Total War: WARHAMMER

Total War: WARHAMMER

Mixu's Empire of Man 2.0.
184 Comments
Captain Titus 1 Sep, 2022 @ 10:57am 
IE Update?
Valexclones 10 Sep, 2021 @ 6:16am 
the mod doesnt appear on kaedrinss mod manager
andarara 7 Dec, 2020 @ 2:40am 
Mixu. Is there a version of this mod for TW:Warhammer II?
Miracle Johnson 20 Aug, 2019 @ 6:46pm 
can Midddenheim or Middenland can be playable in Custom Missions
Miracle Johnson 20 Aug, 2019 @ 6:37pm 
Where are the rest of the units like Warrior Priests of Ulric and Swords of Ulric, Wolf Kin and Knights of the Black Bear?
NotATF76 5 Dec, 2018 @ 9:07am 
is there any way this could be made compatible with the "+150% unit size mod"? I prefer larger scale battles and so I use that mod; however that makes mods that add units, such as this one, a bit useless because they are always outnumbered massively by vanilla units
thaygiaomap2000 18 Aug, 2018 @ 3:04am 
do we have war 2 version ?
Tanit 18 Jul, 2018 @ 2:09am 
Got permission from Mixu to use his work in my TWWH2 mod, I am making a massive Empire unit list as part of my mod. Only Altdorf so far, but check it out! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1207249698
Sparkle Eldar 6 Jul, 2018 @ 2:55pm 
looking forward it in game 2 too
Patient Zero 5 Jul, 2018 @ 6:57pm 
This is the best mod i used for my empire playtrough i know this propably won't make it since i read the comments but still hoping it could make it someday into game 2 because it feels really empty without this mod...
Jeff the Hobo 15 Jun, 2018 @ 11:01am 
I shall continue dreaming until this mod eventually returns to us in Mortal Empires.
Suspense 22 May, 2018 @ 1:04pm 
I've been waiting so long for this to make it to Mortal Empires. It's so terrible going back to vanilla Empire. They're basically unplayable in comparison.
Philodox 29 Dec, 2017 @ 9:35pm 
Simply one of the best Empire mods for TW:W because of its high standards: faction/lore unit relevance, numbers balance and sheer prettiness of the models/textures. I wish I could help port this to TW:W2...
Rustic Clover 9 Dec, 2017 @ 6:13pm 
@Mixu
Do you think you'll port this to Warhammer 2? The Black Guard of Morr especially are basically my dream unit, and they were done properly in this mod particulary IMO using greatswords and having a lack of capes, so I'd be immensely happy to see this in Warhammer 2 especially since there's the themed Gods of the Empire traits for generals now in that.
treborter 24 Nov, 2017 @ 5:38am 
Hey now that the foundation updates been confimred, any chance youll try porting this again?
Greyscale 13 Nov, 2017 @ 10:32am 
Fingers super crossed that this well some day make it onto WH2 ;)

Let us know if Patreon support is ever necessary!
MrWhite 5 Nov, 2017 @ 11:56am 
Really bad to hear, that was the best Empire unit&buildind mod i've ever found on workshop
Superbreadninja 3 Nov, 2017 @ 11:17am 
Damn that's a miserable amount of bug fixing. Sorry about that man
Mixu  [author] 3 Nov, 2017 @ 11:16am 
Not that much was changed, but what they changed is so hard to notice that after 3 days of bug searching i just gave up on updating this mod for game 2
Superbreadninja 3 Nov, 2017 @ 11:11am 
@Mixu, understood. Didn't realize they changed it so much :/ Thanks for everything so far though!
Mixu  [author] 3 Nov, 2017 @ 11:07am 
@Superbreadninja When i have about 50-70 hours of free time and motivation to rebuild this mod from scratch? It's not like CA made it easy to port these unit mods to wh2
Superbreadninja 3 Nov, 2017 @ 10:54am 
@Mixu, Is there any future plans for adding this to TWW2?
Rahveel 2 Nov, 2017 @ 8:00pm 
This mod imakes Empire a bit like Patric Stewart. Many flavors, some a bit better than others. All classy.
nasosmanaris 28 Oct, 2017 @ 2:49pm 
Can you update for warhammer 2?
Aenarion Sindar 22 Oct, 2017 @ 3:11pm 
Maybe I should specify better. Karl Franz skills for example, that buffs Reiksguard and Greatswords units, do they affect all units that use greatswords in your mod? And all the Reiksguard?
Samuël 22 Oct, 2017 @ 2:58pm 
Could you make a DLC with only the Middenland units?
Mixu  [author] 13 Oct, 2017 @ 3:05pm 
@Überguy because CA locked campaign portraits and unit cards for lords/heroes behind file that has a file size check?

