Total War: WARHAMMER III

Total War: WARHAMMER III

Recruit Rework
65 Comments
BlackJackGear  [author] 2 Sep @ 10:38am 
I will take a look
mailasdqwe 2 Sep @ 12:45am 
And one more, at least caravans from Caravans of the old world don't get any replenishment while not on a route.
mailasdqwe 2 Sep @ 12:09am 
Hey! Heroes with bodyguards don't seem to gain replenishment neither by default, nor if their bodyguard unit is recruitable in the province. The bodyguards I have are from "Ruo's Bodyguards & Mounts All-In-One", currently trying out Empire heroes. Any change you could make heroes have the default replenishment mechanic for bodyguard "mounts" as well?
BlackJackGear  [author] 30 Aug @ 11:49pm 
@kevinwendling since people keep requesting it I will give it a try.
kevinwendling 30 Aug @ 10:20pm 
Would you open a similar system for the AI too?
Dean Winchester 30 Aug @ 12:54pm 
Thank you :steamthumbsup:
BlackJackGear  [author] 30 Aug @ 12:35pm 
Theoretically you can add / remove the mod at will from an ongoing playthrough.
But you will not be able to recruit / replenish units for a few turns until the unit pools fill up.
You could set the gain very high for one turn to get started and then reduce it back down to normal levels.
As always when messing with something mid campaign it is advised to make a backup of the save file.
Dean Winchester 30 Aug @ 12:08pm 
Any idea if this can be added to an ongoing campaign? Currently playing an ironman campaign and don't want to break it.
BlackJackGear  [author] 20 Aug @ 10:47am 
@Nakhthorheb I thought about that as well, but I dont believe I can make it an mct option.
Maybe a submod
Nakhthorheb 20 Aug @ 8:02am 
Not a bug, but a suggestion/feedback:

Playing around the lack of replenishment is very fun. When fighting away from my recruitment centers, I can still sustain my armies by winning battles with many captives and using the post battle replenishment option. For minor settlements the battles are fun because the garrison mod generates varied and pretty large armies. However, the post battle options for cities don't give any replenishment by default, regardless of captives taken, only sack money. This means conquering territory is a grind, and rewards cheesy armies with heroes and magic and ranged because those assets don't deteriorate. and punishes auto resolving sieges, which are super tedious to play.

My suggestion is adding an option in MCT for all factions to get replenishment from sacking and looting based on captives, same as you get in field battles. That means easier sustainability for conquering armies doing manual settlement fights and the ability to AR sieges safely.
BlackJackGear  [author] 19 Aug @ 10:50am 
@DudeGuyMan Malakai is fixed now, should behave like all other hordes
BlackJackGear  [author] 17 Aug @ 7:51am 
@DudeGuyMan I forgot about that
DudeGuyMan 17 Aug @ 7:39am 
Have you fixed malakai recruitment perhaps? Seems like it still doesn't allow me to recruit from the spirit of grungni?
BlackJackGear  [author] 15 Aug @ 9:51am 
@SgtPhatbooty thx, let me know if you find any issues

@Nakhthorheb I fixed garrison units not being auto retrainable
SgtPhatbooty 14 Aug @ 7:35am 
I am very eager to give this mod a try, Genosia has overhauls for Troy and Pharaoh that have a similar recruit mechanic and its one of the best parts of the overhaul. Thank you BlackJackGear
BlackJackGear  [author] 13 Aug @ 11:07pm 
I must have messed something up there as well
Nakhthorheb 13 Aug @ 9:58pm 
Question regarding retraining custom garrison units from your other mod: from the description of the auto-retrain toggle, I understood that it was possible to retrain garrisoned units. Is this meant to be possible only with auto-retraining on, or manually too? When selecting garrisoned units to retrain, the up arrow button that ordinarily appears on units in deployed armies with the "Retrain selected units back to full strength!" tooltip instead has an Upgrade tooltip that talks about providing training bonuses from buildings in the province, only it doesn't seem to do that either.

