Total War: WARHAMMER III

Total War: WARHAMMER III

Upgrade Units for AI and Player (Major Update!!! Patch 6.2.1)
70 Comments
Leonardo Jul 28 @ 3:48pm 
@Notteger Ah that's true, then maybe making the script run every 5 turns would do? I'd love it if you could add an MCT option for us to choose
FailSafe Jul 28 @ 2:43pm 
Totally understand you being busy, just thought I'd check :) The mod that doesnt seem to be working is: Unit Rarity (unit caps) - Core, Special, Rare
Notteger  [author] Jul 28 @ 9:26am 
@Leonardo, Your suggested approach would introduce too much imbalance to the campaign, especially in AI vs AI warfare.
Notteger  [author] Jul 28 @ 9:23am 
@FailSafe, Unit caps from buildings are taken into account. I'm currently playing SFO, and the mod won't let me perform upgrades if the limit has already been reached. It only doesn't work with tabletop caps. And I still need to test how well the AI respects these limits. But all of that will come later, since I'm very busy right now.
FailSafe Jul 28 @ 6:04am 
unfortunately this doesn't seem to respect unit caps from mods that add them to recruitment buildings no matter what the menu setting is set to - am I misunderstanding? is the cap option only for SFO?
Leonardo Jul 27 @ 3:28am 
Right now it takes a long time for this mod to process through all the AI unit everytime the player turn ends. Maybe you can give an option to only process nearby/activated (can diplomat) AI only to lessen the end turn time?
立委 Jul 20 @ 10:55am 
Hi, if I enable the 'Disable Default Upgrades & Al Upgrades Units' option in the MCT setting, will the Al still be able to upgrade units automatically?
Notteger  [author] Jul 19 @ 10:46am 
IMPORTANT INFORMATION

I've finally encountered the save game crash myself on turn 10 of a campaign with SFO. I'm working on fixing this issue in the code, but so far without success...

If any mod users are skilled in programming and can identify exactly what's wrong with the script and how to fix it, I would be extremely grateful for your assistance.

Temporary Workaround

If you experience a crash:

1. Load your last working save
2. Open MCT and increase the "Upgrade Rank Requirement Adjustment" value by +1
3. Play for about 5-6 turns with this setting
4. During this time, the problematic AI army causing the bug will likely change its unit composition, avoiding the upgrade conflict that triggers the crash
5. After 5-6 turns, you can safely return the "Upgrade Rank Requirement Adjustment" to its original value

This method allows you to bypass the issue without interrupting your campaign or completely disabling AI upgrades.
Notteger  [author] Jul 18 @ 4:18am 
@cybergroover, Perhaps I didn't quite understand your question correctly..... But through RPFM you can open the mod and find all the scripts I mentioned there
cybergroover Jul 17 @ 4:22am 
Thanks for the info about needing to edit unit_upgrades.lua and data_requirements.lua. I can't find them in any of my Steam folders even tho I'mm using the mod :(

I guess someone's already thought of this and it can't be done? Would it be possible to have (in the MCT? Or may be you can right-click each unit in the recruitment screen or somewhere else) of all units available in a game (including from other mods) and be able to assign their upgrade units, that way, at least for your own faction?
Notteger  [author] Jul 13 @ 7:46am 
@Duck69, I haven't tried adding Regiments of Renown (RoR) units, but I think it's possible. The same goes for expanding upgrade paths in general, adding units from other mods, and even upgrading into heroes.

You'll need to edit two main files: unit_upgrades.lua and data_requirements.lua. The first handles the upgrade paths, while the second deals with the conditions (like cost and required buildings).
Duck69 Jul 13 @ 7:32am 
Hi, how can i add more upgrade paths to this mod? And is it also possible to upgrade to ROR units?

Im familiar with warband upgrades, i did a (private atm) mod for all factions with upgrades to ROR and i would like to do something similar with this one but im not sure where to start
Notteger  [author] Jul 9 @ 11:05am 
@Saikyoku, I only added units from vanilla. But in general yes, upgrade paths can be extended to units from mods as well
Saikyoku Jul 9 @ 8:32am 
Hello, this mod work with units mod ?
I Have No Enemies Brother Jul 8 @ 5:20pm 
@Notteger

