Total War: WARHAMMER III

Total War: WARHAMMER III

Upgrade Units for AI and Player (Major Update!!! Patch 6.2.1)
90 Comments
MrLook Sep 25 @ 12:18am 
this mod works in multiplayer also but in some really weird way: it upgrades one unit, but then makes a double of upgraded unit, but with rank 0, not depending which rank had a unit before upgrading. In the end you have 2 upgraded units (one with rank * 0.5 in my case and the second with rank 0). Any suggestions how to fix that?
mitix45 Sep 18 @ 10:47am 
how can I upgrade lvl 9 units, that never got a rank in battle?
Interesting. Somehow it works for me with Gunpowder Road mod for Cathay. For example they have a tier one peasant handgonnes unit and I can upgrade it either into modded tier 2 arquebusiers or into vanilla Iron hail gunners. Same thing with artillery.
Notteger  [author] Aug 23 @ 7:13am 
@Judassem, Yes, I've seen the issue with Waaagh units. I'll try to completely block unit upgrades in Waaagh armies, but I currently have no time for testing whatsoever.
Notteger  [author] Aug 23 @ 7:13am 
@жак быдло про фрески, No, the mod doesn't support upgrading units from other mods by default. You'd need to script the upgrade paths for that
Brilliant mod, I've yet to see larger implications for AI because going pretty early in the campaign, but what really blew me away is that it even works on modded units. I assume you automated the process somehow instead of manually picking paths for every single unit in the game?
Judassem Aug 19 @ 2:07pm 
Hi @Notteger,

I saw this comment below:

"I was able to upgrade a 4th rank goblin archer unit in the Waaagh! to Orc Boar Boy Big'Uns"

That doesn't seem lore-friendly to me (the unit's race changes completely after the upgrade). Also, an archer unit becomes a melee-cavalry unit. Is this intentional or a bug?
Mora Aug 17 @ 9:40am 
Does this mod upgrade units by turning them into different units? If so, how does it achieve compatibility with "SFO, Radious, and virtually any other mod"? It seems tricky to automatically account for custom units from any and all other mods containing custom units.
Parabellum168 Aug 17 @ 6:04am 
beautiful
Thancred Lux Aug 17 @ 12:30am 
works with immersive bretonnia upgrade?
Notteger  [author] Aug 4 @ 11:02am 
@El Cubo, Thank you for your feedback. I will check everything when I have time.
El Cubo Aug 4 @ 7:03am 
@Notteger
This mod interacts weirdly with Waaagh! armies. units to be upgraded into all sorts of units. The rank requirement still holds but for instance I had an greenskin army with 19 units with 20 unit Waaagh! army attached. I was able to upgrade a 4th rank goblin archer unit in the Waaagh! to Orc Boar Boy Big'Uns that was moved into the main army.

If I filled out the main army to 20 units, the unit just disappears after the upgrade.

I wonder if the AI tries to upgrade units in the Waaagh! armies.
NotSoSuperHero Aug 2 @ 2:18pm 
I noticed in MCT there is an option to "enable debug logging". Where are these logs exactly? I just want to make sure that AI does in fact upgrade units
Notteger  [author] Aug 2 @ 5:38am 
@TsZephyr, I don't plan to add this to the mod.
TsZephyr Aug 1 @ 10:49pm 
can we upgrade units to regiments of renown version?
Notteger  [author] Aug 1 @ 3:25pm 
@Rikimaru, There's nothing particularly complicated about adding upgrade paths. You just need attention to detail, motivation, and time. I can describe it in more detail if needed.
Rikimaru Aug 1 @ 9:16am 
You know what, never mind hahaha :cta_emo7: i found the files and took one look and cant haha im in way over my head - thanks for the reply anyway :luv:
Rikimaru Aug 1 @ 9:10am 
not lua files :cta_emo9: I took one look at those in one game and my head fell off, but I'll take a look again :cta_emo1:

I'm guessing theyre in the Pack files and I'll need to get the modded unit's information from their luas too?
Notteger  [author] Aug 1 @ 8:59am 
@Rikimaru, Hi 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).
Rikimaru Aug 1 @ 8:51am 
Hi, I've been using this mod for a while and really enjoy it :gwent_gg:
I was just wondering if I could get some help; I want a Base Game unit to upgrade into one added by another mod - is there any way I could do that?
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 :(