Total War: WARHAMMER

Total War: WARHAMMER

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Zag's Empire Units
   
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Tags: mod, Units
File Size
Posted
Updated
65.843 KB
12 Jan, 2017 @ 8:27am
1 Mar, 2017 @ 3:05am
2 Change Notes ( view )

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Zag's Empire Units

Description
Adds 19 newish units to the Empire factions (yes the AI get them too, don't know how to change that so they don't).

I apologize for my low quality screenshots but they're just so you can see the stats and units I suppose.

Not all units are pictured in the screenshots as they are just increased number and power of vanilla units; Altdorf Defenders = Swordsmen; Reiksgard Elite = Reiksgard etc

Made this mod to personally use with my other unit mods but feel free to use it as you will.

Vampire - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=812694826

Dwarf - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=840678280

Beastmen - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=734343082

Bretonnia - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=887574447

Chaos - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=894358931

Wood Elves - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1100512402

Norsca - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1117797218

All in one - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1135448800
24 Comments
stofffe92 7 Aug, 2018 @ 10:07am 
Btw moderator, you could(and probably should) change the Warrior Priests on foot with hammers to count as Hammer/Mace Infantry rather than Axe Infantry if you haven't already by now.


A bit weird that units that are using blunt club/mace/hammer-like weapons counts as units armed with axes(although technically an axe could, in a way, be considered blunt weapons when they actually are blunt, and even a bluntened axe is a dangerous weapon).

If you don't care about doing it for TW1, you could always port your mods over to TW2(if you haven't already) and rectify that error in that game(again, if you haven't already hehe ;P). :D Cool mod in general otherwise.
stofffe92 7 Aug, 2018 @ 10:01am 
He could remove them, or, he could rebalance them so they're not as op. That's a better option imo.
Agent X Top Secret 14 Jun, 2018 @ 1:41am 
can you please remove the "Altdorf Defenders" they are op as fuck! same cost as trash units and strong like the best units.... have to disable this mod only because of the OP unit :(
Zaguroth  [author] 14 Aug, 2017 @ 4:46am 
It's more than likely a conflict as it works mine works fine. What other mods are you using?
Wannie's wet dream 13 Aug, 2017 @ 3:49pm 
Please update! Doesnt work in the Norsca update
PhantomGirl 2 Aug, 2017 @ 11:05pm 
Zaguroth, Your mods are fucking awesome! Nice work.
Kingketty 1 Jun, 2017 @ 11:03pm 
can you make an artillery mod for empire all the other ones are too old particulary make the minigun not have to reload but runs out of ammo quickly and make the steam tank not an overrated hunk of junk would be great and give me more mortars more much more so i can bring the sky crashing down upon them
The Black Death 12 May, 2017 @ 6:12pm 
Can you decrease the griffon knight health to 10k instead of 12k and increase the melee defense to 60 instead of 40?
Zaguroth  [author] 27 Apr, 2017 @ 1:56am 
The game launcher, in the mods tab. If you uncheck everything then go one by one until it crashes you'll figure out which one causes the incompatibility
benettonkkb 27 Apr, 2017 @ 1:12am 
I'm sorry to be asking what may be an obvious question, but when you say "activate", you mean in the menu before you open TW, correct? I didn't know that you could check compatibility there?

Or do you mean open the full program with all combinations of mods?

I appreciate your patience. I apologize for my unfamiliarity.