Total War: WARHAMMER

Total War: WARHAMMER

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The Green Knight, actual protector of Bretonnia
   
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Tags: mod, Campaign
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21 Mar, 2017 @ 6:48am
15 Nov, 2017 @ 2:52pm
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The Green Knight, actual protector of Bretonnia

Description
Last updated: 15th November 2017
Link to the Warhammer II version of this mod

Quick overview:
  • The Green Knight now protects Bretonnia's three legendary buildings as a garrison unit
  • The Green Knight (call-in and garrison version) gets stacking bonuses from certain Bretonnian buildings, the three Bretonnian quest artifacts, vows taken by Lords and 'Heraldry' technologies
  • High compatibility, even with garrison mods and mods that directly change the Green Knight's stats or similar (balance overhauls etc.)
  • Can be added to and removed from ongoing campaigns without major issues. See below.

Detailed overview:
The Green Knight is said to be the protector of Bretonnia's sacred sites.
So in the game, I expected him to manifest when Bretonnia's most hallowed places come under attack by enemies of the Lady.

This little mods adds him as a garrison unit to the three legendary Bretonnian buildings. It is completely independent of the amount of uses you have left and it doesn't cost you one of your precious three charges.

Sacred sites now protected by the Green Knight:
  1. The Abbey of the Grail Companions in Couronne
  2. Manann's Dry Docks in Bordeleaux (T5 upgrade level only)
  3. The Tower of the Enchantress in Castle Carcassonne

He is a high priority garrison unit and should the settlement already have 20 garrison units, he ... won't overwrite the garrison unit with the lowest priority because ask Creative Assembly why their mechanic works that way. The priority-based sorting works fine as long as the garrison is below maximum capacity.

Green Knight Strength Mechanic
I've designed a new effect which makes the Green Knight stronger depending on the amount of stables and places of worship your faction owns and how well they are upgraded.
Bretonnian artifacts, Grail vows taken by Lords and 'Heraldry' research grant bonuses too.

It's called "Green Knight strength" ingame. This increases the Green Knight's stats by x.
Stacking stat bonuses per point of strength rating: x armour, x morale, x melee atk, x melee def, x% weapon strength and x% charge bonus.
Example for Green Knight strength = 10: 10 armour, 10 morale, 10 melee atk, 10 melee def, 10% weapon strength, 10% charge bonus
  • All three legendary Bretonnian buildings grant 4 strength to the Green Knight.
  • Bretonnian 'Stables' building chain grants 0/0/1/1/1 Green Knight strength
  • Bretonnian 'Worship' building chain grants 0/1/1 Green Knight strength
  • Couronne Tournament Grounds grant 3 and Warhorse Breeder's Stables (requires pastures in the region) grant 1 extra strength to the Green Knight.
  • Sword of Couronne/Trident of Manann/The Chalice of Potions give 2 strength to the Green Knight each when wielded by Louen/Alberic/The Fay Enchantress
  • Grail vows taken by Lords grant 1 strength to the Green Knight (Louen's and the Fay Enchantress' special vows are taken into account)
  • Each 'Heraldry of ...' research grants 1 strength to the Green Knight, 'Unification of Bretonnia' grants 4 (10 in total, as you can't research the Heraldry of your own faction)
I think this mod now emphasizes the importance of horsemanship and piety in Bretonnian culture a little more. Have fun!

Notes:
He will get a name assigned which looks weird, but this is how the game generates heroes. I believe when he is summoned through the ability, he also spawns with a name but gets renamed instantly. There's a funny screen on Reddit where someone got a Green Knight called Ramirez.

If your Green Knight is currently summoned in the campaign, he will still be able to defend a sacred site at the other end of the world. Why? Because he can. He's a mystical spirit, bro. Why are you even asking? Come on.

Savegame compatibility
For the game to properly register him as an addition to a city's garrison, your legendary building will have to be built while this mod is active.
If you load a campaign where your building is already constructed, you can either wait for the garrison to be regenerated or destroy and rebuild the corresponding building.

What happens when uninstalling the mod during a playthrough?
Nothing dangerous. The Green Knight remains as a garrison unit until the building which provided him gets destroyed. The garrisoned Green Knight's icon will default to a placeholder. All effects added by the mod disappear from the game.

Mod compatibility:
This mod is very lightweight and compatible with basically everything.
Even other garrison mods are highly likely to be compatible and the Green Knight strength effect is self-made, so no worries here.

I am done implementing the ideas I've come up with. I'll make sure the mod stays compatible with future updates when they are released and the comment section will always be open for your suggestions

Which UI mods are you using in the pictures? Do I need them to run this mod?
All IN ONE UIs and Building Progression Icons. They aren't required, but look very good.
65 Comments
Edztえどぜて 28 Nov, 2020 @ 12:22am 
can anyone tweak Trident of Manann go more into manual battle instead of autoresolve sea battle which is non-existent most of times in this WH1?
make or change it bonus to income or leadership or melee charge blessing of the god patron Manann, anything than the must autoresolve at sea bonus
devs must be drunk
Revan519 15 Nov, 2017 @ 7:01pm 
Thanks I’ll try it out
Zorander  [author] 15 Nov, 2017 @ 2:56pm 
I've changed the Green Knight's garrison priority from 0 to -1. Maybe this helps him stay on top of regular garrison stacks.
Zorander  [author] 7 Nov, 2017 @ 11:54am 
@😈😉: There can't be a submod because there are no incompatibilities between these two mods. I already checked this, and I actually played with SFO and this mod last weekend.
Revan519 7 Nov, 2017 @ 8:12am 
man wish this mod work with SFO is it possible to make a sub mod for this so it will
Revan519 31 Oct, 2017 @ 8:48am 
ok man thanks for looking
Zorander  [author] 31 Oct, 2017 @ 1:03am 
@😈😉: I just checked. Both mods are still compatible, but man, SFO really adds a ton of garrison units these days. Seems like almost every Bretonnian building adds one.
Theoretically, the Green Knight uses a very high priority to always be at the top of the garrison stack. He's got a 250 priority, while SFO heroes use a 200 priority at max and other units are far below that.
However, once a garrison is full... it's full. Only losing or tearing down another building can make additional room for different garrison units. There's nothing modders can do about that, sorry.
Revan519 31 Oct, 2017 @ 12:13am 
i havent seen him and i know sfo just had an update to there mod
Zorander  [author] 30 Oct, 2017 @ 11:49pm 
@😈😉: I'm pretty sure it is still compatible with SFO. The only problem are the limited garrison sizes, but only CA can fix that.
Revan519 30 Oct, 2017 @ 11:19pm 
could you make one compatibility for SFO