Total War: WARHAMMER III

Total War: WARHAMMER III

Empire Mercenaries
130 Comments
LordZarmack  [author] 23 Oct @ 9:46am 
I don't think so no, but maybe if you edited the roister recruitment script
b2387 23 Oct @ 4:48am 
Sorry I was asking if the AI will recruit these units as well as the player
LordZarmack  [author] 23 Oct @ 4:29am 
I made it as compatible as possible and only used a specific building for all empire factions, meaning any changes to additional factions would change nothing & cause no issue.
b2387 23 Oct @ 2:12am 
Does this effect all empire factions(AI) or just player? if all, is there a way or a submod to make it player only? TIA
LordZarmack  [author] 22 Oct @ 12:55am 
try verifying cache, if still crashing then it's defenetly something they've changed, could even be the way units are recruited.
LordZarmack  [author] 22 Oct @ 12:55am 
Check loading the game with no mods enabled, if still crashing it's them ofc - as most have reported. if not, roll back and confirm it's this new 'hotfix'
LordZarmack  [author] 22 Oct @ 12:52am 
Crash's only likely cause is they changed the id or exsistance of the building 'Empire Tavern' or 'Red Moon Inn' , their update should list something of that nature... id bet - why, unknown.
LordZarmack  [author] 22 Oct @ 12:50am 
Hm, so they edited empire buildings or did they remove one of the base units or change their id?
Try_again_Bragg 21 Oct @ 8:18pm 
So this doesnt work even with it as the only mod active.
LordZarmack  [author] 21 Oct @ 5:19pm 
update? why
gorilla_cenk_93 21 Oct @ 9:28am 
updatet `?
墨倾无垠 17 Aug @ 10:17pm 
I make t. thanks for your guide
LordZarmack  [author] 16 Aug @ 11:37am 
there's a full guide on how to do so in the description should you wish to learn yourself.
墨倾无垠 16 Aug @ 10:09am 
How about adding Grail cavalry as well? I really wanted to use them, but there is no such mod available in the whole workshop.
LordZarmack  [author] 19 May @ 5:09am 
elspeth?
General Winter 18 May @ 9:29am 
i was playing elspeth how do i recruit these units travern doesn't have any unit symbols like if i construct the travern will it let me recruit these units
LordZarmack  [author] 13 Apr @ 3:22am 
Easily made, but that's pretty much what the vanilla buildings do anyway
jaxt1941 12 Apr @ 6:20pm 
Is there a version of this mod with just the human units?
Human72 2 Feb @ 12:32pm 
nvm looked in the custom battles and all of your stuff showed up with the aformentioned mod working like a charm. :) everything is good to go. :D
Human72 2 Feb @ 12:30pm 
alrighty will start up a game now and tell you.
LordZarmack  [author] 2 Feb @ 12:24pm 
Probably, I doubt there would be a conflict
Human72 2 Feb @ 12:23pm 
alrighty then i can use this and have the x4 etc mods with it for numbers.
LordZarmack  [author] 2 Feb @ 10:07am 
Aye, it's just a mod that puts them where they should be in the empire, doesn't edit their stats or anything, just adds them to a building recruitment menu.
Human72 1 Feb @ 10:07am 
This is just a copy paste of vinilla units so mods that multiply there formation numbers work?
LordZarmack  [author] 13 May, 2024 @ 2:39pm 
mods not hard to fix, you just find what part they changed and re-make the base mod
PrimordialSin 11 May, 2024 @ 12:05pm 
New update made a lot of old mods crash, so maybe that happened with yours LordZarmack
LordZarmack  [author] 1 May, 2024 @ 12:13pm 
What they broke?
Sweet_Baby_Trump 30 Apr, 2024 @ 7:45pm 
update pls, my lord
LordZarmack  [author] 2 Oct, 2023 @ 2:33am 
Nope, but you can edit it yourself to make it like that.
jaxt1941 1 Oct, 2023 @ 6:29pm 
Is there a version of this mod where you can just have the kislevite and Bretonian stuff?
LordZarmack  [author] 10 Aug, 2023 @ 11:26pm 
hopefully there's no need to update the mod but aye, feel free.
Doctor INZANE 10 Aug, 2023 @ 7:40pm 
I read your side note. Thanks for the encouragement. With the Shadows of Change coming, the poor Empire has yet another threat (beginner campaign - yeah sure ehehehe) to deal with and no infantry units worthy to be called a front line. I figured I'd try my hand at adding some other factions' units to their roster, but then it occurred to me that someone has probably already done a mercenary mod. Still, I am curious how it's done, so I'll be sure to crack open your .pack and have a look. Thanks for making this mod. These mercenaries have come a long way to the provinces. Surely they will bolster the nation!
LordZarmack  [author] 25 Apr, 2023 @ 2:58am 
I made a guide for people to make edits to the roster themselves, it's pretty easy to follow and learn as I wont be making further edits myself as it's how I want it.

