Total War: WARHAMMER III

Total War: WARHAMMER III

Better Alliance
454 kommentarer
奥威尔·切瑞先生 30. sep. kl. 20:38 
Can the types of troops that can recruit Allies be unlocked based on the outpost level instead of depending on his buildings, because AI Allies are sometimes too stupid
奥威尔·切瑞先生 30. sep. kl. 20:32 
Could more recruitment slots be added? It's too slow to recruit only two teams at a time
TheCatGod 30. sep. kl. 17:43 
Is there a version without the red-line skill buff changes?
The Tactician 21. sep. kl. 1:14 
I'm not sure if it's this mod or another one, but stronghold settlements seem to be filled with the roster of all factions combined.
9R1N90V13J0 6. sep. kl. 9:35 
I didn't know I needed this mod so badly, but I absolutely do!
UsurperXVIII 9. aug. kl. 11:38 
The skill "Monstrous Strength" found in Chaos Lord skill lines is incorrectly giving speed at its 3rd level instead of weapon strength. Briefly did a solo test and confirmed the issue is this mod
ChopChop 8. aug. kl. 10:47 
@Hydra hello friend, I have updated my mod so that table from Better Alliance will be loaded before mine therefore making moth mods compatible. pls resub to ex building mod and should be good
Xiivait 7. aug. kl. 17:26 
nice mod, however when playing as beastmen we have a rule "only 4 units" because 20 units without upkeep is too op
Biionic 28. juli kl. 17:27 
Hey, not 100% its this mod but pretty sure, playing as throgg my troll unit cap seems to be at 0, even with structures to boost it?
Morgul 6. juli kl. 7:56 
@Azi That is the nature of the mod, to make stats buff with generic unit types, ignore the +0 value, that value is just a workaround to make the generic buffs possible, it's working as intended.
Azi_Dahaka12th 3. juli kl. 2:23 
maybe its a conflict with other mods but, i get the +missile damage for all missile units, but i also get +0 to missile damage for (faction specific unit)
Hydra 1. juli kl. 8:18 
Expanded Buildings Overhaul interferes with the coding of the mod, I don't know enough to suggest a change
zecrayz 22. juni kl. 18:56 
Is the mod still not working and updated?
VioletGrey\\ 14. juni kl. 6:18 
can confirm this seems to be a uppercase issue.
ParmenionGR 29. maj kl. 5:05 
could you fix the issue? @BAGHolder
DeezNutz 26. mar. kl. 16:51 
Wimwicket is correct. I was able to get the mod working again just by using rpfm and changing the uppercase letters to lower case.
BioVolck 26. mar. kl. 6:00 
pls up 6.1🙏
Wimwicket 25. mar. kl. 11:39 
One reason for the CTD appears to be due to uppercase letters in filenames of things like scripts and db files. For example TLA_Allies.loc would need to be tla_allies.loc. Credit to BlackJackGear on Da Modding Den.
UPD8 25. mar. kl. 11:10 
Causes CTD on launch with the new 6.1.0 patch
Illegal FQ 13. mar. kl. 15:01 
I have an issue and I;m not sure if it's from this mod but now if i want a vassal/ally to attack defend or capture a settlement it's costing me 20 allegiance points. Would anyone know what mod is causing this, or if it's from this mod?
Boldor 18. feb. kl. 1:45 
The red line changes really make this mod from a focused "changes to Alliance/Allegiance mechanics" to meddling with Skill lines, unit balances and an issue for a whole host of other mods. Would ne much preferrable to either have it as a separate submod or MCT option
AlxButch 29. jan. kl. 9:37 
I agree with Daemon here: I'd like to disable the changes to red skill lines. I don't like how it interacts with hybrid units and often double-dips when you have different skills that normally would target different type of infantry units (Slayers & armoured dwarves, or Demonic & mortal units)

