Total War: WARHAMMER II

Total War: WARHAMMER II

Guardian of the Realm (Updated for The Silence and the Fury)
98 件のコメント
MIRIO 2023年12月16日 0時17分 
Can you make this mod for Warhammer Total War 3?
DrunkFlamingo  [作成者] 2022年8月27日 3時03分 
Yeah I intend on it when I have the time.
Call me Mad 2022年8月27日 1時09分 
WH III port would be great, if youre able to.
erconn 2022年8月24日 13時45分 
@Your Mother me too, this mod was such a simple but cool thing to add to bretonia
Your Mother 2022年8月23日 23時12分 
I hope this gets ported over to WH III
Angeloid 2021年3月19日 16時36分 
@Jon compatible but independent, this mod only strengthens the Green Knight summoned in campaign.
Jon 2021年2月10日 18時18分 
is this compatible with the The Green Knight, actual protector of Bretonnia mod?
Woizer 2021年1月8日 13時39分 
i miss you, guardian of the realm mod...
Spoon Man 2021年1月7日 9時53分 
@norse @Drunk Flamingo
could you pretty please give a more detailed description on how the mod works?
137438 2020年12月8日 12時48分 
update?
Atomaton Ramirez 2020年12月5日 7時46分 
It is, he appeared to aid Bretonnian settlements that I besieged in my Settra campaign
Phantus 2020年6月6日 9時11分 
is this working?
Dukhat 2020年1月26日 15時52分 
Because it is compatible with save games, is it also safe to remove it at any point? Thanks.
comrade_bobroff 2019年12月18日 22時44分 
Thank you!
MrPeters 2019年12月18日 13時07分 
Thank you ^^
DrunkFlamingo  [作成者] 2019年12月18日 11時41分 
It has been updated and should now function properly.
MrPeters 2019年12月17日 17時05分 
Does this currently work?
If not, any plans on updating it?
Cream the Rabbit 2019年10月17日 7時41分 
the mod is changing stats?
KoDan76 2019年9月28日 11時06分 
Aha.
Is there a way to edit this?
DrunkFlamingo  [作成者] 2019年9月28日 10時58分 
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 2019年9月28日 6時59分 
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 2019年7月4日 9時03分 
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  [作成者] 2019年7月3日 15時12分 
Not sure. I didn't design SFO's way of doing it. I guess "Don't use the bound spell" counts :P
Salty 2019年7月3日 14時37分 
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  [作成者] 2019年7月2日 11時20分 
It works for all bret factions. It will never apply in bret vs bret conflicts.
Ubaldios 2019年7月2日 6時51分 
Does it just work with the bret main faction or can I have him appear using the alberic or the fay?
Ubaldios 2019年7月2日 6時50分 
Good idea for a mod. Downloading now, thanks
Therival 2019年5月22日 19時45分 
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 2019年5月22日 19時44分 
¯\_(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  [作成者] 2019年5月19日 18時12分 
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 2019年5月19日 18時07分 
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  [作成者] 2019年5月19日 16時10分 
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 2019年5月19日 9時35分 
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 2019年5月15日 18時50分 
'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 2019年5月14日 11時16分 
i don't use SFO. pls keep your mod alive
Therival 2019年5月12日 9時31分 
@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  [作成者] 2019年5月11日 20時44分 
@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 2019年5月11日 16時54分 
@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  [作成者] 2019年5月10日 3時58分 
It is not implemented
Thailady 2019年5月10日 0時53分 
is this mood still useful with next week SFO update to 1.7, or it is impemented in the main SFO mod?
CykaBob BlyatPants 2019年5月7日 9時03分 
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 2019年5月6日 4時50分 
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  [作成者] 2019年5月6日 4時44分 
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 2019年5月6日 4時20分 
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 2019年5月3日 19時09分 
Thank you for the reply. I have subscribed then
DrunkFlamingo  [作成者] 2019年5月3日 5時25分 
It is not included
Your Mother 2019年5月3日 1時28分 
Hello, is this included in SFO, or would I need to add it separately?
DrunkFlamingo  [作成者] 2019年4月29日 20時05分 
No problem. Open a discussion with your crash info if it is in fact this mod doing it :)
NewCenturyCenturion 2019年4月28日 16時53分 
ok i can try ty
DrunkFlamingo  [作成者] 2019年4月28日 13時59分 
@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.