Total War: WARHAMMER II

Total War: WARHAMMER II

The Last Alliance: Embassy and Units
60 Comments
Loki Feb 2, 2023 @ 8:57am 
Great mod, any chanses this will get SFO submod? It works but some units requires buildings in order to hire them. Thanks
Wrath_of_Janos Feb 22, 2022 @ 12:46pm 
to Vanhal with SFO it work
Wrath_of_Janos Feb 22, 2022 @ 12:46pm 
nice mod but i dont can recruit all units (missing buildings)
Vanhal Nov 25, 2021 @ 10:38pm 
Anyone checked this with SFO? Do it works and if yes, those units are the SFO versions or vanilla ones?
BAGHolder  [author] Nov 8, 2021 @ 5:02pm 
@Mazewar5291

Unfortunately, building a mod on another non-essential mods can create many issues, such as when game or the other mod updates, or for people who do not use the other mod.
Mazewar5291 Nov 8, 2021 @ 3:38pm 
Great mod. Can you extend it to include the southern realms in cataphs mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=1158737832
Mon'Keigh Chirurgeon 50A Sep 30, 2021 @ 6:50pm 
Yeah. Though the units side of the mod was updated rather 'recently' in July, which was around the time the Silence and the Fury was inserted into the game, implying that it's still functional, which it still is. Thanks for your advice, anyway. Good experience :D
BAGHolder  [author] Sep 30, 2021 @ 11:12am 
@Mon'Keigh Chirurgeon 50A

Good to know. Then it shouldn't be table id conflict.

The knightly order mod was really old, probably before Repanse DLC. Maybe that is the cause.
Mon'Keigh Chirurgeon 50A Sep 30, 2021 @ 10:54am 
I ran the game with this mod and the Holy Knightly Orders (the mod that 'made' Repanse unable to recruit units from the embassy) with Couronne (Louen), and I noticed that the embassies were back to being able to be used for foreign recruitment once again. Strange.
BAGHolder  [author] Sep 30, 2021 @ 9:52am 
@Mon'Keigh Chirurgeon 50A

That is weird. Sounds like a rare table id conflict with the recruiting mod. If you unsubscribe that mod, do you get the foreign units back? (which can be checked in building browser on turn 1 as Couronne or Reikland)

If that works, let me know the name of that mod; then I can get them compatible.

Mon'Keigh Chirurgeon 50A Sep 30, 2021 @ 7:44am 
I have that mod thingie that adds a bunch of real life knight order units to all Bretonnian factions, which if memory serves right do not require extra buildings to recruit. The embassy itself is still intact in the sense that it can be built, but it provides no units whatsoever. I think this is because of the aforementioned mod.
BAGHolder  [author] Sep 30, 2021 @ 7:33am 
@Mon'Keigh Chirurgeon 50A

You should be able to recruit as Repanse.

Is that some units have additional building requirement? It has been reported some other mods add building requirement to vanilla units, thus blocking certain recruiting.
Mon'Keigh Chirurgeon 50A Sep 29, 2021 @ 11:13pm 
Okay, so I'm playing the game with this mod and I can still build the embassies, but now I can't recruit the foreign units. Right now, I'm playing as Repanse de Lyonnesse. Is this intentional?
BAGHolder  [author] Sep 17, 2021 @ 5:55am 
@Ribald

Updated this and haven mod. Now darkshards should not be there using this mod.

If you use the haven mod as well, the darkshard however will still be recruitable from empire barracks. This is because CA added darkshard to empire barracks and some ports (and CA table means it cannot be deleted in mod), so once the unit is made available in the permission table, they can be recruited.
Ribald Sep 17, 2021 @ 2:09am 
Hi, this mod adds darkshards to a empire lvl3 barracks. Intentional? (no other mods activated)
BAGHolder  [author] Aug 21, 2021 @ 12:10pm 
Updated mod to rebalance unit recruiting and embassy cost. Now enabled units (12-13 per faction) can all be recruited on tier 1 embassy, while tier 2 is purely strategic bonus. Tier 1 cost is increased for elf and slightly decreased for human factions. The haven mod is also updated accordingly to align with the changes.
BAGHolder  [author] Aug 16, 2021 @ 11:39am 
@Echo

Safe to add. Game may not load if removed mid-campaign -- unless there is no embassy built, so I guess safe to remove in first few turns.
Echo Aug 16, 2021 @ 11:00am 
Does save-game compatible mean safe to remove, or just to add?
BAGHolder  [author] Aug 8, 2021 @ 5:49am 
@Sardorim,

Should be another mod interacting. By default I only unlocked about 8-10 best units from each faction in each embassy, and no RoR units.
Sardorim Aug 8, 2021 @ 5:31am 
I like your mod but it was too many units for me. For some reason it was unlocking the RoR of other factions as well for me as well. Odd.

