IN OLD WORLD CAMPAIGN ITSELF, BUT NOT SURE!!!!1), ABSOLUTE MADNESS.

OH MY FRIDGED GOD.
IT'S NOT EVEN RELATED CLOSELY AS QUESTS, BATTLES, UI OR EVEN ELVES STUFF.

HOLY SHEET.:wololo:
Nixon#1 22 Jan @ 9:21am 
Good day, sir.
Imriks dragons battles bugged and skipped because of some mods or maybe the vanilla itself?
(Playing as Imrik, of course).
I am actually getting crazy and cannot find the mod, that responsible for this bug..
I press the button to fight them and absolutely nothing happens.
The buff and influence stuff work actually.
But the battle does not even show up :/

In vanilla without any mod it works and creates a notification table with quest issued, but with bunch of my mods it's just not..

(Sorry if the message is repeated on multiple authors mods).
阿东 22 Jan @ 6:02am 
up pls
Loopy 20 Jan @ 6:54am 
How is this currently in coop campagin still deduct galore?
Azure Eagle 19 Jan @ 11:47pm 
@FatherOfConqs sadly not. I would love a feature where you could determine exactly where individual characters go via the settings, though I imagine that would be quite complicated in terms of scripting.
888Umer 19 Jan @ 2:25pm 
This mod's log says this... someone help?

RD: [20, 01 2025 02:49:01] [Turn: 12(wh3_main_chs_khazag)]: ERROR
RD: [20, 01 2025 02:49:01] [Turn: 12(wh3_main_chs_khazag)]: [string "script\campaign\mod\cth_fuyuanshan_defeated.lua"]:89: attempt to call global 'Give_Trait' (a nil value)
RD: [20, 01 2025 02:49:01] [Turn: 12(wh3_main_chs_khazag)]: stack traceback:
[string "script\campaign\mod\sm0_recruit_defeated.lua"]:1450: in function 'safeCall'
[string "script\campaign\mod\sm0_recruit_defeated.lua"]:1468: in function <[string
888Umer 19 Jan @ 2:24pm 
"script\campaign\mod\sm0_recruit_defeated.lua"]:1462>
[C]: in function 'pcall'
[string "script\_lib\mod\pj_error_wrapping.lua"]:100: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>