Total War: WARHAMMER

Total War: WARHAMMER

LORE FRIENDLY REGIONAL RECRUITMENT MOD - PART 1
515 kommentarer
Mr. Flibble 26. jan. 2022 kl. 15:20 
Happy to report this still works as today.
Was worried the latest patch broke this as I had some problems getting a campaign to start.
After redownloading the files of this mod. It all seems to be working again.
Not sure what happened.
RoWar 11. jan. 2019 kl. 12:13 
It' not updated for the current version.
Knight of Sky Silver 10. jan. 2019 kl. 17:35 
This doesnt work the armor and etc doesnst change the only thing that change is their shield having the logo of its respective region
Gigiauz  [ophavsmand] 14. aug. 2018 kl. 9:24 
Thank you very much :)
Lecourbe 10. aug. 2018 kl. 17:18 
Very very very well done dude! (Even if it's late, nice mod :D)
Ser Boo Hamster 1. feb. 2018 kl. 6:54 
I do not think so. Anyway, the mod is under development for game 2. Some Heraldrytextures are already ready and released (Skaven, Orks)...rest is WIP
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1197419268&searchtext=gigiauz
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1235123639
:)
All Muted 30. jan. 2018 kl. 16:08 
SFO works whit that?
Rustic Clover 24. dec. 2017 kl. 22:40 
Any word on when this might be coming to Warhammer 2? It's a great mod and I miss it dearly, lol.
Iteration: Typhon 3. dec. 2017 kl. 14:23 
Just wondering. In your opinion is it possible to do RRS for heroes and lords? It's just annoying seeing all heroes and lords locked to Reikland colours...:steamfacepalm:
Gigiauz  [ophavsmand] 11. nov. 2017 kl. 14:57 
Hi Git, thank you for your nice words about bretonnian knight mod retextures! Actually LtApollo has discovered a new and interesting way to do a regional recruitment system (using the mechanics of raise dead). I'm following his project studying and asking to him the way to make it works. Once my knowledge will be ready I will start with the new RRS (no buildings unfortunately ... the way I used for this RRS is too heavy and could affect negatively the game balacnces). Stay tuned ... sneaky gigiauz is planning sssomething interesting .. yes yes!
Gitslappa 11. nov. 2017 kl. 12:50 
I miss your mod - any news on an upcoming version for the second game?
Gigiauz  [ophavsmand] 30. okt. 2017 kl. 18:38 
Hello guys I'm working on new heraldry mods, soon I'll import the textures of this mod in different heraldry mods .... A little leak ... The Great Horned Rats progeny is cooming !!
P.S. If you like my jobs and want to help me to keep my projects alive, please support me with paypal donations.
Mumion der Unsterbliche 27. okt. 2017 kl. 0:25 
Schöne Mod Respekt für diese Arbeit und ich warte auf ein Update . Sorry Englisch not my .
Walkabout 10. okt. 2017 kl. 21:51 
Hiya, just got this mod and really enjoying it so far. Cheers
Rustic Clover 7. okt. 2017 kl. 18:33 
I don't scoure comment sections of mods 24/7, it's not worth the effort. I asked a simple question and got a simple answer. The vindictiveness is not necessary, in all seriousness.
Gigiauz  [ophavsmand] 7. okt. 2017 kl. 17:56 
Be respectful and serious, if my mods and projects are still alive it is due to gentle people like Lufian and few more. Lufian specified, rightfully, that I didn't made any promises and what I have said more than once. So, for the next time I suggest you to read more carefully the comments avoiding repetitive and useless questions. Cheers
Rustic Clover 7. okt. 2017 kl. 17:20 
@Lufian
I was simply making sure what he meant. You don't have to act like his bodyguard, lol.
Lufian 7. okt. 2017 kl. 5:18 
That's okay mate!
Gigiauz  [ophavsmand] 7. okt. 2017 kl. 5:08 
I have specified more than once that I will try to work for a regional recruitment system after combined map release. Look at the comments history and you will find what I'm saying.
P.S. Thank you again Lufian for your help ;)
Lufian 7. okt. 2017 kl. 0:51 
To be honest Turtleneck, the guy is doing this for free and in his own free time. Yes he accepts donations but it doesn't mean you have to pay for the mod he is providing. Just be patient and wait and see what happens with both WHTW games. ;)
Rustic Clover 6. okt. 2017 kl. 17:43 
He didn't specify that he was only going to update it once the combined campaign was out, only that he would once Warhammer 2 was released, implying he'd update this one once Warhammer 2 was released. *shrug*
Lufian 6. okt. 2017 kl. 9:33 
No problem!
Gigiauz  [ophavsmand] 6. okt. 2017 kl. 8:39 
thank you lufian ! ;)
Lufian 6. okt. 2017 kl. 0:59 
The two games haven't even been combined yet. WHTW1 and WHTW2 are still two seperate games. How do you expect him to update this mod? -_- Just be patient and see how CA is going to implement Steam Workshop across both games.
Rustic Clover 5. okt. 2017 kl. 23:37 
So are you going to update this now that Warhammer 2 is released, like you promised?
Mumion der Unsterbliche 4. okt. 2017 kl. 20:58 
Update your Mod for WH 2 Pls.
NoSkill 27. sep. 2017 kl. 9:27 