I believe Table top Caps (the mod where units are given quality of core, special and rare the green and blue and purple gems) I don't think it's updated. So perhaps that is why.
Notteger  [author] Jul 8 @ 5:12pm 
@I Have No Enemies Brother, Double-checked. Unfortunately, the tabletop caps restrictions are not being enforced right now. I'll try to fix that soon
Notteger  [author] Jul 8 @ 6:29am 
@Rheinblick, based on the lore description of the Tree Kin, such an upgrade seems quite acceptable... As does upgrading Minotaurs to Ghorgon, for example.
Notteger  [author] Jul 8 @ 6:26am 
@I Have No Enemies Brother, the mod is compatible with tabletop caps. If I didn't break anything in the recent upgrades, then the restrictions will be enforced for both the player and the AI:)

In theory, yes, such a combination of mods should be compatible.
I Have No Enemies Brother Jul 8 @ 1:49am 
@Notteger

In theory the AI will respect unit caps with this upgrade system? Example: the faction has unit cap of 4 for unit Great Swords. If they have an army with 4 units of Great Swords already recruited they would NOT be able to upgrade a unit of swordsmen into another Great Sword unit unless they increase the unit cap further through whatever mechanic accomplishes that.

Thank you btw for this fine work. I have been away from Warhammer for quite some time spreading democracy with Hell Divers but seeing this mod in workshop has gotten me to reinstall and observe what the AI does. Planning Deep War AI, Warband Ultimate, Table Top Caps, Unit Caps for All, AI Recruitment Revolution and THIS mod and your other AI support mod together and post back results. Modders like you really make this game keep coming back for me. Thank you for your passion.
Rheinblick Jul 7 @ 11:48pm 
@Notteger

Good morning Notteger,
many thanks for your mod and for your efforts!
It is a very good solution that you can also downgrade units to weaker units.

Regarding the Wood Elves I have a question,
is it intended by you that you can upgrade an Eternal Guard into a Tree Kin?
bob1234 Jul 7 @ 10:19pm 
does this mod work with radious?
Notteger  [author] Jul 6 @ 4:12pm 
Important note for using the mod with SFO

To ensure smoother compatibility, adjust these Mod Configuration Tool (MCT) settings:

- Disable “Require Buildings.”
The upgrade script was written for the vanilla building tree; some SFO structures don’t match, which blocks upgrades.

- Disable “Don’t Check Unit Caps.”
Turn this off if you play SFO with unit caps enabled.

- Lower “Upgrade Rank Requirement Adjustment.”
Set the value to –1 because units in SFO earn experience more slowly.
Sleepy Jul 5 @ 7:26pm 
I wish there was something like this but only for warriors of chaos
Notteger  [author] Jul 5 @ 6:12am 
I also recommend trying my new mod, which turns the campaign AI into a much more engaging and dangerous opponent.

https://steamcommunity.com/sharedfiles/filedetails/?id=3515003443&tscn=1751704525
Notteger  [author] Jul 5 @ 5:45am 
I’m planning an alternative, partly non-lore version that will let certain units upgrade into forms they can’t canonically become — Clanrats into Stormvermin, Orcs into Black Orcs, and so on. We’d be sacrificing a bit of lore fidelity for improved gameplay, which should be especially helpful for the AI.
Notteger  [author] Jul 2 @ 9:02am 
@El Cubo, I accidentally mixed up the gnoblar upgrade keys when I was scripting them. I'll fix that now... Though there aren't many upgrade options for them anyway. Maybe just into scraplauncher)
El Cubo Jul 2 @ 8:05am 
Pigback Riders can upgrade (only) to Gnoblar Flingers and vice versa. Is this intended? Seems a little strange upgrade path.
Notteger  [author] Jul 2 @ 5:51am 
The latest update brings massive changes to the script. Please test this if you previously experienced crashes.

- AI code has been written "from scratch" and should eliminate crashes while improving upgrade stability for all factions

- AI now uses barracks availability checks before upgrading (following the same rules as the player, if the corresponding option is enabled in MCT).

EXCEPTION: Warriors of Chaos, Nurgle, and Beastmen factions (due to their specific recruitment mechanics, barracks checks are not performed for them for both AI and player)

- AI can now perform unit upgrades on any territory (not just on their own near cities)

