Total War: WARHAMMER II

Total War: WARHAMMER II

The Recruiter
15 Comments
pgbpaculdo Aug 8, 2021 @ 8:04pm 
Will this updated for the new version of Guns of the Empire?
S0AP  [author] Jun 14, 2021 @ 10:57am 
Had to re-upload the mod - I think the old 1 got borked when updating. The new 1 in the link above should work. Let me know if there's any more issues
pgbpaculdo May 20, 2021 @ 10:09am 
Why isn`t the submod for guns of the empire not working?
S0AP  [author] Mar 19, 2021 @ 12:01pm 
Sorry about that, it's updated now. Let me know if there are any issues
neilios9999 Feb 22, 2021 @ 11:32pm 
How about an update for T&T ?
pgbpaculdo Feb 2, 2021 @ 6:25am 
The mod and the submod works.
S0AP  [author] Jan 30, 2021 @ 2:50pm 
uploaded a submod for it, lemme know if there's any issues with it
pgbpaculdo Jan 28, 2021 @ 4:09am 
Guns of the empire.
S0AP  [author] Jan 28, 2021 @ 1:58am 
Hey, negative - vanilla only. What modded units mods are you using?
pgbpaculdo Jan 22, 2021 @ 12:09am 
Does this also work with modded in units?
S0AP  [author] Oct 23, 2020 @ 2:49am 
Now that I think of it, there's a table that dictates the AI's likelihood of recruiting a unit. I'll add the table and mess with it to see if I can get some better results.
S0AP  [author] Oct 23, 2020 @ 2:41am 
Thanks for the feedback! I basically replaced the AI's building priorities to my knowledge so that whatever prompted them to build a Barracks, for instance, would now prompt them to build my building first and continue along that route. So I wonder if it does have something to do with the long recruit times. Thanks for bringing this up I'll take a look!
Nicholas-BR Oct 20, 2020 @ 8:38pm 
Hey, I just wanted to say I like the mod a lot, it definitely opens up some possibilities for the player in the early game. Just one small issue, I think the AI isn't recruiting high tier units early on, maybe because it is discouraged by the long recruiting time (or maybe because it doesn't build special buildings unless the settlement is at the appropriate level, even though the mod makes those buildable from the first tier).

Overall, this is a really nice work. I'm interested to see where this will go in the future!
S0AP  [author] Oct 17, 2020 @ 2:19pm 
I've got an upkeep overhaul I'm working on next, as well as troop experience, but it was getting too big for 1 mod - wanted to make it modular. Only reason I don't wanna do caps is because I don't like the arbitrary number placed on units. The # of turns to "create" a unit now is just the base number + the tier of the building they're originally from. Thanks mate
Coitus_Interruptus Oct 17, 2020 @ 11:46am 
Interesting experiment, but ''increased recruitment duration'' is not enough, inho. Mb u can additionally play with the upkeep: less tier of building - more upkeep of high tier unit.
Or, mb add some rarity system: less tier of building - less units u can hire.
P.S.: keep up the good work, thx.