While I really enjoy being able to create armies of all sorts this way. this makes the mod feel really unbalanced
Anthaderas 22. jan. kl. 13:33 
Could we have access with the Mod Configuartion Tool to options to allow/disallow some features or to tweak some numbers ?
Antagonistes 13. jan. kl. 2:20 
Hey there! Not a major issue but I noticed your mod isn't overriding the vanilla text for tier 3 tooltips in the red skill line, leaving a "+0 for XYZ unit" in addition to the text you added with the mod.
https://i.imgur.com/WRJHBEM.png
Axios2002 29. dec. 2024 kl. 21:31 
Any chance you added foreing garrisons to border gates and forgot to make them appear only when allied, because there are units in some of this places that have no right being there, like kislevite cossars in Dark Elf held gate in Ulthuan.
Rustic Clover 28. dec. 2024 kl. 19:42 
Tbh I think the only thing this goes too far on is the army skill changes, specifically because it doesn't play nice with a number of mods and flattens too many benefits to apply to too many units. Any chance of a version without it to help with compatibility?
To infinity and beyond 27. dec. 2024 kl. 22:09 
This fantastic mod is amazing and deserves more love. Thanks so much for all your hard work! here's my Chinese translation:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2790155753
JonSnowFlake 27. dec. 2024 kl. 8:02 
This mod by itself is causing MP desync your foreign agent mod still works for MP without issue.
尔康思密达 25. dec. 2024 kl. 18:53 
we need chinese pls
Huckelicious 25. dec. 2024 kl. 17:00 
Seems that the veteran red skill line (rank 7) for Ogres' monstrous cavalry is not applying as intended.
JonSnowFlake 20. dec. 2024 kl. 11:44 
getting regular Desync in MP on turn 4 with only this mod and your foreign agent mod never had that issue previously.
Echo 20. dec. 2024 kl. 3:42 
It's also missing the TLA_inf_elite_ror, or there is an inconsistency, since you include monstrous_infantry in TLA_inf_elite but don't include the monstrous RoR.
Echo 20. dec. 2024 kl. 3:25 
The Powder-Guts (Maneater RoR) is missing a TLA_missile_elite_ror association. It only has the melee side and missing the tier 7 bonuses that regular pistol units get.
HomicidalRex 14. dec. 2024 kl. 20:46 
is there a way to add other unit to the recruitment pool?
Fenrir4life 14. dec. 2024 kl. 11:40 
Is it at all within scope for this mod to allow Golg to teleport to a coop partner's settlements?
BAGHolder  [ophavsmand] 12. dec. 2024 kl. 11:34 
updated to 6.0.

@Phukface
I think there is another mod did that...but I don't remember which one..IMO 2 units is really enough for campaign.

@Laserdream
Reverted heart of flame so it applies to the guard.
Phukface 26. nov. 2024 kl. 14:18 
Would you be able to release a version that allows for 4 and/or 6 recruitment slots for allied recruiting? I love the changes but only recruiting 2 at a time takes awhile haha
Laserdream 6. nov. 2024 kl. 21:10 
This mod nerfs Phoenix guards a bit - they don't get their rank 7 red skill +10 Phys resist with this.

There is prolly some other instances like that. Could this be fixed?
Alastor Moody 31. okt. 2024 kl. 21:22 
its broken for 5.2.7 atm, any backup files by any chance?
wemoney 26. okt. 2024 kl. 23:19 
The bonus applied to goblin Level 7 units in the CHAOS DWARVEN'S Lord army skill HAS BEEN INCREASED TO ALL INFANTRY
rastavor 5. okt. 2024 kl. 4:10 
not playing with SFO (since i'm playing chorf) but found another incompability, this time with More Characters in Recruit Pools https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3285143427&searchtext=more+characters
rastavor 30. sep. 2024 kl. 21:48 
@Dirty Red nope still not fixed a per a month ago since I started a campaign. Haven't updated the game nor mods, but since this mod is last updated in Aug I assume no changes to expect. About to start another campaign soon so I'll let you know if it has miraculously worked.
Dirty Red 29. aug. 2024 kl. 16:39 
@rastavor How did you fix it? Having the same problem.
PropofolPapi 21. aug. 2024 kl. 17:59 
updated for the patch? does it need to be?
Bhelliom 21. aug. 2024 kl. 15:40 
Hello, a nice idea to allow for some crazy builds. Would you consider making one separate mod that only affects Ogre Mercenary recruitment? I was looking and they all seem out of date. Except yours, but yours changes a lot of things and in big ways. Sometimes Vanilla++ feels best IMHO. And being able to only get 1 low tier Ogre unit just feels wrong, especially for someone like Zhao Ming.
rastavor 10. aug. 2024 kl. 9:29 
@Phukface @Mystacron I ran to the same problem today and have successfully singled out the conflict being indeed between Better Alliance and SFO. Safely got to turn 3 now, wish me luck :)
Phukface 1. aug. 2024 kl. 15:38 
I've not used SFO since TWW2, I'm going to do more testing but it's just odd to me that this is the mod breaks my set up when it never has before :c
Mystacron 1. aug. 2024 kl. 8:11 
@Phukface I get the same issue every campaign, no clue which mod is conflicting with it, possibly SFO but not sure
andeh 30. juli 2024 kl. 16:58 
gotta agree with @Tecuatl.. after checking the allied recruitment and seeing how many allegiance points had accrued, it felt like I was using a cheat mod with how many units I was able to plug gaps with.. honestly, it feels like the mod would be fine with the cap remaining at 100, or at least closer to it.. 900 seems like an overcompensation
Tecuatl 29. juli 2024 kl. 0:53 
I love this mod! The only downside for me is that the very generous allocation of allegiance points makes the game quite a bit easier, because when you're deep in foreign territory you can capture a settlement and then always rely on allied recruitment to fill any gaps in your army over the end turn, whereas previously you would have been stuck with global recruitment (slow and expensive) or hoping you had some RoR or allegiance points left.

My suggestion is that if you're in a province where the corruption level is still too high/low – i.e. you probably only got there recently – you only get one allied recruitment slot, instead of two? Might be too complicated though.