Total War: WARHAMMER II

Total War: WARHAMMER II

Guardian of the Realm (Updated for The Silence and the Fury)
98 kommentarer
MIRIO 16. dec. 2023 kl. 0:17 
Can you make this mod for Warhammer Total War 3?
DrunkFlamingo  [ophavsmand] 27. aug. 2022 kl. 3:03 
Yeah I intend on it when I have the time.
Call me Mad 27. aug. 2022 kl. 1:09 
WH III port would be great, if youre able to.
erconn 24. aug. 2022 kl. 13:45 
@Your Mother me too, this mod was such a simple but cool thing to add to bretonia
Your Mother 23. aug. 2022 kl. 23:12 
I hope this gets ported over to WH III
Angeloid 19. mar. 2021 kl. 16:36 
@Jon compatible but independent, this mod only strengthens the Green Knight summoned in campaign.
Jon 10. feb. 2021 kl. 18:18 
is this compatible with the The Green Knight, actual protector of Bretonnia mod?
Woizer 8. jan. 2021 kl. 13:39 
i miss you, guardian of the realm mod...
Spoon Man 7. jan. 2021 kl. 9:53 
@norse @Drunk Flamingo
could you pretty please give a more detailed description on how the mod works?
137438 8. dec. 2020 kl. 12:48 
update?
Atomaton Ramirez 5. dec. 2020 kl. 7:46 
It is, he appeared to aid Bretonnian settlements that I besieged in my Settra campaign
Phantus 6. juni 2020 kl. 9:11 
is this working?
Dukhat 26. jan. 2020 kl. 15:52 
Because it is compatible with save games, is it also safe to remove it at any point? Thanks.
comrade_bobroff 18. dec. 2019 kl. 22:44 
Thank you!
MrPeters 18. dec. 2019 kl. 13:07 
Thank you ^^
DrunkFlamingo  [ophavsmand] 18. dec. 2019 kl. 11:41 
It has been updated and should now function properly.
MrPeters 17. dec. 2019 kl. 17:05 
Does this currently work?
If not, any plans on updating it?
Cream the Rabbit 17. okt. 2019 kl. 7:41 
the mod is changing stats?
KoDan76 28. sep. 2019 kl. 11:06 
Aha.
Is there a way to edit this?
DrunkFlamingo  [ophavsmand] 28. sep. 2019 kl. 10:58 
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 kl. 6:59 
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. juli 2019 kl. 9:03 
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  [ophavsmand] 3. juli 2019 kl. 15:12 
Not sure. I didn't design SFO's way of doing it. I guess "Don't use the bound spell" counts :P
Salty 3. juli 2019 kl. 14:37 
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  [ophavsmand] 2. juli 2019 kl. 11:20 
It works for all bret factions. It will never apply in bret vs bret conflicts.
Ubaldios 2. juli 2019 kl. 6:51 
Does it just work with the bret main faction or can I have him appear using the alberic or the fay?
Ubaldios 2. juli 2019 kl. 6:50 
Good idea for a mod. Downloading now, thanks
Therival 22. maj 2019 kl. 19:45 
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. maj 2019 kl. 19:44 
¯\_(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  [ophavsmand] 19. maj 2019 kl. 18:12 
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. maj 2019 kl. 18:07 
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  [ophavsmand] 19. maj 2019 kl. 16:10 
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. maj 2019 kl. 9:35 
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. maj 2019 kl. 18:50 
'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. maj 2019 kl. 11:16 
i don't use SFO. pls keep your mod alive
Therival 12. maj 2019 kl. 9:31 
@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  [ophavsmand] 11. maj 2019 kl. 20:44 
@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. maj 2019 kl. 16:54 
@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  [ophavsmand] 10. maj 2019 kl. 3:58 
It is not implemented
Thailady 10. maj 2019 kl. 0:53 
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. maj 2019 kl. 9:03 
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. maj 2019 kl. 4:50 
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  [ophavsmand] 6. maj 2019 kl. 4:44 
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. maj 2019 kl. 4:20 
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. maj 2019 kl. 19:09 
Thank you for the reply. I have subscribed then
DrunkFlamingo  [ophavsmand] 3. maj 2019 kl. 5:25 
It is not included
Your Mother 3. maj 2019 kl. 1:28 
Hello, is this included in SFO, or would I need to add it separately?
DrunkFlamingo  [ophavsmand] 29. apr. 2019 kl. 20:05 
No problem. Open a discussion with your crash info if it is in fact this mod doing it :)
NewCenturyCenturion 28. apr. 2019 kl. 16:53 
ok i can try ty
DrunkFlamingo  [ophavsmand] 28. apr. 2019 kl. 13:59 
@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.