Total War: WARHAMMER III

Total War: WARHAMMER III

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Imperial Menagerie: Empire Monster Cavalry (6.1.2)
   
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16.533 MB
20 Jun, 2024 @ 4:05pm
12 Apr @ 1:44am
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Imperial Menagerie: Empire Monster Cavalry (6.1.2)

Description
Description

The Empire has now established succesful breeding programs, resulting in the formation of new knightly orders, both old and new, to combat the Empire's new powerful enemies.

This mod adds four new monster cavalry options, based on lore and what the Empire has available in its lands. The Wolf Knights and Griffon Knights are lore friendly as they were mentioned in 8th Edition and the Man O'War TT respectively. The Pegasus and Two-Headed Griffon Knight are completely made up by me afaik.

The Knights

The four new units are as follows:

Imperial Pegasus Knights

Similar to Bretonnian Pegasus Knights, the only difference being the empires worship the right gods. Available at Tier 2 stables alongside Empire Knights, specializing in killing unarmoured monsters. Benefits from Empire Knights technology.

Wolf Knights

An old, legendary disbanded order of knights, they have now been reformed in the Empire's darkest hour to stand up to their new foes.

Similar to Knights of the Black Rose, anti-infantry melee cav, but with armour piercing, worthy of late game. Benefits from demigryph knights technologies.

Griffon Knights

Thanks to the efforts of skilled mercenaries over the centuries, the Empire has more than enough griffons to fund the creation of Griffon Knights for a knightly airforce.

Again, similar to Knights of Tor Gaval, but with more armour and less melee damage to compensate. Benefits from demigryph knights technologies. Recruitable from the new Tier V stables building for the Empire.

Two-Headed Griffon Knight

Decades of selective breeding has produced a new breed of griffon, larger and more powerful than normal, capable of combating many monsters.

Something actually unique, a late game anti-large griffon, larger than normal and with two heads in case you missed it. Benefits from demigryph knights technologies. Recruitable from the new Tier V stables building for the Empire.

Highly recommended to subscribe to the Community patch mod, otherwise the knights will be missing shields.

Credits

@_D3rpyN3wb_ for help in creating the rider animations for the Wolf Knights.

Ole for his Asset Editor program to make the models.

DJ Fro-Fro/Frodo45127 for his RPFM program that set the essential data such as damage and recruitment.

All the people in "Da Modding Den" discord for answering all my many questions.

"Bugs"

The portholes for the Wolf Knights and both griffon knights are not aligned correctly, but i consider them to be good enough for release.

Both griffon knights do not grip their lances correctly

Wolf Knight riders clip a bit into their wolf mounts

Be sure to report bugs and glitches or to suggest feedback or balance suggestions. Maybe even a new unit to make.
62 Comments
Caleb Perdita  [author] 20 Jul @ 6:50pm 
I'll see if I can see what's up when I get a chance. Tho I'm very busy with work and other projects
Rostropovich 19 Jul @ 7:37pm 
Getting a curious bug from this mod: the description for every building (the little lore bit) disappears entirely, for all races. Tested with just this one active, no others.
Caleb Perdita  [author] 23 May @ 9:13pm 
@AhmadWalker try some troubleshooting like unsub and resub, as well as verify integrity files. If that don't work, lemme know and I'll see what i can do.

Anything else you can tell me about the crashes, like does it crash when loading a battle with the wolf knights? Does it crash in campaign, custom battles, both?
AhmadWalker 23 May @ 1:24pm 
Thanks for this mod. However, I always experience a crash to desktop during battles when using the Wolf Knights. I’d be very happy if you could fix it.
Caleb Perdita  [author] 12 May @ 7:46pm 
From what I've heard, validating the files should fix the desyncs. Lemme know if that works.
Caleb Perdita  [author] 12 May @ 6:06pm 
@Pankzers have you figured it out yet? I got some time this week to hopefully fix the issue
Caleb Perdita  [author] 5 May @ 10:30pm 
@Pankzers I'll need to ask around to figure this out. I'll try to get this out asap, but I've got some other stuff to deal with, nothing serious tho.
Pankzers 5 May @ 12:21am 
Hi. Your Tier V Stables appears to be causing reliable multiplayer desyncs in IE.

Steps to reproduce:
1: Play multiplayer as client
2: Start to upgrade stables to tier V.
3: End turn.
4: Desync!

Some observations:
Upgrading the building always desynced the game and not upgrading it avoided the desync.

The other player could never see the building being upgraded and always reported it as Tier IV. (We made sure to reselect the city.)

When a save was loaded with the building upgrading, it desynced before the turn was even over.

When we attempted to resync it reliably cancelled the tier V upgrade and left it at tier IV each time. (Tested on at least 5 different saves and turns.)

The tier V building lacks a name.

This likely affected two different campaigns, though I did not notice it was causing this in the first game.

We are running a light mod loadout.

Thanks in advance, because I really love your mod and the idea of the Griffon Knights.
kirill.kt93 25 Apr @ 11:04pm 
No, in the squad characteristics this error. When in "Custom battle" you look at the abilities of units. In camouflage in the forest
Caleb Perdita  [author] 20 Apr @ 9:32am 
@kirill.kt93 not sure what you mean. Do you mean when the units are hidden their name is shown as PLACEHOLDER?