- Added new upgrade paths for Beastmen
Notteger  [author] Jun 24 @ 4:03pm 
@PooMan, what turn does the crash happen on? Are you using any other unit upgrade mods? It might be a conflict with another mod.
PooMan Jun 24 @ 3:58pm 
Can confirm. This crashes me. Just deactivated it after multiple restarts and now It's working fine. Shame :(
Notteger  [author] Jun 24 @ 4:20am 
Is anyone else still having problems with the game crashing on save? I'm doing fine on my end; I haven't had a crash in a very long time.
King Bradley Jun 15 @ 10:04am 
That makes sense. I might look into making my own submod too and see if that makes any difference. Thanks for the guidance!
Notteger  [author] Jun 15 @ 2:46am 
@King Bradley, there may be a conflict with other mods when the AI upgrades units. You can disable AI upgrades for a couple of turns via MST (this will solve the problem with saves), then re-enable it and see how it goes. Also, re-subscribe to the mod. I haven't encountered save issues in a long time, although I use a lot of mods...
King Bradley Jun 14 @ 6:16pm 
Unfortunately I'm also getting crashes on saves. Disabling this mod totally stopped my problem. I do have a mod installed that gives Brettonia new units, but I'm not sure why that cause issues on a save.
Notteger  [author] Jun 9 @ 5:37am 
@BBFred, this is the visual bug I mentioned. Clicking the upgrade will not apply it, but the cost will still be deducted.
BBFred Jun 8 @ 9:58am 
Hi Notteger, I noted in my Bretonnian campaign that you can upgrade (or would that be downgrade?) heroes to men-at-arms. Is that intended?
And great mod, thanks a lot for your work!
Etrionas Jun 4 @ 6:24pm 
If anyone is having issues with the update fixing the Cathayan Peasant Archers not working (still displaying the Celestial Dragon Crossbows) I fixed the issue by unsubscribing and resubscribing to the mod.

Hope that helps.

P.S. Thanks heaps Notteger, I appreciate the quick patch
Notteger  [author] Jun 3 @ 10:42am 
@Etrionas, thank you for your feedback. I inadvertently mixed up the upgrade paths) I'll correct it now
Etrionas Jun 3 @ 9:44am 
Fantastic work. Minor issue (in my opinion) the Peasant Archers in my Miao Ying campaign upgrade directly to Celestial Dragon Crossbows. This seems like an unintentional case and that they should instead upgrade into Jade Warrior Crossbows who then upgrade into Jade Warrior Crossbows (Shields) who then upgrade into Celestial Dragon Crossbows.

A few notes: I do run other mods, I have tested beginning a new campaign with Zhao Ming and the same issue is observed there.
Notteger  [author] Jun 1 @ 6:09am 
Experiencing Crashes During Saves? Share Your Feedback!
If you're encountering game crashes when trying to save, please leave a comment below. I'm trying to gauge the severity of this issue within the community.

Currently, I'm not experiencing this particular bug myself; my campaigns are running smoothly despite having 150 mods simultaneously active. Your input will help determine how widespread this problem is
Roseo Jun 1 @ 4:10am 
@Notteger oh, did that, but will do again :D and it appeared in a new nakai campaign, didnt have those issues on other factions while testing.
Notteger  [author] Jun 1 @ 4:07am 
@Roseo, in the early mod versions, I encountered this bug twice around turns 60-70. However, the bug hasn't occurred in the latest version, neither in existing campaigns nor new ones.

The issue was caused by the AI upgrading units excessively without any restraint, which eventually triggered a crash. When the game tried to save, it would attempt to read files that no longer existed. I've made the upgrade system more stable in recent versions, and I plan to continue refining it in future updates if possible.

Try re-subscribing to the mod
Roseo Jun 1 @ 3:06am 
hey, after playing a bit ive narrowed down to this one in my list, after turn 5 and every roughly 3 turns i get a bugged turn where it crashes on any types of save. doesnt matter if its a manual, quick or autosave. like one in 10 reloads gets me past these turns but then it comes back. no red X too. Any incompatibilities ideas?
Notteger  [author] May 31 @ 7:48am 
@Kardy, It's not a bug, it's a feature. Players can only upgrade units if they're in or near a settlement. You could check the workshop for a mod that allows you to transfer units between your army and caravan
Kardy May 31 @ 12:46am 
I signed up just to improve the caravan troops, but there are requirements for placement near the city. I can't improve the peasants in the caravan, will there be a solution to this problem?
TdizzleGod May 29 @ 2:35pm 
got you thanks man any luck with the upgrade mechanic for allied units
Notteger  [author] May 29 @ 5:19am 
@TdizzleGod, the lower the value in 'Player/AI Rank Adjustment,' the lower the unit's rank after an upgrade
TdizzleGod May 28 @ 5:14pm 
not really sure how the number work how to perfectly reset a units experience
Blackbeard147 May 28 @ 5:08pm 
classic mod
ilya-rysenkov May 28 @ 2:25pm 
Yes. Yes. Yes.