Total War: WARHAMMER

Total War: WARHAMMER

Finch's Units Mod
115 Comments
Tha Shredd 11 Sep, 2017 @ 7:51pm 
Update?
Uknowwho 9 Dec, 2016 @ 9:13pm 
mod not working...
Munch 13 Nov, 2016 @ 10:29am 
pls update it says the mods out of date. if i use it it crashes pls update
fallenpriest 28 Sep, 2016 @ 4:23pm 
If you would be be able to update the mod it'd be awesome - your freecompany units were way more pretty than the new ones! I appreciate it's a lot of work though - but, y'know, if you could I'd be very grateful!
HonoriousV 19 Sep, 2016 @ 2:01pm 
Any chance for an Update Finch? I've been stuck on a campaign using your mod and get finish it without it.
Wolfie 8 Sep, 2016 @ 1:34pm 
Like this mod but since the last update not all the units appear in the game anymore. Any chance for an update :)
Bobbtom 1 Sep, 2016 @ 11:41pm 
pls update
HonoriousV 9 Aug, 2016 @ 11:02pm 
Anyway you can reskin the Free Company Units, The Marines as well? Look a little dull but they are cool to use. Enjoy using the Free Company Pistols, just need a little more color variety to them.
Finch  [author] 2 Aug, 2016 @ 9:57am 
Alright changed all the IDs just for the hell of it. Also Dwarf skirms have t2 and t3 it's just further down the list.
DracoLunaris 2 Aug, 2016 @ 9:03am 
Actually now that i look further it seems a lot of the building unlocks have problems, peent levy and frecompany swords unlock at tier 1 then are unpurchasable at t2 then re unlock at t3. personally i just shoved 8 in front of all the ids and that fixed it for me. also skirmishers only have building id for t1 and not t2 or t3.
Finch  [author] 1 Aug, 2016 @ 5:49pm 
Thanks for the heads up, just updated it.
DracoLunaris 31 Jul, 2016 @ 6:37pm 
slight problem, the emp_free_company_swords building units allowed table: unique Id clashes with the chaos spawn of the beast men.
RinoGato 24 Jul, 2016 @ 1:10pm 
Okay, they collide with empire of sigmar for whatever reason. Used them combined for a longer time now without any problems. Thanks for the quick response. <3
Finch  [author] 24 Jul, 2016 @ 10:36am 
@RinoGat They're all still enabled for custom games so there must be a conflict with another mod.
RinoGato 24 Jul, 2016 @ 7:31am 
Free Company Pistols, Peasant Levy, Empire Archers and Altdorf CoH aren't recruitable and not in Costum Games avaible anymore, did you get rid of 'em or may another Mod I use block those units for me?
tjennios de zweetheer 16 Jul, 2016 @ 1:03pm 
love this mod, only the dwarven skirmishers (most used unit) need work, some of them have torsos that float above their waist.
HeySexy 3 Jul, 2016 @ 3:33pm 
Heya, thanks for making this awesome mod! I just featured this mod in the Ultimate Total War: Warhammer Mod Collection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=716794585
Finch  [author] 2 Jul, 2016 @ 5:26pm 
@ConvinientSanta Yeah duck_bird has asked about using the units before, they've also credited everyone in the descriptions so I'm cool with that, just happy people are using my mod :P.
Radi 2 Jul, 2016 @ 4:31pm 
Works perfect now, thanks!
ConvenientSanta 2 Jul, 2016 @ 5:42am 
Oy finch Did this guy grt your permission to use your units?

Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715608277&searchtext=
Volcanuz.- 1 Jul, 2016 @ 4:07pm 
Sweet. Good to know =). Ill just wait to play the DLC then until all the mods i use are ready for it! Good work Finch keep it up :D!
Finch  [author] 1 Jul, 2016 @ 8:58am 
@Volcanuz Yes the mod should work with the gore and blood DLC, one of the changes I had to make in last patch was setting all the character entities to include blood and dismemberment ( or else it would crash outright). If anyones having any problems with crashing or blood and gore DLC not working let me know.
Volcanuz.- 30 Jun, 2016 @ 10:02pm 
Will these mods have gore and blood or is that more work you would have to do? Just wondering how they would interact with the mod is all. I might have to go all Vanilla.
Finch  [author] 30 Jun, 2016 @ 9:05am 
@Radi Yeah the latest patch seems to have changed a lot of unit table data, I've been slowly changing everything to be compatible hopefully. After the last little patch I just made it should work so let me know.
Radi 30 Jun, 2016 @ 8:23am 
Its causing my game to crash with the new update. Even if i start a new campaign D:
Finch  [author] 22 Jun, 2016 @ 7:29pm 
@duck_bird Yeah that's fine, thanks for letting me know!
KEN RAILINGS 22 Jun, 2016 @ 6:06pm 
Heya Finch,

I'm working on a combat overhaul tweaking units to be closer to tabletop. Would you mind if I incorporated a few units from your mod here? I would love to include archers and free company.