I didn't change that ph pic, because there are about 15 other mods doing that same thing, mods like all tabletop lords or crynsos' unlocker, so there never was any need for me to add that

@Mr. PyroCrab Probably
< blank > 13 Oct, 2017 @ 2:58pm 
Oi! Did you make the Ulfric Agent? It's buggy and has Karl Franz's face, why so?
Mr. PyroCrab 12 Oct, 2017 @ 9:50am 
Is this gonna be updated for Mortal Empires?
Aenarion Sindar 1 Oct, 2017 @ 12:35am 
So do lord skills and technology affect the stats of the units in this mod?
treborter 29 Sep, 2017 @ 8:07pm 
Thaks for the explanation, d found it odd because so many settlements had correct placements already, but then thinking back those where the ones that already had uniquie buildings/resources/battles assosiated with them.

Still a bit fuzzy on how Marienburg/erengrad got swapped around (both have uniquie buildings already) , but given what little experiance ive had modding the older games it doesnt really suprise me.
the witch 26 Sep, 2017 @ 3:46pm 
@robert_james3 - Every settlement is associated with a set of slots that determine what buildings can go there. For example, the slot in Marienburg that allows you to build the Marienburg port there is something like wh_main_special_marienburg_port.

However, most settlements in the base game didn't use a unique slot - they'd use somehing like 'wh_human_primary' or some such. That means you'd only be able to give a building to all of the non-special human settlements or none of them.

Crynsos forces every settlement to use a unique, customized slot named just for that settlement - which means there's a slot unique to that settlement that'll let you control what buildings it can build.
treborter 25 Sep, 2017 @ 4:33am 
So you need Crynos for the building placements to make sense?

Odd but okay.
Mixu  [author] 25 Sep, 2017 @ 4:14am 
There's no way to lock those buildings without Crynsos' faction unlocker, so there's nothing i can do about it
treborter 25 Sep, 2017 @ 2:56am 
Hey the great temple of Mannaan is shwoing up in Erengrad not Mreinburg... Hochland/Templefoh also have the laurelorn buildings....

Bug on my end?
MrStaline 23 Sep, 2017 @ 4:59am 
For me, the knights of the blazing sun (foot) have 250 weapon strength... A bit too much for my taste ^^
Hakazin 22 Sep, 2017 @ 2:33pm 
There's an issue with using this with the Lgendary Lords Remasterd mod. Karl Franz gets two copies of his Leader of Men skill, and the Imperial Dragon gets replaced with one of them.
fireman_steve 22 Sep, 2017 @ 1:51pm 
@mixu will think abouit readding the guard of golden cross for middenland? just wondering, they where a pretty cool unit.
Rachel L 17 Sep, 2017 @ 4:24pm 
@Mixu, do you think you could make some WE units that are missing from the game?
the witch 17 Sep, 2017 @ 3:16pm 
Do you know if it's possible to replace a building using a script? I'm working on support for the mini-campaigns for a few mods, and this mod has an incompatability with Middenheim in dlc03 with Crynsos's unlocker.

Crynsos adds the vanilla Great Temple of Ulric to Middenheim in dlc03, which you disable as part of your fabulous integrated 3-tier Temple of Ulric chain. I could swap the building in startpos, but would prefer to avoid it - so I'm wondering if there's a good way for me to use some lua scripting to swap the building out when the campaign starts. I can figure out how to destroy a building, but I haven't found lua functions for adding a building to a settlement.
nasosmanaris 16 Sep, 2017 @ 9:51pm 
Ok... i said that, because the teutogen guards and the White Wolfs, their ranks and melee attacks are lower than the other mod....and it have also much more teutogen guard.....anyway...thanks..
Mixu  [author] 16 Sep, 2017 @ 3:15pm 
@RafaL yep

@nasosmanaris Not gonna happen, sorry
Rachel L 16 Sep, 2017 @ 9:30am 
@Nasosmanaris, this mod replaces the empire of man mod. That mod has been abandoned now.
nasosmanaris 16 Sep, 2017 @ 8:57am 
Excume... Can you do it this remarkable mod to work with (Mixu's Empire of Man ) ??????
please.........
Rustic Clover 15 Sep, 2017 @ 1:03am 
This is a small thing, I know, but could you have it where the Black Guard of Morr have no helmet variations that include the bottom part open where you can see their bearded lower faces? As in lore they're suppose to have all-enclosed helmets 100% of the time.
Rachel L 13 Sep, 2017 @ 6:42pm 
I have to agree with @superbradninja.
Superbreadninja 13 Sep, 2017 @ 5:30pm 
Is it possible to make the Castle Reiksguard an upgrade from the Reiksfort? Just wondering because a number of other mods seem to use the Reiksfort and there doesn't seem to be much reason or space to have both.
Mixu  [author] 12 Sep, 2017 @ 12:16am 
I haven't tested mini campaign with this mod, but i know that Crynsos hasn't made mini campaigns moddable, probably just to save time for other more important things
the witch 12 Sep, 2017 @ 12:09am 
Ah, OK - Crynsos hasn't applied his modular settlements treatment to the Eye for an Eye campaign, and I'm seeing some compatability/default stuff from Empire of Man there as a result.

I'll go poke Crynsos, sorry!