Total War: WARHAMMER III

Total War: WARHAMMER III

AI Recruitment Revolution
89 kommentarer
Incata  [ophavsmand] For 8 timer siden 
@♝ Yes
For 11 timer siden 
Is this compatible with sfo and tabletop caps:cozycrashfish:
King of Fools 16. okt. kl. 11:21 
I heard CA is releasing a hotfix to fix their mess
AngelPhoenix 9. okt. kl. 19:50 
Any chance this fixes the recruitment mess CA created with 6.3?
Incata  [ophavsmand] 9. okt. kl. 1:30 
@King of Fools I think that in my campaign it does recruit, perhaps the mod that solves the problem is my AI Task mod, I will try to review it and comment on it. Anyway, if CA has already located it, I suppose it will be resolved shortly.
King of Fools 8. okt. kl. 18:13 
The vanilla bug, mentioned by CA recently, where AI Hexoatl does not recruit for the whole campaign, is still present with this mod enabled.
Incata  [ophavsmand] 8. okt. kl. 13:30 
@Nedbrytar-Yngve :lunar2019crylaughingpig: :lunar2019wavingpig:
Nedbrytar-Yngve 8. okt. kl. 13:05 
Been playing a SFO campaign when I started getting aggravated over all the lords only using t2-3 units 100 turns into the campaign, so i installed this mod, afterwards I beat malekith who was using nearly a full stack of darkspears. now i've run into him again and he's got 6 black guards of naggarond and a bunch of t3-4 units. I almost want to cry seeing AI actually use high tier units.
Incata  [ophavsmand] 6. okt. kl. 23:36 
@Jester The best thing you can do is try it, you can install and uninstall it at any time.
Jester 6. okt. kl. 15:16 
I apologize if this is a stupid question, but does this mod help alleviate the AI's terrible unit composition? For example, running into doom stacks of single entity monsters, or armies with almost nothing but artillery, or even the weird 2-3 random melee troops mixed with nothing but heroes and ranged.

I know that %99 of that is CA's spaghetti coding lol
Incata  [ophavsmand] 30. sep. kl. 1:51 
The mod works fine; even the Dwarfs are recruiting Hammerers now.
Josen 9. sep. kl. 19:53 
Thanks for the mod. I have only one problem: I'm still using 6.2, and the version of this mod crashes my game. Is there a possible way to get the previous version of this mod that used to work for 6.2, if possible, thanks
Gladen 5. sep. kl. 12:23 
Very funny mod. The Empire with this mod oftenly hires fullstacks (or almost, like 16-18\20 of these) with artillery and ranged units only. They are strong in auto-resolve, but not in actual fights.
Incata  [ophavsmand] 4. sep. kl. 23:32 
@Fear ? I suppose you want to go back to a previous version because you didn't update. The normal thing is to save a backup copy for the mods when a new version comes out. The only option left is to edit the mod and delete the entries for the new units.
Fear 4. sep. kl. 15:37 
any way to get back the 6.2 version ?
sarumanthecursed 15. aug. kl. 18:27 
Dwarves, specifically Clan Angrund tends to build armies with an excessive amount of Quarrelers with Greath Weapons, they don't over do it on the regular variant it seems
snek 14. aug. kl. 13:25 
Currently i have Recruitment Revolution and Army Tasks and Strategy on with 5x growth and -%30 upkeep for AI. Is there an overhaul for all the mods in "AI Mods" or would you recommend i add all 13 of them?
Priest 21. juli kl. 7:41 
Thx for the fast reply!
Incata  [ophavsmand] 21. juli kl. 4:42 
@Priest It works on started games, although it will not delete the ones already created.
Priest 21. juli kl. 0:34 
Hello Sir! Is your mod savegame compatible? Ive just found your mod but Im currently in a beastmen campaign. Should I start new campaign? or will your mod work even if I just started a campaign and just enabled it
sarumanthecursed 2. juli kl. 16:05 
I wish i could show a screenshot, this mod really makes ai armies, strategically balance, and well thought out as if a player did it I’m very impressed,

WE army had 4 spears, 4 dryads, 1 blade singer for heavy anti infantry, 1 wildwood ranger for anti large specialist, 4 archers, a dragon and hawk riders.

Hell it’s an army i would make!