Ok,I just double-checked,but now it s certain : All those races, who didn t have RoR before Norsca don t have it now with your mod enabled.
NoSkill 27. sep. 2017 kl. 9:14 
1 more thing tho : It seems your mod disables RoR at least for Bretonnia, maybe even for all the other DL factions.
Ideas, why?
Gigiauz  [ophavsmand] 24. sep. 2017 kl. 14:18 
Unfortunately, even if my mod is unique in its kind and is well rated, no one was never be interested to spot it on any youtube channels. I've wrote in all existing forums and directly asked to CA to give me permisiion for early access to game 2 to start to study the buildings tables.... but no consideration....I've asked help to fans and follower to help this mod to be higlighted... but nothing... after a year of modding I'm tired and busy with my job (much more gratifying). I love this mod, I love warhammer and I have tried to do my best to the end for this unique and spectacular mod. Anyway ... I don't want to be a victims .. this was the way of life and I'm in peace with myself :).
If "we" find a solution to the RRS, the additional units will be absolutely diveded from the regional recruitment system core pack ( this is one of the many things I would like to do).
TheGreatEmperor 24. sep. 2017 kl. 8:41 
One more question, have you considered separating the new units to another submod like part 3? Personally I like the limitations set by the vanilla rosters.
TheGreatEmperor 24. sep. 2017 kl. 7:28 
I see. Thank you nonetheless. I hope you find the solution. Have you tried reaching out to CA themselves? What you are doing is essentially adding a feature to the game. It reminds me of the regional occupation and the legendary lords starting positions mods. I think CA gave them advice directly.
Gigiauz  [ophavsmand] 24. sep. 2017 kl. 7:10 
The Area of Recruitment system (as we can call Regional Recruitment system) is a fundamental goal for all community lore friendly fun (modders and users).
Gigiauz  [ophavsmand] 24. sep. 2017 kl. 7:05 
@Rowar: As you said, using the primary city building as barrack would break game experience making also "regional" recruitment no more regional. So, as I said, to make a regional recruitment building that allow recruitment of provincial troops I need to work double (at minimum) for the other race similar structure that do not allow any provincial troops recruitment (just to make all buidling superchain and different linked culture chains functional).
@TheGreatEmperor: I have tried to find some other way to bound the regional troops to the region itself (as for Rome) but the related database tables seems to be disabled (and honestly I don't have any idea if they will never works).
We need to find a solution asking to everyone who know the building structure how to solve this problem, avoiding to work thousands hours just to make few building that allow regional recruitment.
TheGreatEmperor 24. sep. 2017 kl. 6:26 
I was thinking something along the lines of global recruitment, that the regional units would be available based on the location of your lord. Probably beyond the modding capability, but that would be so helpful.
RoWar 24. sep. 2017 kl. 4:54 
You could tie the units to the city superchain, but that would render actual barracks totally useless and therefore throw off the game's balance.
TheGreatEmperor 24. sep. 2017 kl. 4:51 
I understand it makes sense that regional units are only recruitable if a military building is in their province, but that means I have to fill all the provinces with military buildings. Are there other ways around this?
Gigiauz  [ophavsmand] 24. sep. 2017 kl. 3:42 
A lot of buildings superchains are shared for a lot of races actually and some races cannot occupy other race settlement . But with the next campaign mechanics every race will be able to occupy every settlements (no more race bounded). This means that making a regional buildings superchains (f.e. Humans) will need the creation of regional buildings chains for all races (and not human culture races only as it is now for the game 1). For example : to make a fully functional Averland barracks superchains and chains will need the creation of similar barrack buildings for all races (so every race that occupy averland will be able to build their respective barrack buildings). With this new expanded occupation mechanism the amount of work for the next regional recruitment system is exponentially increased... Only an organized team can make this
Gigiauz  [ophavsmand] 24. sep. 2017 kl. 3:20 
Morning Jim
Actually there are no further details about combined map, I only suggest to you and to other interested people to take a look to buildings chains and superchains (of the game one) just to be ready to help me to find the best solution if I need. More brains are better than one ;)
Jim 24. sep. 2017 kl. 1:00 
Morning Gigiauz.
I was not aware that you were taking suggestions for the next system. What shortcomings did you find in the current iteration to warrant an updated version in the forthcoming second game?

