Total War: WARHAMMER III

Total War: WARHAMMER III

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Fixed Allied Outposts
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16 jul, 2022 @ 23:29
30 mar @ 17:11
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Fixed Allied Outposts

Beskrivning
What It Does:
  • Adds any missing units to the Allied Recruitment pool
  • T3 Outposts allow you to recruit all of a factions' regular units, regardless of their buildings
  • Allows Allied Recruitment of appropriately Marked units when allied with a Marked Chaos Warrior faction (Vilitch, Valkia, etc.)
  • Increases Unit Cap for any Allied Units which may require them, based on Outpost Tier
  • Fixes Nurgle's Outpost so that it properly adds units to the host city's garrison


Notes:
  • DLC is required for DLC units. This is intended and I'd be nuked otherwise
  • Sub-faction/Special units are handled on a case-by-case basis
  • If you don't like the T3 Outpost change try the Lite version


Compatability:
Saved Game, Multi-player and SFO/Radious compatible. Should work fine with anything. Modded Units are not included, but won't cause issues.
230 kommentarer
Maggot  [skapare] 26 maj @ 16:01 
@Kniggar It does not. It could. But that is not something I intend to do.
Kniggar 25 maj @ 21:14 
Does this include RORs? Could you include?
Thx maggot <3
Maggot  [skapare] 25 mar @ 20:20 
I was just yet another victim of the capitalization issue. All should be fixed now.
UPD8 25 mar @ 11:23 
Causes CTD on launch with the new 6.1.0 patch
Crashes my game as of 6.1 :(
DARKH0BBIT 11 mar @ 14:13 
"if the garrison is your concern, you can create a mod that adjusts the weights of garrisoned units so your preferred units remain." -oh ok that's not a bad idea glospey i'll try and take a look.

those are some good idea's maggot though i'd rather not sour my relations with bretonnia as it's kinda on a thread at the moment but it might be the way to go.

"perhaps you're personally undervaluing them?" your probably right on that my biggest issue with them is not that their necessarily bad its just not needed for my situation, for my kings glade i'd rather have couple extra spear's or archer's in the tight space than the yeoman to fight them pesky vermin rats and wretched gobo's I can't seem to do much dmg with the yeoman against their armour before leadership tanks on them.

anyways thankyou both for the massive help greatly appreciated learned a fair bit from this.
Maggot  [skapare] 11 mar @ 11:55 
What Glospey says about the Garrison weight system is correct, yeah. And its very possible the game is overvaluing those Yeoman and thus replacing much better units. Back when I added units to Nurgle's Outpost garrison and went to check my balance against the rest of the game I noticed those numbers were all over the damn place and often made no sense. IIRC that was mostly patched but those Yeoman may've been overlooked, or perhaps you're personally undervaluing them? There is an element of subjectivity here.

As to mods/methods of removing Outposts... Not aware of any mods that do this directly, but there are some that could influence it like region trading, if that still works. Trade the settlement to an ally, and buy it back after the Outpost is established elsewhere. Or could abandon and rebuild, break the alliance, simply trying a reload of the turn the Outpost started building might work too(tho iirc you only get one potential re-roll of AI choices out of this). 🤷‍♂️
glospey 11 mar @ 8:58 
I don't know about a mod for moving an allied outpost. BUT, if the garrison is your concern, you can create a mod that adjusts the weights of garrisoned units so your preferred units remain.

Alternatively, I have an Outpost mod that increases the number of units provided, providing better units. That should push out lesser units (but it doesn't change the weights so it might not push out the units you want).
DARKH0BBIT 11 mar @ 0:47 
anybody know if their is any mod that allows the player to either move or delete an allies outpost placed in the players settlement?

currently playing wood elf's and my garrison is being overtaken by some shitty Mounted Yeomen lol