Total War: WARHAMMER III

Total War: WARHAMMER III

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Recruit Defeated Legendary Lords
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2.453 MB
27.8.2022 klo 10.53
2.9. klo 13.12
53 muutosilmoitusta ( näytä )

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Recruit Defeated Legendary Lords

Kuvaus
WH2's Recruit Defeated Legendary Lords ported to Total War: WARHAMMER III – Update 6.3.x



This mod transfers legendary/immortal lords and heroes of defeated factions to factions that are still in play. It works both for the player and the AI (though the player will be favored)!

Scenario 1
Has that foolish counterpart of a Vampire Count refused to confederate, be reasonable or flat out irked the grand, righteous ruler that you are? Are you left with no choice but to defeat him, yet fear for the consequences as you can’t have their legendary lord this way? Well no more!

That’s right, they will serve their rightful masters! You can now pummel your "like-minded", bovine-staring-face neighbor into the ground, destroy his useless empire, sack all his cities, plunder him to your heart's content and then recruit his legendary lord as a fresh, empty-headed recruit!

Scenario 2
You'd like to help the Last Defenders but as the Hexoatl you might as well be on another planet and confederating territories that far away might not be ideal.
Well, if he's ever defeated, you can now hire him, build up spanking shining new armies and lead him to retake his lost territories!

Current features
  • After factions are defeated their legendary/immortal lords and heroes will be made available to remaining factions (player as well as AI) of the same subculture/race - e.g. A defeated Lizardmen faction will only join other Lizardmen factions (basically confederation with a few extra steps).
  • Lords/heroes obtained this way will start off wounded.
  • Legendary Lords/Heroes recruited this way are the "original" ones (not copies like in previous versions of the mod). This means there won't be doppelganger, item quests will work and the lord/hero will retain their level, items, skills and traits.
  • This works with all legendary/immortal lords and heroes regardless whether they are modded or vanilla characters. No submods needed!
  • Event messages indicating newly available lords/heroes will appear for all base game & dlc lords.
  • Most factions, even if they are not able to confederate, benefits from this mechanic (e.g. Vampire Coast and Tomb Kings).
  • By default, defeated faction won't join AI led factions before turn 50 (for balance reasons).
  • By default, defeated factions prefer to join factions of the same race, they also prefer player over AI led faction, they furthermore prefer factions they already met, ones they had good relations with (before their demise) and they'd rather seek refuge with a playable (major) faction than a minor one.
  • When your faction is chosen as the preferred refuge, you'll get the refugee dilemma shown in the image above. You then either:
    Accept, to gain their immortal lords and heroes.
    Reject and another faction gets the dilemma.
    Kill them, so they can't join anyone (unless they manage to revive via rebellion).
    Delay your decision and decide again after 25 turn.
  • By default chaos factions (Warriors of Chaos, Mono-god, Daemon and Norscan factions) can join each other, even across "race-barriers" if all factions of a given race are defeated and only chaos factions of another race are available (players-led chaos factions are allowed to accept refugees from different chaos-races even if there are other factions of that race remain alive).
    There are mct-option to restrict this.

Planed
  • Fix MP desync issues.
  • Add a Legendary Heroes backup script to make sure legendary heroes, not yet recruited by the AI, stay in play in case their factions dies (Wulfhart's heroes, Ghoritch, Coeddil, Ariel etc).

Compatibility
Save to add at any point, but not save to remove! You can disable the mod via mct option.
Should play well with most other mods.
Works with Immortal Empires and the Return of Chaos campaign on singleplayer, but is disabled during The Lost God prologue campagn.

Not yet tested for Head-to-Head / Co-op. desync galore
...working on it.

Known issues
  • The mod transfers lords/heroes whether or not they are real legendary lords or just immortal lords. On the one hand this means you won’t miss out on legendary lords even if they were just recently added, e.g. by a mod update (you’d get the lord even if no event message appears) on the other hand you’ll get lords from minor factions you may not necessarily want. This may lead to a slightly more crowded recruitment pool (you can make us of the Execute (useless) Lords & Heroes mod to remedy this issue).
  • If you add the mod mid campaign and a lot of factions are already defeated by that point it may take a few turns for all characters to be assigned to their new factions. This was done deliberately to limit start turn lag.
  • If the player confederated recently then defeated characters will be transferred after the confederation penalty is expired.
  • Since the script uses confederation methods to transfer defeated characters, AI or player factions that take on defeated lords will have their original faction name changed to their "confederation name".
  • Faction that "were confederated" can't spawn endgame armies. In case you want the endgame events to be as scary as possible, I'd recommend setting the "AI Delay" (by default it's 50 turns) mct-option to a value greater than the maximum end turn number you set at campaign start.
  • Event messages are currently being revised and are thus blank for the time being.
  • Yes, the thumbnail is old and ugly. Send me a friend request on steam if you want to submit a replacement.

