Total War: WARHAMMER II

Total War: WARHAMMER II

Guardian of the Realm (Updated for The Silence and the Fury)
98 Comments
MIRIO 16 Dec, 2023 @ 12:17am 
Can you make this mod for Warhammer Total War 3?
DrunkFlamingo  [author] 27 Aug, 2022 @ 3:03am 
Yeah I intend on it when I have the time.
Call me Mad 27 Aug, 2022 @ 1:09am 
WH III port would be great, if youre able to.
erconn 24 Aug, 2022 @ 1:45pm 
@Your Mother me too, this mod was such a simple but cool thing to add to bretonia
Your Mother 23 Aug, 2022 @ 11:12pm 
I hope this gets ported over to WH III
Angeloid 19 Mar, 2021 @ 4:36pm 
@Jon compatible but independent, this mod only strengthens the Green Knight summoned in campaign.
Jon 10 Feb, 2021 @ 6:18pm 
is this compatible with the The Green Knight, actual protector of Bretonnia mod?
Woizer 8 Jan, 2021 @ 1:39pm 
i miss you, guardian of the realm mod...
Spoon Man 7 Jan, 2021 @ 9:53am 
@norse @Drunk Flamingo
could you pretty please give a more detailed description on how the mod works?
137438 8 Dec, 2020 @ 12:48pm 
update?
Atomaton Ramirez 5 Dec, 2020 @ 7:46am 
It is, he appeared to aid Bretonnian settlements that I besieged in my Settra campaign
Phantus 6 Jun, 2020 @ 9:11am 
is this working?
Dukhat 26 Jan, 2020 @ 3:52pm 
Because it is compatible with save games, is it also safe to remove it at any point? Thanks.
comrade_bobroff 18 Dec, 2019 @ 10:44pm 
Thank you!
MrPeters 18 Dec, 2019 @ 1:07pm 
Thank you ^^
DrunkFlamingo  [author] 18 Dec, 2019 @ 11:41am 
It has been updated and should now function properly.
MrPeters 17 Dec, 2019 @ 5:05pm 
Does this currently work?
If not, any plans on updating it?
Cream the Rabbit 17 Oct, 2019 @ 7:41am 
the mod is changing stats?
KoDan76 28 Sep, 2019 @ 11:06am 
Aha.
Is there a way to edit this?
DrunkFlamingo  [author] 28 Sep, 2019 @ 10:58am 
if not cm:get_faction(current_faction_name):is_human() and cm:model():turn_number() > 5 then
faction_chivalry = (1800/(cm:get_faction(current_faction_name):region_list():num_items() + 00.1))
end

In other words, the chance to see the green knight depends on only the number of regions owned by the faction you are attacking. If they own one region, you have a ~90% chance of seeing him. If they own more, it is less (45% for 2 regions, 30% for three).
KoDan76 28 Sep, 2019 @ 6:59am 
I tested it, with Mixu's Mousillon.
And when all Bretonnian factions are alive it definetely is a huge deal, because I think it has a 100% chanse to spawn. But it doesn't ruin sieges, and if focused, can be dealt with pretty decently.

After I conquered two Bretonnian factions I never seen him again.
Therival 4 Jul, 2019 @ 9:03am 
The best way to do it is just use this mod and ignore SFO's spell this is a better implementation of the mechanic imo.
DrunkFlamingo  [author] 3 Jul, 2019 @ 3:12pm 
Not sure. I didn't design SFO's way of doing it. I guess "Don't use the bound spell" counts :P
Salty 3 Jul, 2019 @ 2:37pm 
Is there anyway to have it override how SFO handles the green knight. As i prefer your implementation to a bound spell. Love the work have a very tough fight and the luck chance was 30% and this bad boy saved me from losing a key settlement.
DrunkFlamingo  [author] 2 Jul, 2019 @ 11:20am 
It works for all bret factions. It will never apply in bret vs bret conflicts.
Ubaldios 2 Jul, 2019 @ 6:51am 
Does it just work with the bret main faction or can I have him appear using the alberic or the fay?
Ubaldios 2 Jul, 2019 @ 6:50am 
Good idea for a mod. Downloading now, thanks
Therival 22 May, 2019 @ 7:45pm 
I have taken some screenshots to provide proof in the game I am currently playing. What I did to make them work together is just remove SFO's ability to summon the Green Knight since I prefer the way you do it in your mod. I am a big fan of your work @Drunk Flamingo.