For an example, at Mount Squighorn garrison I have a Rank 4 Cannon unit at 25% strength, and two full strength Rank 1 Bolt Throwers. I have available Cannon points in the recruit pool. I also have a T3 Recruitment building for artillery that grants Recruit Rank +2 province wide. Clicking the upgrade button doesn't do anything on either the cannon or the bolt throwers.
Nakhthorheb 13 Aug @ 3:48pm 
Great, seems to work now, thanks!
BlackJackGear  [author] 13 Aug @ 9:25am 
@Nakhthorheb thanks for catching that.
I fixed it, was ofc a stupid bug...
Nakhthorheb 12 Aug @ 1:29pm 
Are there some unstated conditions for retraining? I've disabled auto-retraining, but I can't actually get manual retraining to work. AFAICT it is spending the unit points from the pool, but I am not getting any models back. Does it have a specific stance requirement or something?
BlackJackGear  [author] 3 Aug @ 12:45pm 
@TheGrandSirPiggy should be compatible with anything and anyone
TheGrandSirPiggy 3 Aug @ 12:33pm 
MAN, how the hell this I miss this, Jack?! This is exactly what I was hopping for! A system similar to the older systems, but one that's not a compatability nightmare, due to newly added modded units!

This is, literally, perfect! Thank you so much for your amazing work! This and your custom garrison mod solve some of my biggest issues with the game! Amazing work!

Keep up the great work!

P.S: Dose the new system play nicely with new factions, like Araby, etc.?
BlackJackGear  [author] 24 Jul @ 2:10pm 
@DudeGuyMan ill take a look

@Grim no changes to that, the mod is not really intended for factions without standard recruitment
Grim 24 Jul @ 7:19am 
Hi, awesome mod! Is there any change to nurgle faction or vampire raise dead? Seems to be OP with this mod
DudeGuyMan 24 Jul @ 2:56am 
Seems like Malakai can't recruit from the spirit of grungni. Checked with only this mod active and waited until turn 5 just for good measure.
DudeGuyMan 20 Jul @ 4:57am 
Sorry false alarm. Tried to replicate it and seems to be working as intended. If I stumble upon it again I'll let you know how and when.
BlackJackGear  [author] 20 Jul @ 4:24am 
@God of Warhammer then its not working, you can check mct for see/adjust gain per turn settings

@DudeGuyMan that sounds super weird, you just move a unit to a different army and it gets back full hp?
DudeGuyMan 20 Jul @ 4:11am 
It seems that if you move damaged units to another army they fully replenish.
God of Warhammer 18 Jul @ 3:51pm 
how long does it take for the unit pool to replenish I just started a new campaign and I'm 10 turns in but I can't recruit new units
BlackJackGear  [author] 13 Jul @ 8:51am 
@Mr. Tarzan I should do that, would make a lot of sense
Mr. Tarzan 13 Jul @ 8:28am 
Does disbanding troops replenish the manpower cost?
BlackJackGear  [author] 13 Jul @ 5:29am 
@Flow
1. No idea
2. No changes yet, if I start adjusting vanilla stuff it will be a separate mod since it is terrible for compatibility
Flow 13 Jul @ 4:36am 
Two questions:
- How does this work with SFO?
- Is any effort made into looking into things that affect replenishment rate (like skills, techs, commandments) which are now way less impactful?


Anyhow... Really cool idea. I can imagine it is a pretty big mod, I hope if it's too much for you to maintain, you reach out to the community to help you with it.
BlackJackGear  [author] 13 Jul @ 1:37am 
@purpleV thanks!
Am I going senile or did you write a few comments and delete them later?
purpleV 13 Jul @ 12:53am 
Such a cool mod, thanks for your work.
BlackJackGear  [author] 10 Jul @ 2:48pm 
Yea I messed something up when trying to get multiplayer working correctly.
Currently trying to find a workaround for another annoying bug, will push an update as soon as I am done with this
mailasdqwe 10 Jul @ 1:59pm 
I've tried Louen and Belegar. But after writing the previous comment, I also tried only running MCT and this mod and a big red cross appears on the top right of my screen saying LUA is broken as soon as I start a campaign and true enough, there are no available units to recruit in the pool, they're all at 0. Haven't tried ending the turn to see what happens.
BlackJackGear  [author] 10 Jul @ 1:37pm 
Ok I am back

