Total War: WARHAMMER

Total War: WARHAMMER

LORE FRIENDLY REGIONAL RECRUITMENT MOD - PART 2
51 Comments
Foehammer Nov 5, 2019 @ 3:59pm 
This part of your mod causes my game to CTD on loading of battles and campaigns.:steamsad:
Tobir Apr 27, 2019 @ 2:30am 
this mod player only?
CHEEEN Aug 12, 2017 @ 11:40am 
so does this work with more province capital slots mods? if no could you add a version where empire capitals get 8 building slots? ai desperetely needs those slots to recruit anything besides state troopers. especially because your mod adds another version of barracks that ai always puts into one of the slots alongside with regular barracks.

also, does this mod modify greatswords appearance?
Lt Apollo Jul 17, 2017 @ 2:31pm 
Hi Gigiauz I have been working on a custom reiklander reskin of the Empire State Troops and while I aim to use 100% orignal assets your sheilds in paticular are fantastic. With your permission I would love to feature these in my mod. (Giving you full credit for your work of course)

Gigiauz  [author] Jul 6, 2017 @ 5:47am 
Well Jaime, glad to know that the problem is fixed. About other ror units, I do not consider to add Dark Omen's units. Even if I'm lore fun, Dark Omen's units are too old and they would not add anything new, in addition to the fact that they are no longer talked about in the latest warhammer editions. ;)
Ser Boo Hamster Jul 6, 2017 @ 2:43am 
Would you concider to work on units from Dark Omen? There is a fine number of units and all with descriptions.
Ser Boo Hamster Jul 5, 2017 @ 11:52pm 
All right, it conflicted with the RoR Vanilla gain XP mod. Strange that i activatet this, all ROR are at max xp from the start vanillawise o.O
Ser Boo Hamster Jul 5, 2017 @ 2:02pm 
Hey Gigiauz, the problem with the flame weapon is not with your mod. I don´t know witch other mod causes this to not work, i will tell you when i found out (for the compatiblyrecord).
Greetings
Kurt Helborg Jul 4, 2017 @ 8:52am 
thanks a lot Gigiauz... i thougt this... because Carroburg couldn't be upgrated to Tier 3... anyway i love your mod!!!
Gigiauz  [author] Jul 4, 2017 @ 7:59am 
Jaime let me know if is the flame weapons issue is due to my mod or other mod ;)
Gigiauz  [author] Jul 4, 2017 @ 7:58am 
Hi Kurt! Tier IV minor settlement work partially with yhis mod, I suggest you to don't use this mod if you plan to use mine.
Kurt Helborg Jul 4, 2017 @ 7:38am 
hi, is this mod compatible with a tier 4 minor settlement mod??
Ser Boo Hamster Jul 3, 2017 @ 6:03am 
Then it must be a conflict with another mod, because i still have those flames. I will look into this.
Gigiauz  [author] Jul 1, 2017 @ 10:02am 
Flaming weapons are removed due to the ugly fire effects (the flame effects are more similar to torches)
Ser Boo Hamster Jul 1, 2017 @ 9:58am 
Does onyone else got flaming weapons for the dwarven ROR? (Warriors of Dragonfire Pass)
Gigiauz  [author] Jun 20, 2017 @ 5:30pm 
Thank you AlextheGreat!!
Alex the Great Jun 20, 2017 @ 7:52am 
OH! And I almost forgot about the Spirits of the Fey (non-ROR unit). They' re something similiar to the Green Knight (Since they' re spirits) but Infantry and in a small group.
Alex the Great Jun 19, 2017 @ 6:37am 
And plus there's also Bertrand the brigands boys called Brigands of Bergerac. Lol
Alex the Great Jun 18, 2017 @ 8:32pm 
Besides the truffle hounds (or warhounds), foot knights, & crusader templars, yes, vanilla Bretonnia roster is complete. (...maybe) As for the ROR, on the lexicun page, Bretonnia has I believe 18 ROR, a few are the Skyhost, Companions of Quenelles, The Mob, Crusaders of Bretonnia, and Jerrods Lance (I probably have the name of this one wrong.). Lol
Gigiauz  [author] Jun 18, 2017 @ 3:10pm 
Bretonnia recruitment roster is almost done (by vanilla). Bretonnian Regiments of renown are very very old but I could find something of the last books End of Times ... if anyone has some hits are welcome!!
