Total War: WARHAMMER III

Total War: WARHAMMER III

Exiled Knights unit (Empire & Counts)
28 Comments
Ciaphas Cain 29 Feb, 2024 @ 7:20am 
Matenkai - can you please update this??? Or perhaps allow others to update instead???
Ciaphas Cain 12 Jul, 2023 @ 6:29am 
Does this need an update Matenkai?
Matenkai  [author] 17 Sep, 2022 @ 4:13pm 
someone requested for vlad to be able to recruit
RagnaroK 31 Aug, 2022 @ 9:33am 
Small spelling miss in the exile chapter house description. I think it was vistors - visitors
Slaviour 30 Aug, 2022 @ 2:19pm 
is it possible for you to make , Sartossa Alive units ?
RagnaroK 28 Aug, 2022 @ 11:39pm 
I think you could add poison attacks, maybe the shady business is what got them exiled to begin with ;)
Matenkai  [author] 28 Aug, 2022 @ 7:21pm 
or make a seperate mod all together that adds various units "exiled" to empire
Matenkai  [author] 28 Aug, 2022 @ 7:20pm 
honestly idk atm maybe a archer unit. if i add one i was looking to make a female one but unfortunately very few models appeal to me, the wardancers from wood elves look nice. but if i added them to this unit might change the mod name to exiled units.
Krankus Wrexus 28 Aug, 2022 @ 7:11pm 
Will you be making any more outlaw and exile style units
Krankus Wrexus 28 Aug, 2022 @ 7:10pm 
Oh thanks
Matenkai  [author] 28 Aug, 2022 @ 6:08pm 
added new building that they recruit from vamp counts can build said building and recruit also in multi for tests. a lil witcher reference cause i couldnt think of a name for said building.
Krankus Wrexus 28 Aug, 2022 @ 4:48pm 
That sounds really nice
Matenkai  [author] 28 Aug, 2022 @ 4:37pm 
@tarrand54 like if he takes Altdorf? might be something. if thats the case might change requiring a max port to max Altdorf.
Krankus Wrexus 28 Aug, 2022 @ 2:17pm 
Any chance of exiles for Vlad
RagnaroK 28 Aug, 2022 @ 12:30pm 
Its cool, was just a flavour touch. Hope you expand the exile roster idea in the future. :steammocking:
Matenkai  [author] 28 Aug, 2022 @ 12:19pm 
hmmm seems the resource requirement tab might not work properly. tried making them require dye and spawned an army to take marienburg for the dye and unit is still locked. so not gonna update to require a resource... have a feeling script might be the way to go but i never touched script before.
RagnaroK 28 Aug, 2022 @ 11:54am 
That sounds awesome. Maybe the clue lies within the ressource building itself or certain settlements showing the ressource.

Lastly the "Radious" team might know, I am pretty sure they are the ones who did it for Rome 2 mods.
Matenkai  [author] 28 Aug, 2022 @ 11:51am 
@RagnaroK got good news i can add a resource + the armory just gotta find out how to display that you need iron to recruit. right now it just says missing resource blah blah.
RagnaroK 28 Aug, 2022 @ 11:27am 
Ah oki, I did not know that. I would prefer the armory then, that makes more sense. The extra layer of a ressource would just be a cool feature and actually make ressource hunting more valuable.
Matenkai  [author] 28 Aug, 2022 @ 11:25am 
tyvm i could make it to where they need a resource i think but that would have to replace needing the armory, if I'm thinking of the right index.
RagnaroK 28 Aug, 2022 @ 11:23am 
Thx for the quick update. Tested them vs Cathay and Khorne and they seem well balanced now IMO.

I personally hope you will continue to build on your exile idea as I could easily imagine dwarfs coming down from the mountains waiting as mercs in the Altdorf inn, veteran hunters/gunners returning from the Hunmarshals expedition, wandering elves or even Kislevite deserters arriving via the stream, leaving the chaos wastes behind them.

Modders in rome 2 added ressource requirements to certain units/buildings, maybe that could be added too, as some sort of "immersive equipment" maintenance, like iron for weapons heavy plate, wood for bows etc.

Anyways, hoping to see lots more from you in the future, keep up the great work! Uprated! :steamhappy:
Matenkai  [author] 28 Aug, 2022 @ 7:33am 
also removed perfect vigor
Matenkai  [author] 28 Aug, 2022 @ 7:29am 
ty @RagnaroK i pretty much copied 1 for 1 exalted bloodletters weapons now but hit .8 faster
RagnaroK 28 Aug, 2022 @ 4:26am 
Would probably make sense to remove anti large and give them anti infantry instead since they use swords and maybe not perfect vigour running around in full plate armor. :steammocking:

just a thought.
RagnaroK 28 Aug, 2022 @ 3:26am 
Love the skin and the idea.

Tested them in a few battles vs various types of other melee units from lowest to highest tiers and they shred everything as to where it feels OP. The most obvious change would be the weapon strength, which hovers around 90-100+ during combat compared to other high tier units hovering 25-35ish. 12 entities and the high melee def + armor seems fine although I wonder how high it would go with lord abilities and tech.

Some of the perks might add to much too, but unsure here. Would love to see a WS nerf and give it an uprate.

Keep up the nice work. :steamhappy:
Slaviour 27 Aug, 2022 @ 10:21pm 
nice , sub :)
Matenkai  [author] 27 Aug, 2022 @ 10:19pm 
ill upload a pic of them in a sec
Slaviour 27 Aug, 2022 @ 10:17pm 
How they look like ? Is skin same as greatswords with floppy hats ? :(