全面战争:战锤3

全面战争:战锤3

Recruit Rework
83 条留言
BlackJackGear  [作者] 10 月 12 日 上午 8:39 
Ill say it again, I have no plans to do that.
If you want such a feature, you are welcome to take my mod and change it accordingly, I have no issues with that.
ruvirus 10 月 12 日 上午 8:29 
That's why I suggested separating the mod into a recruitment system and a unit recovery system.
ruvirus 10 月 12 日 上午 8:27 
The mod would be perfect if it included global recruitment. The ability to disable the very strange unit recovery system is a big plus.
BlackJackGear  [作者] 10 月 12 日 上午 8:05 
I have no plans to allow global recruitment.
ruvirus 10 月 12 日 上午 7:46 
Yes, I know. But global recruitment does not appear.
BlackJackGear  [作者] 10 月 12 日 上午 6:48 
You can disable all the recovery stuff in mct
ruvirus 10 月 12 日 上午 6:14 
Why, you managed to create the best recruitment system in Warhammer. It's really cool. It deserves a separate mod. + return global recruitment.

But everything else - maybe it should be moved to a separate mod? The recovery system is very much a matter of taste.
BlackJackGear  [作者] 10 月 12 日 上午 5:16 
There is no option to reenable global recruitment, it does not work with the mod at all.
ruvirus 10 月 12 日 上午 5:04 
I didn't even know it was possible to do this from the main menu. Thank you. How can I return global recruitment?
BlackJackGear  [作者] 10 月 11 日 上午 9:35 
did you disable it in the main menu?
ruvirus 10 月 11 日 上午 1:50 
How do I disable the upgrade buildings option? I disable the option in MCT for a new game, start a new game, and it’s turned back on again.
BlackJackGear  [作者] 10 月 6 日 下午 1:51 
Also please submit bug reports through the links above
BlackJackGear  [作者] 10 月 6 日 下午 1:47 
I need more info on what causes it to not work for you, I have not had this issue at all so far
Naplucia 10 月 6 日 下午 1:18 
I got that bug too, but it concern every units.
Somehow i can recruit them if I check technology tree but there no limit, it look like the normal recruit mechanic with 11 in local recruitement.

There a possible mod incompatibility?
mailasdqwe 9 月 25 日 上午 6:20 
Then I think there might be a bug somewhere. I have a couple of units that do not get their pool replenished, both vanilla and modded. It's been like 10 turns since their buildings have been built, yet none got replenished. Here's a screenshot . I tried reproducing this on a clean run, just your mods and MCT, but strangely the new recruitment system didn't kick into action.
BlackJackGear  [作者] 9 月 24 日 下午 2:51 
All units have their own growth counter.
mailasdqwe 9 月 24 日 下午 2:46 
Is the pool growth shared between units of the same tier? So if I have 2 tier V units available for recruitment in a settlement, the pool for the first one will grow to 100, that unit gains 1 unit in the pool and only then will the growth start for the 2nd type of unit?
BlackJackGear  [作者] 9 月 14 日 下午 1:16 
If you want ogres to be harder there are mct options to adjust unit pool gain per turn.

I thought about the recovery system as well, but nothing in vanilla really fit.
I would have to build another custom feature for that, probably with its own ui as well.
Maybe at some point.
TheGrandSirPiggy 9 月 14 日 上午 11:04 
This mod is so amazing! Such a breath of fresh air to go back to the Med 2 system, where every live matters, especially that of your most elite troops. Now I feel much more reticent to throw elite units in, because it might be 10 turns in the future where I can get them to full strength again.

Tho I do have to say this makes faction like the Ogres quite the cake walk, compared to others, since its so hard to actually lose models on your elite units.

Also, could something simulating the recovery after battles system in Med 2 be simulated as well? Maybe something that could be implemented and buffed by the lord's replenishment rate (so replenishement rate isn't as useless as it is now)
BlackJackGear  [作者] 9 月 2 日 上午 10:38 
I will take a look
mailasdqwe 9 月 2 日 上午 12:45 
And one more, at least caravans from Caravans of the old world don't get any replenishment while not on a route.
mailasdqwe 9 月 2 日 上午 12:09 
Hey! Heroes with bodyguards don't seem to gain replenishment neither by default, nor if their bodyguard unit is recruitable in the province. The bodyguards I have are from "Ruo's Bodyguards & Mounts All-In-One", currently trying out Empire heroes. Any change you could make heroes have the default replenishment mechanic for bodyguard "mounts" as well?
BlackJackGear  [作者] 8 月 30 日 下午 11:49 
@kevinwendling since people keep requesting it I will give it a try.
Dean Winchester 8 月 30 日 下午 12:54 
Thank you :steamthumbsup:
BlackJackGear  [作者] 8 月 30 日 下午 12:35 
Theoretically you can add / remove the mod at will from an ongoing playthrough.
But you will not be able to recruit / replenish units for a few turns until the unit pools fill up.
You could set the gain very high for one turn to get started and then reduce it back down to normal levels.
As always when messing with something mid campaign it is advised to make a backup of the save file.
Dean Winchester 8 月 30 日 下午 12:08 
Any idea if this can be added to an ongoing campaign? Currently playing an ironman campaign and don't want to break it.
BlackJackGear  [作者] 8 月 20 日 上午 10:47 
@Nakhthorheb I thought about that as well, but I dont believe I can make it an mct option.
Maybe a submod
Nakhthorheb 8 月 20 日 上午 8:02 
Not a bug, but a suggestion/feedback:

Playing around the lack of replenishment is very fun. When fighting away from my recruitment centers, I can still sustain my armies by winning battles with many captives and using the post battle replenishment option. For minor settlements the battles are fun because the garrison mod generates varied and pretty large armies. However, the post battle options for cities don't give any replenishment by default, regardless of captives taken, only sack money. This means conquering territory is a grind, and rewards cheesy armies with heroes and magic and ranged because those assets don't deteriorate. and punishes auto resolving sieges, which are super tedious to play.