Alex the Great Jun 18, 2017 @ 9:25am 
@Gigiauz
Hahaaaa! Awesome! By any chance, those units you plan to add, will there be any for Bretonnia?
Gigiauz  [author] Jun 18, 2017 @ 2:25am 
@AlextheGreat: yes, I plan to add some other units in the optional pack 3
Alex the Great Jun 17, 2017 @ 9:23am 
Oh nice! Do you plan to add more units? :O
Gigiauz  [author] Jun 13, 2017 @ 6:17pm 
UPDATED FINALLY!!
The Running Man Feb 26, 2017 @ 3:23am 
Thanks for the response!
Gigiauz  [author] Feb 26, 2017 @ 12:44am 
Hi Running! Unfortunately I think that these mod are not compatible with Cataph's mod, since I edited startpos file. Anyway, I made an optional pack 3 with my regiment of renown.
The Running Man Feb 25, 2017 @ 8:06pm 
Hey man one question! is this compatible with the TEB and kraka drak mod by cataph? and crynosos unlocker mod? as well as jdharrows regs of renown mod? thanks!
TomW Feb 14, 2017 @ 9:16pm 
Oh, noticed your comments on part 1, will test it out now that i have downloaded the new packs
TomW Feb 14, 2017 @ 9:02pm 
Yo, I think your update today bugged the mod. I started a new game (empire) and got to turn 3 where the technology should be picked for completing the barracks level 2 and it wasn't there. Hovering over the tech showed errors Like "Ralley field" required or something.
Old Man Jan 15, 2017 @ 8:10am 
Swwweeeeeet!
Gigiauz  [author] Jan 15, 2017 @ 5:48am 
@LAMB: don't worry, soon I will add awsome looking officer made by my self ;)
Old Man Jan 15, 2017 @ 4:13am 
*also the archers.
Old Man Jan 15, 2017 @ 4:12am 
Really love this mod! Adds great depth, especially to the empire, but i was wondering if you could look into a compatibility patch for Empire Expanded - State Troop Officers? I've noticed it is compatible to a point, namely all the new units get officers except for the new basic state troops (swordsmen and spearman).
Gigiauz  [author] Jan 14, 2017 @ 3:46pm 
@Wurrzag: it works, have you checked on problem issues thread?
Rib Roast Jan 14, 2017 @ 8:56am 
scratch that, if you rebuild the building, it works fine, but with the building you start out with, you cant upgrade it.
Rib Roast Jan 14, 2017 @ 8:49am 
i cant upgrade the barracks in black crag
Stick Rick Jan 14, 2017 @ 2:20am 
Game wont even start anymore with both mods enabled :D
Gigiauz  [author] Jan 14, 2017 @ 12:56am 
I've never changed anything about unit card selection
Gigiauz  [author] Jan 14, 2017 @ 12:52am 
strange ...
Gigiauz  [author] Jan 14, 2017 @ 12:51am 
have you tried with new campaign
Stick Rick Jan 14, 2017 @ 12:51am 
Nevermind. "Clearer Unit Card Selection UI" is now incompatible.
Gigiauz  [author] Jan 14, 2017 @ 12:51am 
@[G-t-L] Stick Rick: Yes probably the units cap (reworked ) could break savegames.
Stick Rick Jan 14, 2017 @ 12:45am 
What exactly did you update?
The update broke my game. Propably incompatible with one of the other mods...
Gigiauz  [author] Jan 13, 2017 @ 6:18pm 
UPDATED
Gigiauz  [author] Jan 12, 2017 @ 3:21pm 
@UnknownTeddy: here http://steamcommunity.com/sharedfiles/filedetails/?id=840939658 , I've tried and it works as you can see, if you have problems look at problem issue thread in part 1
Gigiauz  [author] Jan 11, 2017 @ 3:00pm 
@UnknownTeddy: Thank you! I'll take a look. Could you send me a me a screenshot link please?
Unknown Jan 11, 2017 @ 2:40pm 
As i was playing a vampire counts mod with your mod installed i conquered stirlands capital (wurtbard) and i found out that i coulden't build a single building. Would really appreciate if you would take a look :)
Gigiauz  [author] Jan 10, 2017 @ 11:00pm 
yah...Thank you!
A Flying Purple People Eater Jan 10, 2017 @ 6:12pm 
That is so dwarfy tho...
But I still love your mod all the same
Gigiauz  [author] Jan 10, 2017 @ 5:41pm 
Because fire cover the visibility of unit's textures and also is pretty ridiculous (they seem to bear torches instead weapons)