Total War: WARHAMMER

Total War: WARHAMMER

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Elite Grail Units (Balanced & Lore Friendly)
   
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Tags: mod, Units
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28 Feb, 2017 @ 11:13am
1 Mar, 2017 @ 1:49pm
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Elite Grail Units (Balanced & Lore Friendly)

Description
Just like with my "Elite Blood Knights (Balanced & Lore Friendly)" mod I'v changed the unit size of the Grail knights and Grail Guadians to 24man size on ultra, and changed their individual stats to reflect the change and keep the semi balance of them.

For those who find the Grail Knights or Grail Guardians to be a slight dissapointment compared to their table top / Lore version.

The point of this mod was not to make the Grail units OP but each individual Grail Knight/Guardian more powerful and more in line with Lore and Table top.

So what does this mod do?

1: Decrease the size of the unit from 60 to 24 (because they are very strong on the table top and a small unit can accoplish enough, also they are expensive in points for the table top so wanted to lower their number similar to what Demi Gryphs are for example).

2: Raised the average stats of the Grail units to be stronger per model to compensate for the loss of 36 Models, + a bit more armor pen damage for both to get the sense of an Elite unit who akin to what you see on DemiGryphs for example.

3: Since this gives Brettonia another Type of unit compared to just a better Cavalery unit (they are almost like Monsterous Cavalery now) and the slight increase of stats above the compensation I increased the Cost of the unit to 1600/1650 and upkeep to 425 from 1500/1600 and 375 upkeep originally.

With the current mechanics of the unit They will win a fight against Demigryphs 1v1 with about 18% health left if both charged eachother and will just about loose to blood knights still with the blood knights around 18% health left if you use my "Elite Blood Knights (Balanced)" mod that does the same for Blood Knights as this mod does for Grail Knights.

Link To my Blood Knights Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=826200580

Now Compatible with any mod that changes melee_table values. since they got new named weapons they use each.
42 Comments
Ramyam  [author] 20 Sep, 2017 @ 1:56am 
@Kidon, hey mate! it sounds like you have another mod activated that messes with this one or just completly overides it

you get the 18 models as base on large, and probly 24 if you turn on ultra size, but the health pool is standard per model so probly you have another mod that messes with that stats table.

you can figure out what mod does it fairly easy by just inactivate half of your mods and if the bugg is still there you know the problem is in the other half, so you activate/deactivate half of that half and keep checking untill you'v pin pointed the problem mod.

just remember to have this mod active while you are checking ofcourse :P GL!
Tancred44 19 Sep, 2017 @ 4:38pm 
Hey Ramyam, for some reason the states dont seem to of changed, but the unit size has. On large unit size the Grail Knights have 1872 health (18 models)
pmilan15 19 Sep, 2017 @ 11:42am 
oh ok ill try that< thanks for letting me know though! :steamhappy::steamhappy:
Ramyam  [author] 18 Sep, 2017 @ 2:25pm 
unfortunatly not.. beacuse the horse mod isnt just a retexture, it uses the same table where some stats are places like health pool on it.

it adds types of models used by the unit and for some reason that setting is on the same table as setting as health and a few other stuff.. :(

and it's needed otherwise he would only change the color to another color instead of having multiple different ones, so unfortunatly ... what you could do if you wanted to personalise the mods to work together for you is:

in Pack File Manager, go in and remove the file relating to Grail Knights in the horse mod.
pmilan15 18 Sep, 2017 @ 12:01pm 
hey i really like this mod but is there a chance you can do something to make it work with the "warhorses-Rise of Bretonnia- Ror update- vanilla version" mod? the game loads up and works but for some reason their health goes from the 6,144 down to like 2,700? anyway you can look into it and fix it or something? bc i find it weird bc the warhorses mod should only be a retexture i thought
Ramyam  [author] 11 Sep, 2017 @ 8:23pm 
@keeloth I looked through the mod and yeah, that mod changes some things that might make it imcompatible with this mod but I'd suggest you use another better mod anyway that I'v been using the last 2 campaigns.


https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1120180673&searchtext=improved+AI
this mod + a mod that increase build slots in minor and major cities help the AI ALOT and makes them build really strong armies to face off with, full of elite units and so on.
like:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1027550458&searchtext=building+slots

and if you want AI factions even stronger look at some mods that buff specific factions those are great, like these:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127497429&searchtext=
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127497217&searchtext=



Keeloth 11 Sep, 2017 @ 7:51pm 
I found the culprit! It's the Improved Build Order mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=928331941)

It's odd because I swear I had them working together for a while there. Might just be my minds playing tricks on me. It's a shame, because it's a good mod for getting the AI to build decent armies.
Ramyam  [author] 10 Sep, 2017 @ 10:43pm 
@Keeloth Hey! I just tested the mod myself to check and it works great for me but to double check I had 2 friends test it aswell, and it worked for them too still, so my guess is you have a mod that is somehow incompatible with this mod.

right now I can't figure out what it might be, but to test what mod might not work with this one, do this:

inactivate all mods, then activate this mod + half of the remaining mods.

then select half of the mods of either the previously activated ones or the not activated ones depending on if game worked still, keep doing this process of halfing the activated mods until you located the mod that dont work with this one should only take like max 10min, and I would appriciate you posting your find here as it just might be something I could fix, or atleast type in the competability text of the mod :)

hope this helps you!
Keeloth 10 Sep, 2017 @ 7:58pm 
This mod keeps causing my game to crash when loading battles :-/
Endless Serpent 25 Jul, 2017 @ 8:17am 
Great mods, Grail Knights seem a bit underpowered compared to the Blood Knights which is strange, but other than that pretty good :) Are you planning on doing these kinds of mods for Chaos Knights?