My suggestion is adding an option in MCT for all factions to get replenishment from sacking and looting based on captives, same as you get in field battles. That means easier sustainability for conquering armies doing manual settlement fights and the ability to AR sieges safely.
BlackJackGear  [作者] 8 月 19 日 上午 10:50 
@DudeGuyMan Malakai is fixed now, should behave like all other hordes
BlackJackGear  [作者] 8 月 17 日 上午 7:51 
@DudeGuyMan I forgot about that
DudeGuyMan 8 月 17 日 上午 7:39 
Have you fixed malakai recruitment perhaps? Seems like it still doesn't allow me to recruit from the spirit of grungni?
BlackJackGear  [作者] 8 月 15 日 上午 9:51 
@SgtPhatbooty thx, let me know if you find any issues

@Nakhthorheb I fixed garrison units not being auto retrainable
SgtPhatbooty 8 月 14 日 上午 7:35 
I am very eager to give this mod a try, Genosia has overhauls for Troy and Pharaoh that have a similar recruit mechanic and its one of the best parts of the overhaul. Thank you BlackJackGear
BlackJackGear  [作者] 8 月 13 日 下午 11:07 
I must have messed something up there as well
Nakhthorheb 8 月 13 日 下午 9:58 
Question regarding retraining custom garrison units from your other mod: from the description of the auto-retrain toggle, I understood that it was possible to retrain garrisoned units. Is this meant to be possible only with auto-retraining on, or manually too? When selecting garrisoned units to retrain, the up arrow button that ordinarily appears on units in deployed armies with the "Retrain selected units back to full strength!" tooltip instead has an Upgrade tooltip that talks about providing training bonuses from buildings in the province, only it doesn't seem to do that either.

For an example, at Mount Squighorn garrison I have a Rank 4 Cannon unit at 25% strength, and two full strength Rank 1 Bolt Throwers. I have available Cannon points in the recruit pool. I also have a T3 Recruitment building for artillery that grants Recruit Rank +2 province wide. Clicking the upgrade button doesn't do anything on either the cannon or the bolt throwers.
Nakhthorheb 8 月 13 日 下午 3:48 
Great, seems to work now, thanks!
BlackJackGear  [作者] 8 月 13 日 上午 9:25 
@Nakhthorheb thanks for catching that.
I fixed it, was ofc a stupid bug...
Nakhthorheb 8 月 12 日 下午 1:29 
Are there some unstated conditions for retraining? I've disabled auto-retraining, but I can't actually get manual retraining to work. AFAICT it is spending the unit points from the pool, but I am not getting any models back. Does it have a specific stance requirement or something?
BlackJackGear  [作者] 8 月 3 日 下午 12:45 
@TheGrandSirPiggy should be compatible with anything and anyone
TheGrandSirPiggy 8 月 3 日 下午 12:33 
MAN, how the hell this I miss this, Jack?! This is exactly what I was hopping for! A system similar to the older systems, but one that's not a compatability nightmare, due to newly added modded units!

This is, literally, perfect! Thank you so much for your amazing work! This and your custom garrison mod solve some of my biggest issues with the game! Amazing work!

Keep up the great work!

P.S: Dose the new system play nicely with new factions, like Araby, etc.?
BlackJackGear  [作者] 7 月 24 日 下午 2:10 
@DudeGuyMan ill take a look

@Grim no changes to that, the mod is not really intended for factions without standard recruitment
Grim 7 月 24 日 上午 7:19 
Hi, awesome mod! Is there any change to nurgle faction or vampire raise dead? Seems to be OP with this mod
DudeGuyMan 7 月 24 日 上午 2:56 
Seems like Malakai can't recruit from the spirit of grungni. Checked with only this mod active and waited until turn 5 just for good measure.
DudeGuyMan 7 月 20 日 上午 4:57 
Sorry false alarm. Tried to replicate it and seems to be working as intended. If I stumble upon it again I'll let you know how and when.
BlackJackGear  [作者] 7 月 20 日 上午 4:24 
@God of Warhammer then its not working, you can check mct for see/adjust gain per turn settings

@DudeGuyMan that sounds super weird, you just move a unit to a different army and it gets back full hp?
DudeGuyMan 7 月 20 日 上午 4:11 
It seems that if you move damaged units to another army they fully replenish.
God of Warhammer 7 月 18 日 下午 3:51 
how long does it take for the unit pool to replenish I just started a new campaign and I'm 10 turns in but I can't recruit new units
BlackJackGear  [作者] 7 月 13 日 上午 8:51 
@Mr. Tarzan I should do that, would make a lot of sense
Mr. Tarzan 7 月 13 日 上午 8:28 
Does disbanding troops replenish the manpower cost?
BlackJackGear  [作者] 7 月 13 日 上午 5:29 
@Flow
1. No idea
2. No changes yet, if I start adjusting vanilla stuff it will be a separate mod since it is terrible for compatibility