If you need a hand wrapping your head around it just say~
The editing the mod guide up there walks you through it step by step.
RubenPOWA 25 Apr, 2023 @ 1:14am 
One more thing, maybe you should consider adding some ogre units too. While in theory they can already be recruited at the ogre camps, in reality they are really hard to find and recruit during empire campaigns. Since ogres are famous for their services as mercenaries, I'm pretty sure you could find some of them wandering around in the taverns of the empire eheh.
RubenPOWA 25 Apr, 2023 @ 1:11am 
mmm okay then, great mod!
LordZarmack  [author] 22 Apr, 2023 @ 6:05am 
Never saw that they did, ai army would only spawn what the vanilla (or mods's for the ai recruitment) you have allowed them to or said were available to recruit + the units are not top tier.

Aka: to the ai, they only see what the vanilla game lets them recruit.
RubenPOWA 22 Apr, 2023 @ 5:57am 
Nice mod, but I'm curious: can the AI also recruit these units via the taverns? Because if so, since there is no cap or limitations of any kind, I'm afraid that the bots would just spam longbeards and such, instead of state troops.
LordZarmack  [author] 15 Apr, 2023 @ 3:41pm 
unknown
Lampros 15 Apr, 2023 @ 7:13am 
Weird. So then I guess it's a CA thing.
LordZarmack  [author] 15 Apr, 2023 @ 6:22am 
Mod only adds units to the red moon inn and all taverns, doesn't touch anything else
Lampros 15 Apr, 2023 @ 3:48am 
I have one more question, friend. Your mod gives all infantry technology buffs to recruitable units. Is this in the vanilla - or did you put that in? If you put that in, then why not leader skill buffs as well? ;)
LordZarmack  [author] 10 Apr, 2023 @ 1:45pm 
I made the mod because I like having a mix of units while playing empire for realism sake so it's really down to you to use them to what capacity but they aren't strong enough to build doom stacks.
Lampros 10 Apr, 2023 @ 11:00am 
One more thing: Dwarf crossbows instead of muskets - or in addition to muskets - per chance? ;)
Lampros 10 Apr, 2023 @ 10:57am 
Also, do High Elf units ever serve as mercenaries? I recall they are citizen levies.
Lampros 10 Apr, 2023 @ 10:51am 
I think I'd easily fall to Chaos temptation - if I lived in the Old World! ;)
Lampros 10 Apr, 2023 @ 10:51am 
Okay, I tried it and already love it, ROFL. Is there a way to put a cap the way you can with Outpost units? I clearly am unable to control myself ;)
LordZarmack  [author] 10 Apr, 2023 @ 10:26am 
Chaos doesn't care, but you can always use it responsibly lamp ;)
Lampros 10 Apr, 2023 @ 9:54am 
I want to use this, but I am afraid it's a tad weeny bit over-powered! ;)
LordZarmack  [author] 3 Feb, 2023 @ 10:31am 
should never need updating.
FCB 3 Feb, 2023 @ 8:12am 
update please