Total War: WARHAMMER III

Total War: WARHAMMER III

Recruitment changes: Bring Back The Mid-Game (BBMG)
63 Comments
Drcipres 28 Sep @ 6:03am 
yea of course ty
PIXY_UNICORN  [author] 28 Sep @ 5:51am 
@Drcipres that is fine, so long as you credit this mod with a link to the original mod too. Please :)
Drcipres 27 Sep @ 10:54am 
hey ive been tweaking this mod to my taste a little bit and i was wondering if you would be okay with me uploading my version of your mod
PIXY_UNICORN  [author] 26 Sep @ 2:23pm 
@Ravenous thank you for the report! I will check it out!
Ravenous Mortality 25 Sep @ 12:19pm 
Hey man, great mod, but it is sadly broken at the moment. The Tier V Construct buildings (Warsphinx, Necrosphinx and Hierotitan) only raise the unit capacity, they don't actually let you recruit the unit.

I looked around in RPFM for a bit but couldn't get it to work, hope you can figure it out!
sweetnerevar 14 Sep @ 4:35am 
Thanks, good to hear.
PIXY_UNICORN  [author] 14 Sep @ 4:12am 
@sweetnerevar That is a fair point and an oversight on my part. I was aiming to keep them at the same tier as SOA, but when I moved SOA up a tier, the hero unit moved with them. They definitely recruit later than they should. I will give High elves, Norsca and Slaanesh a review when the DLC drops in a month or so. Because the buildings and units will undoubtedly be shuffled with the introduction of the new units.
sweetnerevar 13 Sep @ 11:27am 
hey, a question/balancing feedback: why are handmaiden heroes locked behind tier 5 for HE? To my knowledge, they are the only heroes recruitable at final tier in this mod (which means, you are not gonna use them for most of the campaign) and there is hardly anything in their kit that warrants this. Is this just a case of "well, technically they are Sisters of Averlorn so they must be recruited at the same tier, balance be damned"? I genuinely don't think that any generic heroes for any faction should become recruitable later than legendary heroes (and unless you are playing skaven or roleplaying a tall empire, you are gonna hit lvl 30 much earlier than T5).
PIXY_UNICORN  [author] 30 Aug @ 9:21am 
Strange. I just booted up a Maz campaign to check and I had no issues.
Drcipres 30 Aug @ 9:11am 
Yea im on 6.3, i got the new blessed spawnings system and everything
PIXY_UNICORN  [author] 30 Aug @ 8:59am 
@Drcipres Are you using the beta patch?
Drcipres 30 Aug @ 8:43am 
the lizardmen changes seem to be broken? i tried a fresh mazda campaign with just MCT and this and i saw things like razordon at tier V right above dread saurian at tier IV
sweetnerevar 29 Aug @ 6:19am 
This is fair. Cheers.
PIXY_UNICORN  [author] 29 Aug @ 6:09am 
@sweetnerevar I hear your concerns. But this was a personal choice as won't have capacity the next couple weeks to update the mod. So I would rather update it now a few days earlier (maybe less if they solve the issue early per CA's discord) than leave it for 2 weeks. I hope that you understand my reasoning.
sweetnerevar 29 Aug @ 5:34am 
Look, this is your mod (which I am enjoying btw), so you do what you want with it, but, to be honest, to roll out an update for the version which is not even out seems like a very strange decision. For one, I don't really want to participate in CA's beta testing and I am running an AMD CPU which allegedly makes the game crash even more with the beta patch. Secondly, and probably more importanly, the vast majority of other mods I am (and likely most other people are) running alongside yours are not updated for the beta patch (duh).
PIXY_UNICORN  [author] 29 Aug @ 5:14am 
You''l need to use the beta version until it goes live next week.
sweetnerevar 29 Aug @ 3:25am 
Also, apologies if I misunderstand something, but the patch will not be live until next week. How are the correspoding changes applied to the live version?
sweetnerevar 29 Aug @ 3:22am 
This mod crashes my game after the latest update (i.e. can't launch). I get a message: the first invalid record is 1996122368 in table building_units_allowed_tables.
PIXY_UNICORN  [author] 28 Aug @ 3:03pm 
I have just uploaded new tomb kings/Lizardmen images showcasing what is changed :)
Omnplayer 28 Aug @ 2:43pm 
What changes did you make for the new patch?
PIXY_UNICORN  [author] 13 Aug @ 2:34am 
@DAREdavel The images sorta act as my building changelog; if it isn't in the images, it has not been changed. So my apologies for your experienced difficulties.

