Total War: WARHAMMER III

Total War: WARHAMMER III

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Knights of the Everlasting Flame
   
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File Size
Posted
Updated
116.775 MB
28 May, 2024 @ 8:24am
26 Mar @ 6:30pm
7 Change Notes ( view )

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Knights of the Everlasting Flame

Description
>>>*This mod is part of the Zerg Collection Volume II, DO NOT use this mod along said collection or you'll crash. Choose one.*<<<

This mod adds the Knights of the Everlasting Flame to the High Elves.
They are pretty much similar to Bretonnian Royal Hippogryph Knights.
They are available through the High Elves' Worship building chain and the Sacred Flame of Asuryan landmark.
And that's pretty much it.

*KNOWN ISSUES*
-Some clipping here and there.

*QA*

-"Why Crowmen heads though?"
Bacause I wanted to give them a unique look and make them different from regular Hippogryphs.
Try to imagine that those are a unique species of Hippogryphs native to Ulthuan or something like that.
No, I'm not going to make a separate mod to restore the old heads so don't ask, thank you.

-"Can you give these Hippogryphs to X or Y Lord/Hero as custom mounts?"
No, I'm generally not interested in custom mounts sorry.

-"Lord's Red line?Tech buffs?"
I gave them generic High Elves' Griffon riders (generic mistwalker unit) and Dragon Prince unit sets, so they should get buffs related to those sets.

-"SFO/Radious ecc. ?"
As a matter of fact I'm officially retired from SFO/Overhaul related mods.
As always: If you already have previous experience in SFO submodding feel free to make an SFO version out of any of my mods that are currently missing one, I will link your submods if you provide me with a link.

-"Your mods are ugly and janky, why? just why?"
Here's a friendly reminder: I'm just an amateur and nothing more.
If you want beautiful stuff with no jank then stick with CA and/or professional modders and avoid my mods, simple as that really.

And that's all I guess!
Credits time!

Thanks to Phazer for RME editor!
Thanks to H3ro and his great tool!
Any of this would not have been possible without Frodo45127's RPFM which is still updated to this very day, thank you!
I would also like to thank Sebidee and Caligula for their great modding guides!
And I would like to thank you!
Whatever you liked my mod or not thanks a bunch for giving it a try!

[paypal.me]

[ko-fi.com]
Popular Discussions View All (2)
0
28 May, 2024 @ 8:35am
PINNED: Balance tweaking
zerg93
8 Comments
Daverin2112 2 Sep, 2024 @ 6:06pm 
I wonder if that has/had something to do with Grim Discipline. No clue if that was ever granted before.

Also, they don't need to remember the KoTG too hard. After all... they are also the flipping KoTG. Still one of the top 3 killiest flying cav in the game.
zerg93  [author] 2 Sep, 2024 @ 5:41pm 
Initially I have thought about giving them martial Prowess/Mastery but then again Knights of Tor Gaval, which is a very similar unit, does not have access to such abilities.
My choice on the matter was influenced by balance reasons more than anything, but if CA will change their minds with future updates I'll gladly give this unit its faction's passive ability.
Well, assuming that CA remembers that Knights of Tor Gaval do exist and are actually a thing.
Daverin2112 2 Sep, 2024 @ 3:21pm 
Awesome as always, but... no Martial Prowess/Mastery? Feels odd and takes from them being distinctly Helven in identity.
Ciaphas Cain 31 May, 2024 @ 4:58am 
Oh sweet!
Peskyfletch 28 May, 2024 @ 1:43pm 
Ah I see thx
zerg93  [author] 28 May, 2024 @ 11:58am 
But I don't think there is anything super specific considering that they are also labelled as generic mistwalker units.
zerg93  [author] 28 May, 2024 @ 11:52am 
Knights of Tor Gaval.
Peskyfletch 28 May, 2024 @ 11:28am 
Do any HE red skills buff griffons? Do you mean Great Eagles?