What sort of suggestions are you looking for?
I am more than happy to dig out my Warhammer rulebooks and old RPG books for lore-hunting.

Warmest regards.
Gigiauz  [ophavsmand] 23. sep. 2017 kl. 17:41 
P.S. Removing startpos file from the pack will definetly break regional recruitment system
Gigiauz  [ophavsmand] 23. sep. 2017 kl. 17:37 
Doing this you could see Norsca in the gameplay but I higly suggest people to do not use this mod with norsca enabled. There is no regional building roster for Norsca and occupying a settlement that use regional building slot could break game (experience or even a crash). Instead trying to make this mod work for norsca, you could be helpful trying to imagine some new ideas for the next regional recruitment system.
Jim 23. sep. 2017 kl. 9:26 
Managed to get it working to allow Norsca... Just delete the startpos entry in the first pack, save and replace the original. It works fine but there is almost certainly going to be some break in regional functionality. So far though, it seems to be working fine. Your mileage may vary and really we're reliant on Gigiauz working on this for TW:WII and the "Mortal Empires" combined map.
Ser Boo Hamster 22. sep. 2017 kl. 11:58 
Just breath. In....out...and in again. Done! Now it´s better :)
Jim 22. sep. 2017 kl. 9:55 
Is anyone here willing to work on updating this post-Norsca?
With this mod enabled, Norsca/Wintertooth do not appear as an available faction on the selection screen and do not appear in-game at all. If it is disabled, Norsca appear.

I suppose we'll have to look elsewhere for regional recruitment, it's a shame as this mod really was the best available.
STEP BRO? 11. sep. 2017 kl. 6:41 
Thank You Gig for the response's!
Gigiauz  [ophavsmand] 10. sep. 2017 kl. 10:27 
@[RoC] Tactical Turtleneck: After my previous considerations, feel free to do what you want, remembering that while I disagree, I have allowed the use my mod for the whole community (SFO and Radious included, unfortunately).
(Keep in mind that working on my database could be very difficult, and everyone who will try to attempt this will be alone since I don't have time and will to help anyone to ruin my mod)
Everyone cross the fingers for the genuine version of my mod for Warhammer II
Gigiauz  [ophavsmand] 10. sep. 2017 kl. 10:27 
Hi guys, I didn't wrote here for a long time since I'm very busy with my real job. Unfortunately the Norscan update for this mod don't don't worth a double effort, since probably I will start to work for a Regional Recruitment sistem for Warhammer II after combined map release.
I say probably because:
1- the amount of job doing a regional recruitment system for the combined map require a lot of time that I don't have.
2- This regional recruitment system have encoutered a lot of opposition for the regional units stats that I have decided to left untouched (vanilla).
3- The insisting request to make a SFO version (as SFO was intended to be the Bible even if it is not true and it is no more lore friendly)
4- The high risk that the new regional recruitment system could affect negatively game performances in the huge combined map.
I don't agree, ideologically, to use my lore friendly mod to make a compatible version for no-lore-friendly mod as SFO or Radious.
STEP BRO? 10. sep. 2017 kl. 7:54 
Gig you beautiful Beast!
Would love to see this updated for the new Norsca update. Dont care so much for wether Nosca can do regional recruitment. Just with this mod activated, it removes the new Norsca factions from the game. :(
This mod just makes this game for me, so please update it you beautiful beast!

<3
Ser Boo Hamster 10. sep. 2017 kl. 4:48 
@Tactical Turtleneck please wait for an personal statement from Gigi. (i will ask him when he is around) Thank you ;)
BOOGEYMANE 10. sep. 2017 kl. 2:36 
@tactical turtleneck
he always said everyone can do a radious or sfo compatible version so just do it