https://gyazo.com/collections/1ec5cd8c4a93214b4b44125445451bbe
Therival 22 May, 2019 @ 7:44pm 
¯\_(ツ)_/¯ So I guess your meant to have two green knights for defensive battles in SFO using this mod then? I did not assume anything @Drunk Flamingo I was simply telling you that if you used this mod it would not work as intended with SFO since it also has a Green Knight mechanic unless your intention is to have multiple Green Knights on the battlefield at once. Im not sure why you feel the need to flex on me and insult me when im just a fan of both SFO and your mods. I was simply trying to relay information I found in the patch notes for SFO to you and I apologize if I insulted you. However if you use this mod with SFO you can summon one Green Knight and have another show up in defensive battles based on your chivalry. I dont think that is meant to work like that because he is but one man (God) but it is pretty awesome.
DrunkFlamingo  [author] 19 May, 2019 @ 6:12pm 
I can take a look at that later this week. Was gonna upgrade it with some new stuff but never quite got around to it.
Gleen Cross 19 May, 2019 @ 6:07pm 
It's possible to bring back the "sword of khaine AI tweaks" mod? It pisses me off to see lesser lords carrying the sword around
DrunkFlamingo  [author] 19 May, 2019 @ 4:10pm 
Correct. That feature is not this mod, nor does it function the same. The guy below was just assuming he knows more about what SFO does than one of the people who makes SFO updates ¯\_(ツ)_/¯
Punchmeat 19 May, 2019 @ 9:35am 
It's different in SFO it's an activated duration based summon. I'm assuming with this mod he just shows up randomly and stays the whole battle
The Big Red Cheese 15 May, 2019 @ 6:50pm 
'This chance is based on chivalry if the Bretonnian is human,'

Oh great, I came here to suggest that. Next time I try a bretonian campaign I'll give this a shot.
[PuB] Axlegolas 14 May, 2019 @ 11:16am 
i don't use SFO. pls keep your mod alive
Therival 12 May, 2019 @ 9:31am 
@Drunk Flamingo Yes I saw your response. I never said your mod was implemented, I said the same mechanic is present in SFO. Im playing a campaign right now and had the Green Knight shows up in settlement defenses.

From 1.7 patch notes "Green Knight will aid your forces while defending, his time on battlefield depends on your chivalry level, this ability won’t work if he is already summoned as an agent on the map."
DrunkFlamingo  [author] 11 May, 2019 @ 8:44pm 
@Therival incase you missed my responce directly below yours: no, it isn’t. This feature is a standalone mod. My collaborative work with other modders is never a part of SFO.
Therival 11 May, 2019 @ 4:54pm 
@Thailady The same mechanic is present in SFO with their next update so you will no longer need this mod if you use SFO.
DrunkFlamingo  [author] 10 May, 2019 @ 3:58am 
It is not implemented
Thailady 10 May, 2019 @ 12:53am 
is this mood still useful with next week SFO update to 1.7, or it is impemented in the main SFO mod?
CykaBob BlyatPants 7 May, 2019 @ 9:03am 
this should be a feature of the Bretonians tbh so yeah awesome, too bad i hate the turn timers of the mortal empires compared to that of the vortex.
Alex the Great 6 May, 2019 @ 4:50am 
Idk, about it being a ancient program but I did fix the problem by redoing that specific table and it worked fine after that. XD
DrunkFlamingo  [author] 6 May, 2019 @ 4:44am 
1. That isn’t how performance works.
2. The table functions fine.
3. If you see it as yellow it means your schemas are outdated.
4. Google “RPFM” and stop using that ancient program. You will thank me after.
Alex the Great 6 May, 2019 @ 4:20am 
You may wanna redo one of the tables in your mod. The units_special_abilities table (I think it’s that one.) in pfm is highlighted yellow, redoing it will make the mod run smoother.
Your Mother 3 May, 2019 @ 7:09pm 
Thank you for the reply. I have subscribed then
DrunkFlamingo  [author] 3 May, 2019 @ 5:25am 
It is not included
Your Mother 3 May, 2019 @ 1:28am 
Hello, is this included in SFO, or would I need to add it separately?
DrunkFlamingo  [author] 29 Apr, 2019 @ 8:05pm 
No problem. Open a discussion with your crash info if it is in fact this mod doing it :)
NewCenturyCenturion 28 Apr, 2019 @ 4:53pm 
ok i can try ty
DrunkFlamingo  [author] 28 Apr, 2019 @ 1:59pm 
@NewCenturyCenturion This bug has not been reported before nor has it appeared in any form of testing by us. If you could detail a bug reporting including your full mod list and launcher version, that might help us, but I am 99% sure the issue you are experiencing does not directly result from this mod.