@DarkStar I will take a look whats up with azhag

@mailasdqwe do you have info on which faction that happens?
mailasdqwe 10 Jul @ 3:57am 
The pool replenishment mechanic doesn't seem to work. After ending my turn, units that should be recruitable still have 3 turns remaining until they become available and the tooltip says progress 0/100 + 35 per turn. I have only 6 mods enabled: Mod Configuration Tool - v0.9 Beta, this mod, Fully Custom Garrison - 6.x Update, Fully Custom Garrison Compatibility - Complete Collection, Abilities and Spells for Garrison Heroes - 6.1 Update &
No Standard Garrison for Settlements - 6.0 Update.
DarkStar 6 Jul @ 2:09pm 
@BlackJackGear i dont think its the recruit mod, i think its the one province mod. I did find a bug though, regarding azhag. He doesnt have the pool system. I did turn of the one province mod and it works great again.

@Mr.Tarzan I hope you find out whats up, I like the idea of individual provinces, even if income might rise even more.
Mr. Tarzan 6 Jul @ 1:59pm 
I've noticed it happening as well, and I'm not sure why. But if I figure it out, I will reach out and help as much as I can. I hope to make the two mods fully compatible.
BlackJackGear  [author] 6 Jul @ 1:54pm 
Do let me know if you find bugs, the mod is till new and I am sure there are a lot
DarkStar 6 Jul @ 1:47pm 
I like the idea of the one province mod, but it doesn't seem fully compatible with this recruit mod, yet. I tried playing 25 turns or so and it sometimes didn't fill up the pool or sometimes allowed infinite recruitment. Not sure what other mod it would be since i did use some other cosmetic mods and one battle overhaul mod.
BlackJackGear  [author] 4 Jul @ 2:44pm 
@Mr. Tarzan I thought about having single region provinces as well, but in the end decided I do like the current setup.
Will probably still play a campaign with it for a change of pace tho.
The real issue is the incompatibility with mixer, that kinda kills it for me.

Graying out the button while possible is quite expensive computationally so I don't really want to do it, just for a bit of ui goodness.

@Alkor yea its definitely best to use the mod together with others.
I want to try a run with tabletop caps enabled for the ai, to see how well it meshes together.
Alkor 4 Jul @ 1:07pm 
@Mr. Tarzan - regarding "manpower", I believe https://gtm.steamproxy.vip/workshop/filedetails/?id=2815401013 covers that? I liked the "Population Mechanic" mod from TW2 more, but this is more or less a sequel.

Coupled with reduced replenishment, global caps (player only) and cost-based army caps this used to work well enough for my "realism" without gimping the AI excessively.

I'm looking forward to trying out this one, instead of the population mechanic (I really only want it for recruitment/replenishment limits).
Mr. Tarzan 4 Jul @ 12:33am 
If you're interested in even more of the Medieval 2 experience, I have made a mod that seperates all settlements into single region provinces:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3515839786
Mr. Tarzan 3 Jul @ 3:46am 
It looks great! Thanks for the quick update.
A minor thing, but it would be nice if the 'retrain' button was greyed out when there aren't enough points in the recruit pool to retrain a unit.
BlackJackGear  [author] 2 Jul @ 10:28am 
I adjusted the ui on the recruitment list, let me know what ya think.
Mr. Tarzan 2 Jul @ 1:46am 
That's understandable, it's not a simple task to create mods like this.

One piece of critique I have is that the cooldown/replenish timer should be positioned above the unit card, not in the middle of it. It's quite hard to distinguish the actual units with so many ui elements right in front of them.
BlackJackGear  [author] 1 Jul @ 2:55pm 
@Mr. Tarzan in the end I believe its better to use something like Tabletop Caps or one of the mods that improves ai army compositions then to try modify their recruitment.
All the ways I can image that go to (dev) hell

@Krakenous turns out modifying hordes and their buildings is more problematic then I expected, so no starting upgrades for those in this

If you test out the ai without default replen, let me know what ya think