Total War: WARHAMMER III

Total War: WARHAMMER III

Zaskar70's Knights of Morr
29 Comments
zerg93  [author] 17 Jan @ 4:23am 
And before you ask: no, I'm not going to increase the caps again nor make a capless version of this mod.
zerg93  [author] 17 Jan @ 4:21am 
Nope, caps are modified directly inside the mod before launching the game, the only way to dinamically modify caps while in-game would be through scripting if I'd have to take a wild guess.
Anyway, I have already increased the caps in the past and I personally find that the current ones (x10 x6 x6) are already quite generous, especially since we are talking about units that should be considered somewhat unique/special by the lore.
And by lore's standards you shouldn't be able to walk around with Knights of Morr full stacks anyway, considering the fact that they are an exclusive templar order with very strict vows.
The life of an average Knight of Morr is not exactly one that can boost recruitment numbers, both on the short and long run.
_NotACriptyd_ 16 Jan @ 7:47pm 
is there any way to increase the caps?
Bantichai 16 Jan @ 5:24am 
That would be cool, if you bring it down, it will probably even out with my other cav units too.
zerg93  [author] 16 Jan @ 4:37am 
I think there is something going on with you considering that I just ran vanilla + this mod and I'm looking at 8k health vs 4/5k health for vanilla cav in custom battles.
But yeah, 8k is still a lil too much, especially for their price.
I don't particularly like to touch the balance of other modders unless is absolutely necessary but this might be a good time as any.
Bantichai 15 Jan @ 8:47pm 
I just noticed that the knights of morr cav have like 11k health, at least on my end. Other vanilla cavarly have around 7k health, if it isn't a mod load order issues, perhaps you should take a pass at their health?
zerg93  [author] 2 Jan @ 1:59am 
Nope, but it doesn't "need" an update because there is nothing broken to fix nor anything outdated to update.
The "outdated" label on the mod it's currently just the version number and that's it.
So this mod is perfectly fine to use because literally nothing changed for it between 5.3 and 6.0 : it's the same mod.
I'd rather wait and push an update when it's really needed.
Bantichai 1 Jan @ 10:24pm 
Hey man, does this mod need to be updated?
zerg93  [author] 20 May, 2024 @ 2:31am 
Fixed.
Since it's UI stuff the update may not be save compatible.
Sorry if I borked your save in the process.
Bantichai 20 May, 2024 @ 1:32am 
So I believe "Knights of Morr Cavalry", the one that doesn't use lances is currently listed as "Shock Cavalry" in the tooltip details when it should really be listed as "Melee Cavalry" instead. It can get a bit confusing.
Bantichai 27 Apr, 2024 @ 2:26am 
I'm replacing my old potato laptop too that lasted me 7 years, quite excited to finally play Wh3 over 20 FPS lol. Thank you for continuing to keep this great mod up to date.
zerg93  [author] 12 Apr, 2023 @ 10:45am 
It is with a heavy heart that I must inform you that I will not be updating any of my mods in time for the Chorfs update because my potato PC has finally left me after years of honoured service.
I have already found a replacement, but since I still need to know the shipment data and because of other shenanigans going on, I can't give you an exact ETA on when I'll be back.
You have my full permission to take and update any of my mods, but keep in my mind that I'll be back eventually and I'm going to update the OG ones.
Now I know that some of you might want to leave a comment to cheer me up or ask me some questions but please DO NOT do that and keep the comment section clean so that people can read this comment and understand why I'm not updating my stuff.
Thanks for all the support and see you again when my new rig arrives.
zerg93  [author] 11 Feb, 2023 @ 2:13am 
I suppose you are asking for a mounted variant with lances?
leezikzik 10 Feb, 2023 @ 6:21pm 
I want lancer
zerg93  [author] 26 Nov, 2022 @ 2:14pm 
No, Vampire Counts don't have access to these units.
These guys are available only for the "alive" part of the Elector Counts.
SschmidtS 26 Nov, 2022 @ 2:11pm 
Does it fit on Vampire Counts too?
Shadowskyt 2 Oct, 2022 @ 7:31am 
@zerg93 Ah, I actually do.
I love conquering for landmarks.

Shame, but it is what it is sometimes.
zerg93  [author] 2 Oct, 2022 @ 7:26am 
@Shadowskyt Are you using Heimdal's Immortal Landmarks by any chance?
These units have been recently integrated in that mod and from what I can see with RPFM their cap is 1 there.
I'll add this information into the mod's description right now.
Shadowskyt 2 Oct, 2022 @ 7:22am 
It will have to be another Mod, though I wouldn't be able to tell which one.
I do have several unit mods active.

Guns of the Empire does have several unit caps, so I wouldn't be surprised if that's the culprit.
zerg93  [author] 2 Oct, 2022 @ 6:49am 
@Shadowskyt Double checked the main_units_tables right now:
-Knights of Morr Halberdiers Campaign cap 6
-Knights of Morr Cavalry Campaign cap 10
You either have another mod that is messing the cap of modded units (which is unlikely but not impossible) or forgot to build at least a tier 2 smith in the province you are trying to recruit these units from (as stated in the description of this mod a tier 2 smith is required as additional building) .
Shadowskyt 2 Oct, 2022 @ 6:32am 
For some reason, it seems that the Knights of Mor Halbediers are capped at 1 for me.

I've had this in two campaigns so far.

Am I missing something?
zerg93  [author] 1 Oct, 2022 @ 1:52am 
Should be.
I would not take any chances and use this on a brand new campaign though, since the current buggy state of the game makes it already unstable as it is without adding stuff to an ongoing saved campaign.
Oss|Suncrusher 30 Sep, 2022 @ 6:39pm 
Cool! Going to try it out! Is it save compatible?
zerg93  [author] 29 Sep, 2022 @ 6:04am 
Yeah I still have to port the Dragon company, having some issues right now with how they changed tex files for the Dwarf Shields, hopefully I'll sort it out.
Heimdal 29 Sep, 2022 @ 5:59am 
Will do, ironically the one other unit mod I've looked at for my mod is also one of yours, the dragon company for dwarfs :p (which I don't think has been ported)
zerg93  [author] 29 Sep, 2022 @ 5:55am 
@Heimdal Sure thing!
Remember to credit Zaskar70 too though!
Heimdal 29 Sep, 2022 @ 5:50am 
Hi Zerg, these are great! I was wondering if I might be able to incorporate them as an RoR in my Immortal Landmarks mod in an Empire landmark related to Morr (you would be given full credit, of course!)
WiggleTheKobold 28 Sep, 2022 @ 10:57pm 
minor tip for screenshots: face the unit towards the light.
as dark as their armor is in these they are actually a lot better looking on the field when they don't have a shadow on their fronts.
martybell34 27 Sep, 2022 @ 8:37am 
yes i missed this mod