I have considered that, but I just have not gotten round to uploading them yet. As there is a mini miscast mod that I would also like to upload.

I am glad that you are enjoying it though :)
DAREdavel 12 Aug @ 12:26pm 
Did you keep a changelog? I keep changing most units back to WH2 recruitment buildings/level (my own preference), and since I don't have all DLC's, some buildings are empty for me (example: No Malakai = no grudgerakers -> Arms Foundry is redundant since irondrakes with torpedoes are in forge now).

You hit the nail on the head with the RoR scripts!

I would suggest splitting the slower growth and the unit recruitment balance changes into two separate mods, maybe even three. Separately choosing later RoRs, the recruitment and slower growth would be a nice QoL to this mod.
PIXY_UNICORN  [author] 9 Aug @ 2:32am 
@Lg | Artos Strange. I am current playing a CHD campaign and it has worked fine for me.
Ambar's issue was reportedly associated with the AI Beta (CA just removed another Beta) so it could be something to do with that.
Lg | Artos 5 Aug @ 8:14pm 
Also getting the issue with triggering the Gorduz quest. Turn 50, built multiple Hobgoblin camps, nada.
PIXY_UNICORN  [author] 6 Jul @ 2:38am 
@Ambar thank you for your comment and for sharing your positive experience!
I completely agree with your sentiment. I have been playing this series since the start and noticed the gradual change in all of the issues you have described.
The 'final straw' that pushed me to make this mod was the last DLC where Black Orcs were moved down to be at the same building level as night goblins (T3!).
Ambar 5 Jul @ 2:52pm 
I've never left a comment on a mod before, but I downloaded this one and it totally fixed what I've always felt WHIII got wrong. The rapid pace of replacing obsolete units you just recruited, the overwhelming amount of RoR you unlock, the amount of quest Unique items that are thrown at your LL for no effort. This actually makes the game play like it was meant to be played.
PIXY_UNICORN  [author] 17 May @ 7:11am 
@Domekabc no worries. Glad that you are enjoying it!
Domekabc 16 May @ 11:40am 
@PIXY_UNICORN just checked again and I did get the mission on the turn after getting lvl 20. Maybe my game was broken at that point, or it was the AI beta or something. Anyway, thanks for answering and awesome mod imo. Have it almost always turned on nowadays
PIXY_UNICORN  [author] 1 May @ 1:58pm 
@Domekabc Sounds like a script conflict. I just tested and it is working on my end.
Domekabc 27 Apr @ 9:09am 
Playing as Chaos Dwarfs, even after getting lvl 20 on Drazhoath still can't get the Gorduz recruit mission. I both have and have built a hobgoblin recruitment building AFTER getting to lvl 20 to test it. Any ideas what can cause this?
PIXY_UNICORN  [author] 25 Apr @ 9:31am 
@BigBoyEmp Yep.
BigBoyEmp 24 Apr @ 11:45am 
Does this still work?
PIXY_UNICORN  [author] 27 Mar @ 12:34am 
@Guts ahahhaha
Guts 26 Mar @ 7:53pm 
"Some modded campaigns are crashing" :crying_yeti: CA is a funny bunch
FrozenPerry 26 Mar @ 4:38pm 
Great! And thanks again!
PIXY_UNICORN  [author] 26 Mar @ 10:43am 
@FrozenPerry It is a wider issue with this update. CA said it is where the packs begin with an uppercase letter. (Weird)
So I have changed the required tables to lowercase. Just tested and it booted fine now :)
FrozenPerry 25 Mar @ 4:04pm 
Hello, love the mod, but it is now crashing the game even though it is marked as updated. No errors in rpfm
PIXY_UNICORN  [author] 22 Mar @ 6:35am 
@Guts aww cheers Guts! I really appreciate that feedback - glad to see you enjoy them :)
Guts 21 Mar @ 11:04pm 
Three mods three bangers, but this one is the best. I agree with your take on balance and especially love restricting the monstrous Kislev units. Well done!!
PIXY_UNICORN  [author] 27 Feb @ 10:12am 
We will have to agree to disagree. They are different units with different roles.
Shades are an even lower tier in vanilla so if anything this mod mitigates this problem by moving them up a tier.
Malarraenaepcaleac'h 27 Feb @ 9:50am 
As Ive said, Har Ganeth Executioners are pretty mid, and are grossly overshadowed by Shades. There will never be a reason to recruit some tier 5 units like this.
PIXY_UNICORN  [author] 27 Feb @ 9:42am 
@Malarraenaepcaleac'h
I am glad that you like the idea of this mod.