Would you consider a version that only shares a few of the units from other factions? Seems odd to basically have access to nearly all their units and lords. Or not. Your mod, just haven't found another that lets me use some of Elves as the other "good" races as well.
Spartak Jul 27, 2021 @ 2:43am 
Is anyone able to recruit the Stellar Dragon? I use Guns of the Empire mod...
Spartak Jul 3, 2021 @ 12:21pm 
the mod manager doesnt help, but i started a new campaing with less Empire new modded units, let's see... still asking for High-Elf influence though
Spartak Jul 3, 2021 @ 8:15am 
Wonderful, thanks!
BAGHolder  [author] Jul 2, 2021 @ 1:42pm 
@Enki
Have a try at Kaedrin's Mod Manager. Maybe it will show which mod has conflicted tables.
Spartak Jul 2, 2021 @ 12:22pm 
Is there a quick way i can inspect which mod is causing trouble? Thank you @BAGHolder
BAGHolder  [author] Jul 2, 2021 @ 11:19am 
@Enki
Sounds like some other mod that changes hef units or limits dragons via special buildings.
They should be recruit-able without any limit.
Spartak Jul 1, 2021 @ 11:07pm 
Hello, i play as the empire but i cannot recruit the Star Dragon when i build the Ulthuan Tier 5. It shows as 0/0 capacity and says i dont have the needed building.
I don't use overhauls like SFO, but i do have new empire units mods, like Knights of Morr, Ladies of Empire...
BAGHolder  [author] Jun 29, 2021 @ 5:44am 
@hardlinerain

The mod does not touch RoR units. Also human factions is not given access to any vampire units. So probably another mod.
hardlinerain Jun 29, 2021 @ 12:11am 
hey Baghollder ..just curious but in my Gelt campaign ,I have a Ancient treeman lord and a HE princess too.had a dwarf lord but got rid of him.I unlocked the Dwarf Embassy earlier..anyways when I helped out Wissenland and took a city back from VC attacking.I had a ROR Harpies pop up ,but don't see them anywhere ..is this cause of Radious Mod or something I am missing ??! thanx
BAGHolder  [author] Jun 24, 2021 @ 6:38pm 
@John Smith
Good to know!
John Smith Jun 24, 2021 @ 5:59pm 
Empire, funny though, when I upgrade them with another mod they pop up... Really, I have way too many mods running at the moment.
BAGHolder  [author] Jun 23, 2021 @ 1:42pm 
@John Smith
I am recruiting and using them no problem as Bret and Dwarf.
Which faction you played with?
John Smith Jun 20, 2021 @ 4:02pm 
For some reason the Silverin Guard are missing their cards when trying to recruit them, they have a big question mark. I have all the dlc (including warden and the paunch), so that shouldn't be the problem.
BAGHolder  [author] Jun 7, 2021 @ 9:01pm 
@VIIǂXIII

Yes currently the building has tier 4 & 5.

Some Empire units has secondary building requirement, which is removed in this mod.

So it is probably other mod conflict, say SFO, or other Empire unit mod, since they modified the same unit table.
VIIǂXIII Jun 7, 2021 @ 3:40pm 
For some reason i got a Tier 4 and Tier 5 line (playing as Yvress on Vortess) for every alliance building. Most of the units are also locked, saying its missing the faction related Tech Buildings (Like Steam Tanks and TrollHammer aso)
BAGHolder  [author] May 16, 2021 @ 7:02am 
@Dracula
RoR units are not included.
Karl Franz 77 May 16, 2021 @ 6:49am 
Hi. when i get some levels some pop ups show up telling me i have access to RoR of other factions (including druchii RoR) how do i get them?
Byemotion Apr 15, 2021 @ 7:10am 
Sad....They still need that bloody building,but anyway,thank you for your work
Byemotion Apr 15, 2021 @ 6:53am 
Oh my GOD, you truly are the Angle!!!!!!!!!THANK YOU!!!!!!!!!!
BAGHolder  [author] Apr 15, 2021 @ 5:52am 
@Byemotion

I updated the mod so hopefully it avoids the issue with SFO adding additional building requirement.

Since the mod is for vanilla units, this may or may not work as intended for SFO.
Byemotion Apr 14, 2021 @ 9:26pm 
emmm,SFO?
BAGHolder  [author] Apr 13, 2021 @ 8:10am 
@Byemotion

I am recruiting my sister-of-averlorn and silverin guard no problem :-)

The mod removed all secondary building requirement. And actually high-elf units has no additional building requirement in vanilla anyway. (empire, dwarf, and wef units do, and was removed in the mod)

My guess is you are using some other unit mods that alters the main_units_table?
Byemotion Apr 13, 2021 @ 2:47am 
Help! when I playing as the Empire, I found I can't recruit those elite units from High elves embassy, because I don't have the Ithilmar smith, but I am playing the empire, I can't build it,can you fix it?
parryer327 Mar 22, 2021 @ 2:03pm 
OK thx for the reply
BAGHolder  [author] Mar 22, 2021 @ 1:29pm 
@parryer327
should be no issue
parryer327 Mar 22, 2021 @ 12:32pm 
@BAGHolder
Is this compatible with Xoudad's Sons of Sigmar mod?
BAGHolder  [author] Mar 20, 2021 @ 8:09pm 
@Captnlarry
Empire and Dwarf is already included.
I plan to include Kislev when it is officially playable in TWW3.
Captnlarry Mar 20, 2021 @ 8:05pm 
Will there be any submods for kislev and empire/dwarves
Brynley1007 Mar 14, 2021 @ 4:11pm 
Actually it does the Dwarves had treaties with the Brettonian king, plus on the tabletop those used to be my armies! thank you!
BAGHolder  [author] Mar 12, 2021 @ 7:08am 
On second thought, I like the idea of Grail knights helping Dwarfs...So I just added it.