Well done sir, CA should hire you!
Incata  [ophavsmand] 2. juli kl. 15:39 
@sarumanthecursed Yes
sarumanthecursed 2. juli kl. 13:42 
Is this compatible with mods which add tomb king style unit caps?
叁柏 22. juni kl. 4:24 
thanks!!!!!!!!!
Incata  [ophavsmand] 22. juni kl. 4:11 
叁柏 21. juni kl. 19:41 
Could you tell me what kind of mods are available in this category?
Incata  [ophavsmand] 21. juni kl. 9:58 
@叁柏 This means that the AI ​​had recruitment pools where it could only recruit trash. These pools have been expanded with high-value units. I've already explained that recruitment is affected by many factors, so you can still see trash units in the later stages, but it shouldn't be as common, and they can also be improved with other mods.
叁柏 21. juni kl. 8:43 
Dear, I would like to ask what "late stages" means in "The AI is no longer forced to recruit low - value units during the late stages of the game." Because I found that in my game save, even if the AI has the buildings and money to build high - level troops, they still have a lot of low - level troops.
叁柏 18. juni kl. 7:12 
Can it be used in 6.2?
Incata  [ophavsmand] 7. juni kl. 12:21 
@Shap111 no, @vargasguerrero113 no, perhaps they had no other recruitment option
vargasguerrero113 6. juni kl. 14:22 
i just started a campaign and the machine is facing me with 20 units stack of sisters of avelorn, is it normal?
Shap111 6. juni kl. 13:51 
is there a optimal load order for your AI mods if i decide to use them all?
Incata  [ophavsmand] 29. apr. kl. 5:31 
VC can still recruit skeletons and zombies due to their rise feature but in later turns they should no longer recruit them through normal recruitment.
*Vanka 16. apr. kl. 17:13 
@Incata wow, that's great news - SAUCY
|FA| Snarre(FIN) 16. apr. kl. 12:17 
patch fixet it , no more weird arty armies. how ewer im not seen that many high tier units in AI armies . specialy VC regruit hord of zombies and normal skeletons
Incata  [ophavsmand] 16. apr. kl. 9:28 
@۶Vαикα Yes, the IA recruit units of other mods
*Vanka 16. apr. kl. 8:09 
Thanks for this promising mod. I have a question: Would AI take modded units into account as well?
Incata  [ophavsmand] 14. apr. kl. 18:10 
@|FA| Snarre(FIN) If it is an effect produced by the variety of armies, there is a type of army that can have 20% of its army as mortars and cannons as ranged units. I just uploaded an update that I had for some time that increases the maximum infantry capacity in armies that had less.
|FA| Snarre(FIN) 14. apr. kl. 10:06 
empire have some time weird armies , half of army can be mortars and cannons. only 1-3 melee units.
Incata  [ophavsmand] 8. mar. kl. 12:25 
@Scum egg It should, maybe some other mod is overriding the changes
@RogueSkeptic Yes, it can be used in multiplayer
RogueSkeptic 7. mar. kl. 15:52 
Is it MP compatible? I added it to a mid playthrough with SFO and got desynced, don't know if this is the culprit.
Scum egg 5. mar. kl. 2:30 
You sure this works? Ive got wood elves with multipe tier 5 settlements and plenty of miltary buildings that are still recruting glade guards and eternals guards.
Incata  [ophavsmand] 24. feb. kl. 13:05 
@Крембрюле I think you can use them together; just load this mod with higher priority.
Huitzilopōchtli 24. feb. kl. 12:47 
is it compatible with SFO?
Incata  [ophavsmand] 19. feb. kl. 4:02 
@Самая Лучшая Yes
Киберпреступница 18. feb. kl. 22:51 
Will this be compatible with Tabletop Caps: Reborn?
XTOLL 12. feb. kl. 13:19 
oh i see thank you
Incata  [ophavsmand] 12. feb. kl. 3:12 
@XTOLL Radius has its own recruiting system, they are not compatible
XTOLL 12. feb. kl. 1:04 
recently subbed to your mod and am playing a dwarf camp at the moment, I'm using Radious and am not seeing the mod work. I'm 25 turns in and just fought an enemy with only 2 infantry units, i've just subbed to settlement recruitment to see if that helps, am I just being impatient or should I have seen things work by now?