Total War: WARHAMMER III

Total War: WARHAMMER III

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Upgrade Units for AI and Player (Major Update!!! Patch 6.2.1)
   
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1.231 MB
May 24 @ 9:36am
Jul 7 @ 10:14am
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Upgrade Units for AI and Player (Major Update!!! Patch 6.2.1)

Description
KEY FEATURE: WORKS FOR BOTH PLAYER AND AI!
This isn't just another player-only mod. ALL AI FACTIONS actively upgrade its armies, creating more challenging and realistic battles with fewer low-tier units cluttering the battlefield. Warriors of Chaos will properly evolve their warbands as they should.

What This Mod Does:
  • Smart Unit Evolution: Upgrade experienced units to their more powerful variants
  • Lore-Friendly Upgrades: Respects Warhammer lore while enhancing gameplay
  • Weapon Variants: Switch between different weapon types (e.g., Longbeards with Shields → Great Weapons)
  • Rank Preservation: Units keep half their experience when upgrading (configurable via MCT)
  • Recruitment Bonuses: Lower rank requirements if you can recruit the target unit locally (-2) or globally (-1)

Enhanced Gameplay Features:
  • Full MCT integration for customization
  • Building requirement checks (optional)
  • Unit cap compatibility (excluding Tabletop Unit Caps mod)
  • Class-based upgrades (infantry stays infantry, with rare exceptions)

Mod Compatibility:
  • Universal Script Compatibility: Works with SFO, Radious, and virtually any other mod
  • Warband Upgrade Ultimate: Perfect companion! Use Warband Upgrade Ultimate for its sleek interface while this mod handles AI upgrades automatically.
  • Safe for Existing Saves: Add or remove anytime without issues




Quick Setup Guide For SFO Users

Optimize your experience with these MCT tweaks:
  • Disable "Require Buildings" (SFO building trees differ from vanilla)
  • Disable "Don't Check Unit Caps" (if using SFO unit caps)
  • Set "Upgrade Rank Requirement" to -1 (compensates for slower SFO experience gain)




Frequently Asked Questions

Q: Can I add this to existing campaigns?
A: Absolutely! Safe to add or remove anytime.

Q: Can I request specific unit upgrades?
A: Yes! All upgrade paths are easily adjustable. Use the discussion section for suggestions.

Q: Multiplayer compatible?
A: Designed for MP compatibility, though full testing is ongoing.

Q: My mod isn't working?
A: Script conflicts from other mods can cause issues. Test this mod alone first to isolate problems.




Known Issues

Hero Visual Bug: Heroes may show upgrade options that don't actually work (gold still deducted). Fix incoming in future updates.




Currently in active development! Your feedback shapes this mod's evolution.

Enjoyed the mod? Rate and favorite to boost visibility!

Based on the original work by prop_joe (used with permission) | Thumbnail by crisord
69 Comments
FailSafe 49 minutes ago 
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] 6 hours ago 
@Leonardo, Your suggested approach would introduce too much imbalance to the campaign, especially in AI vs AI warfare.
Notteger  [author] 6 hours ago 
@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 9 hours ago 
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).