Links
Previous Versions of the mod (e.g. to finish old campaigns)

Localisation submods:
Recruit Defeated Legendary Lords - Deutsch/German
Recruit Defeated Legendary Lords - TRADUCTION FR
Recruit Defeated LL for KR
Recruit Defeated Legendary Lords(汉化)
Traduccion, Recruit Defeated Lords EN ESPAÑOL
(Japanese translation) Recruit Defeated Legendary Lords (日本語翻訳)

Da Modding Den[discord.com], because it's awesome.



Credits
Scipion for his original concept of the mod.
Lord Militus[www.twitch.tv] for writing the events of the mod.

This is a beta version for a beta campaign! Immortal empires is huge and it's impossible to test everything by myself in a few days, so there is a high chance you'll encounter issues.
Please let us know when you run into such problems or think there is an aspect of the mod we should improve on!
Suositut keskustelut Näytä kaikki (57)
31
2.9. klo 7.16
quests for legendary items trigger again.
Hannsiball
14
28.9. klo 13.57
Karl Franz bug
PBD
1
14.10. klo 22.14
Daniel (Demon Prince) broken when confederated
Emp Empeukowicz Empischon
3 321 kommenttia
Dod 12 tuntia sitten 
I love this mode and full of respect to the authors (used it since WH2), but I think this mode currently might be the cause of AI turn Freeze on my end. with all kinds of a lots of new custom factions, lords. The freeze Sometimes random (can be passed by re-loading the progress) sometimes it's un-fixable... and always caused by the same index(of the faction) ... I think, This is because that faction might survived or not with RNG auto-resolve across the world. and when its doom is inevitable, The freeze become un-fixable...

---------------
Updated Comment::

[!] Warning: this mode can get tricky with custom factions / large mods.

Cause random ctd on enemy AI turn. (10~ 30~ 60~ random.)

Test with famous faction modes: Ovn, Mixu, TEB, Nagash... (+auto-turn mode)
xXvDragonRangervXx 14 tuntia sitten 
Does this work on Elector Factions for the Empire?
ZephyrTM 14 tuntia sitten 
Has the mod given anyone else two different versions of Alastair the White Lion? I'm not complaining but clearly it's not as intended.
Jimmy 23 tuntia sitten 
I have it set to the default settings, Loreful for chaos but somehow signvald got the blue scribes and aekold helbras
Marshmallow Bombshell 15.10. klo 17.38 
Is there a way to obtain other lord's faction effects? Like obtaining the gardens of Morr on Karl, or the flesh lab for Ikit?
sajaxom 15.10. klo 15.36 
FYI, I often get asked if Allegiance of the Damned: Chaos Confederation works with Recruit Defeated Legendary Lords, so I've added a blurb on the FAQ linking back to your mod. I know quite a few users play with both. Here's a link if you're curious: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3389207080 . Great mod, btw.
snaipd 15.10. klo 10.10 
so far ive had nordland die while me playing as elspeth, did not get the popup. i had both the quest battle for elspeth item and gotrek n felix quest battle pop at the same turn nordland was wiped. not sure if thats the cause. i reloaded several times with different mod load order as well. no luck
RocketTurtleGaming 15.10. klo 2.54 
The mod has worked mostly as intended with a few quirks in the two campaigns I played. While playing as The Maggot Host, I was about to accept refugees as normal, but I was also given the choice to pick up all Slanesh demon factions. Major and minor factions gave the pop up, and I was actually able to recruit Nekari. The mod gives the agency to simply decline these things, so the campaign is not really hurt by this, though it is rather strange. My second campaign was playing as the Last Defenders, and everything went as expected until the end crisis. It was supposed to be a Skaven crisis, but they didn't respawn when the timer hit zero. I am assuming this is a quirk of the confederation system. If all legendary Skaven are wiped out, and are forcibly adopted/confederated by a minor faction using the mod mechanic. Then if this minor faction is wiped out, then there will be no crisis. I don't even think this is a bug, it seems to be a side effect of how this mod works. Still had fun!
Nico 14.10. klo 22.56 
How do you recruit them? I accepted refugees like 20 turns ago and still cant recruit any LLs.
Imperial Obligation 14.10. klo 17.59 
There is an issue where you cannot use the Chaos Dwarf Confederation mechanic on the Towers of Zharr if you have confederated one of the lords. Is there any way to reconcile the issue so you can still accept the refugees, but be able to use the Tower of Zharr?