Total War: WARHAMMER III

Total War: WARHAMMER III

No Replenishment
34 Comments
IfThenOrElse  [author] 3 Sep @ 11:49am 
Ai too! And it copes well enough on harder difficulties.
Adesrin 3 Sep @ 7:05am 
This mod has to be giga based, have to try it but I hope it also applies to AI and not just the player?
Yoshi 2 Sep @ 11:51pm 
im sorry.. I just tested using another mod launcher and it works.. CAs modlauncher is just broken..
Yoshi 2 Sep @ 11:09pm 
This does not work with the new patch. Ive tried using just this mod.
Yoshi 2 Sep @ 1:08pm 
This probably is a big nerf to nurgle as they recruit units at 40% health. Maybe its a good idea to change that to 100%?

Also caravans maybe could be excluded from no replenishment?
IfThenOrElse  [author] 25 Aug @ 9:59am 
I've come up with an alternate version of this mod for those who want building replenishment: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3555911986
Weris 25 Aug @ 6:36am 
Yes you assumed correctly with the bonus to replenishment. Had a hero embedded into my army.
Good to know though that the replenishment post battle is still normal, initially figured that would be disabled or reduced quite a bit by the mod.
IfThenOrElse  [author] 25 Aug @ 5:40am 
@Weris: you should be able to replenish post battle still. If its that high, would I be correct in assuming you have lots of bonus's to replenishment rate?

It's possible you have other mods that buff replenishment? Or a mod that tweaks post battle options in some way?

@Sercod: My initial idea was to have something like that: replenishment in regions where the recruitment building is present. There are modifiers for this in the game, but I could never get it working properly. Are you able to tell me the campaigns you mentioned? I'm trying to locate specific instances where this system doesn't work to see if I can find a better solution.
Weris 25 Aug @ 3:32am 
Great mod thank you. I do notice that after winning a battle I am able to choose a replenishment option that restores large chunks of my units to near or even back to full capacity at times is this perhaps intended? (could be that I have another mod conflicting with yours).
Sercod 24 Aug @ 5:29pm 
A happy medium for me would be enabling replenishment only while garrisoned in settlements that have the related recruitment building enabled and maybe a configuration option to have it enabled with a large penalty in the right province, but wrong settlement. Having to buy whole new units to replenish doesn't really work in 2 of the campaigns I've played because they rely a lot on special or unique units that you can't easily (or at all) recruit copies of. It forces me to disband units to replace them which then means I lose all the veterancy and also have to wait for the restock cooldown thenafter.
IfThenOrElse  [author] 24 Aug @ 11:01am 
Huh. Interesting. How does the game behave when trying to merge two units with different scrap upgrades? (assume this same issue with Clan Moulder too)
anubis 24 Aug @ 8:35am 
The Greenskins' "junk" mechanics don't make sense:steamhappy:. It is constantly necessary to connect the beaten units.
IfThenOrElse  [author] 24 Aug @ 2:40am 
Garrison's replenish as normal.
Olafr_the_Viking 23 Aug @ 6:02pm 
How does this affect garrisons? No replenish for them as well?
IfThenOrElse  [author] 23 Aug @ 3:16am 
Hmm. I'll check it out this weekend. That other mod changes quite a lot of stuff around difficulty, which might be overwriting this mod. Try putting this later in the load order for now.
Dean Winchester 22 Aug @ 1:24pm 
Did some testing and it appears that characters do not replenish if used in conjunction with this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2926591990
anubis 22 Aug @ 8:09am 
Thank you. I really like it.A new experience.
IfThenOrElse  [author] 21 Aug @ 7:33am 
Characters and monsters that only have 1 unit in them (like giants, bloodthirsters and Terrorghiests will replenish as normal.

every other unit will need to be merged to heal with new units recruited to recover losses.

As the game progresses, there are a lot of things that increase replenishment, technology, skills, items etc. I've found that the AI is able to stack enough of these so that all units can replenish to a degree in the late-game, so I assume the player can do the same.
anubis 21 Aug @ 1:05am 
What a buff?
anubis 21 Aug @ 1:03am 
How does the mod work?
Any unit that is not a character or single entity no longer replenishes until the suuuuper late game and you stack enough buffs.-What are you talking about?
His Imperial Bodgeness 20 Aug @ 2:41pm 
Seems to work perfectly for my armies but doesn't replenish characters and doesn't affect the ai. I'm running quite a few other mods so will do some more testing.
IfThenOrElse  [author] 20 Aug @ 4:23am 
@Games Dean: This was actually my original intent. There are a bunch of replenishment variables but they seemed to be percentage based - so didn't quite work properly. I'll do some more digging later. Right now, I'm playtesting the entire collection with Yuan Bo :)
notquitekj 19 Aug @ 11:35pm 
@TheRealJD the ai cheats like hell, there are a plethora of mods for this
Games Dean 19 Aug @ 7:42pm 
is it possible to make a mod that is similar, but the replenishment is tied into the specific level of the region building? An example would be by default all armies have -500% replenishment, but every level of the settlement it increases replenishment by 100% in that region. That way it would be extremely difficult to regen units on the front line, but by moving them to a higher level settlement they would replenish.
His Imperial Bodgeness 19 Aug @ 12:54pm 
Thank you for your advice on Da Modding Den server, you beat me to it! I've subbed to this and a bunch of your other mods - looking forward to testing them out
TheRealJD 19 Aug @ 9:00am 
I do struggle with replenishment but then I see the AI army get all their troops back in 1 to 2 turns max ...
IfThenOrElse  [author] 18 Aug @ 3:30pm 
If you take a look at the collection, this combos up well with no global recruitment. Between the two, it can take a number of turns to get high tier units from the developed cities to your front lines. The collection also includes tabletop caps too to help make high tier units that little bit rarer
luich 18 Aug @ 3:16pm 
I could agree with Dean Winchester
Kerrberos 18 Aug @ 2:08pm 
I've noticed AI merge units a lot already, (sometimes when I think it was silly to do so) so I'm not surprised the AI can manage with this mod just fine.
Dean Winchester 18 Aug @ 1:42pm 
This is very interesting, I'll try it out on my next campaign. Can you consider making a mod to lengthen recruitment duration for higher-tier units? That way, it's a big deal if you lose many in battle. Could pair well with this.
IfThenOrElse  [author] 18 Aug @ 11:37am 
In my testing (250 turns as Franz and around 30 as thorgrim) on very hard, the ai was more than capable. Although that test was of the entire campaign collection, so things like garrison upkeep reduction might have helped them along.
Aelfric 18 Aug @ 10:25am 
Wouldn't this weaken the ai a lot since it won't be able to manage it properly?
IfThenOrElse  [author] 18 Aug @ 9:56am 
Yes :) For the AI too.
anubis 18 Aug @ 9:44am 
Hi. For AI too?