'The biggest problem is that you and the AI will have multiple stacks of tier 3 units levelled up with golden chevrons. There will never be a reason to get tier 5 units.'
The reason to get tier 5 units is because they are better. That is the same in vanilla as it is in this mod. Tier 5 units with golden chevrons will be better than tier 3 units with gold chevrons.

Ultimately everyone will have their own ideas and justifications for how the units should be recruited. But this mod is based on my justifications from game play and lore.
PIXY_UNICORN  [author] 27 Feb @ 9:35am 
@Gustav tier 3 giants remain because there is never a reason to recruit them over the other monsters that are tier 4 & 5. So at least at tier 3, they get used.
Malarraenaepcaleac'h 26 Feb @ 3:38am 
I like this mod in theory. But there are some issues of course. For example, har Ganeth Executioners are tier 5? Shades are tier 4 and theyre already way better, theres no reason to ever get Har Ganeth Executioners. Swordmasters of Hoeth are tier 5? Thats cool but it won¨t really work imo. Phoenix Guard tier 5? There are sisters of avelorn on tier 4 already...
The biggest problem is that you and the AI will have multiple stacks of tier 3 units leveled up with golden chevrons. There will never be a reason to get tier 5 units.
Gustav 25 Feb @ 5:47am 
why not remove some of the level 3 giants? way too op
PIXY_UNICORN  [author] 12 Feb @ 12:01am 
I hear you it was only a recent change.
But I find that their mobility is why they outclass irondrakes. They are much easier to maneuver over the enemy's lines to destroy archers, artillery and get angles on their front lines.
Whereas irondrakes are much slower and struggle to shoot over their own dwarfs to target the enemy (without burning dwarfs in the process). Ultimately they perform the same role with their weapons, but I feel gyrocopters (brimstone) mobility means that they can perform it better.

You can still gain access to the regular version of gyrocopters from minor settlements though as their precision AP means they perform a different function and usually end up replaced by gyrobombers anyway :)
Prodigy 11 Feb @ 6:03pm 
Not sure about those gyrocopter changes...Irondrakes are already better than the brimstones in any case besides mobility. They do more damage, have more unit models, and have more range.
PIXY_UNICORN  [author] 10 Feb @ 2:00am 
@Prodigy. There are changes to Malakai's airship, Changeling's trickster cults and Nakai's horde. All to complement the new changes for their race's settlement buildings. I just have not gotten around to uploading them yet.
Prodigy 9 Feb @ 11:56pm 
No changes to Malakai's airship for dwarfs?
Trepen0004 4 Feb @ 2:30pm 
yea that makes sense