Let me know if you don't mind, thanks!
Finch  [author] 21 Jun, 2016 @ 7:12pm 
@kyleplumbtree They're enabled for all 3 barracks levels so they should be working, are you using other unit mods?
kyleplumbtree 21 Jun, 2016 @ 7:04pm 
i have noticed that the empire archers are not recruitable in the lvl2 barrack but they are in the lvl 1 and 3. could a small patch be made to fix this i would greatly appreciate it. p.s. if there is a fix please let me know asap
Finch  [author] 18 Jun, 2016 @ 12:23pm 
@antenociti Yeah they use the same base damage as a Bretonnian archer but with an increased rate of fire, and that rate of fire does seem to be making an extremely high missile damage calculation for ranked up archers. I've lowered it for now so top rank archers shouldn't be so crazy. Thanks!
antenociti 18 Jun, 2016 @ 11:00am 
Archers missile damage seems to be a bit extreme.... https://docs.google.com/spreadsheets/d/1ApIuKqoEz1ZmjzCYYaff5ZcAgJnFYqc-jGdCuunsuvQ/edit?usp=sharing is this a ROF issue? (it makes sense for the pistols, but is almost double where I would expect it to be for the archers)
Radi 16 Jun, 2016 @ 7:45am 
Yes, mainly Free Company units. I tested it with a new campaign and i noticed the diference, now the armies are more balanced. AI seems to be using vanilla units more often now. Nice, thanks!
Finch  [author] 16 Jun, 2016 @ 7:18am 
@Radi Was it mainly the Free Company units being spammed? I just released a small patch lowering their generation quality quite a lot so hopefully that will let the AI make a better army composition without having to cap them.
Radi 16 Jun, 2016 @ 6:54am 
I love this mod but it needs unit limits. AI tends to create full stacks with these units, which is stupid.
Finch  [author] 9 Jun, 2016 @ 7:50pm 
The Altdorf Company of Honour ( http://warhammerfantasy.wikia.com/wiki/Altdorf_Company_of_Honour ) were a unit suggested by DJensGaming and act as a sort of unique regional unit for campaign play (they're only available if you own a high level Altdorf, and they are capped to 1). I like the idea of having an incentive to hold or improve a certain province and plan to add others like this. I mean you could argue as to the point of any of the various unit mods existing, but in the end for my mod it's just some units I want in or others have requested and are purely for extended variety in army compositions.
Finch  [author] 9 Jun, 2016 @ 7:49pm 
@Keego Extremo As I said in the description I made this as a mod to add variety ( meaning variety of choice) in units and chose some Empire units which were missing and/or suggested by others in the comments. These are units which somewhat follow the warhammer lore and are meant to add more flavour to the game. The Free Company units are regiments formed of mercenaries and militia levies and are supposed to act as a cheaper but also less effective unit to supplement an army.
Keego Extremo 9 Jun, 2016 @ 6:59pm 
@Flinch Well ok. I guess I can kind of accept that. I also like the FC pistols, I think they fill a unique role. However I don't understand why there's Altdorf honour guard, FC (melee) and FC spears when we already have Halberds, spears and spears with sheilds.
Can you explain to me where each of the units you added is supposed to fit in? I mean when would I ever use any of them or when would I ever not use any of them. As it is I don't really like how many redundant units the Empire has, so you've added more and I'm confused what the purpose of most of them are.
Finch  [author] 9 Jun, 2016 @ 6:19pm 
@Keego Extremo The archers have less melee atk/def and less health but they have a bit more range damage (the default bretonnia longbow damage for now), to make up for that they cost slightly more than the crossbows. May still lower their morale as well so they can't get into a melee (where as the crossbows can, for a certain amount of time anyways).
Keego Extremo 9 Jun, 2016 @ 3:58pm 
The empire archers I find are becoming a bit OP. Their damage needs to be nerfed otherwise they are a flat out repalcement of crossbows. They're currently a full 10 more damage than the crossbows, it should really be only slightly more damage.
They will always outperform them in kills at least. THis would be fine, but given that they're cheaper units, not so much. I think the crossbowmen should be the hardier and more armored unit and the bowmen should be the weaker but cheaper unit.
Finch  [author] 9 Jun, 2016 @ 7:33am 
@T The empire archers are set to all tiers of empire barracks, I just tested it and it still worked for me. What other unit mods are you using if any? Anyone else having this issue?
Tootsie Roll 9 Jun, 2016 @ 7:26am 
heyy does anyone know why i cant recruit the empire archers in campaign after i upgrade my barrack to lvl 2?
PoohPus 7 Jun, 2016 @ 9:52pm 
The rest of the stats unchanged.
PoohPus 7 Jun, 2016 @ 9:51pm 
For the next re-balance installment (supposing that's still in the cards), I propose..
Set unit-size to large for purpuses of comparison.

Empire Archers change:
Cost 550 (upkeep to match - slightly more than crossbowmen)
Model Count 68 (the same as the other empire units of this tier)
HP 3944 (like the others)
Melee Attack 10 (less than crossbowmen)
Melee Defence 15
Melee Damage 22
Ammo 24
Missile Damage 22 (more than crossbowmen)

Balanced for vanilla. Slightly better shooter than xbow while weaker at melee, at a slightly higher cost (compared to xbow) for being better where it matters for this unit type.

:steamhappy::steamhappy::steamhappy:
kluke5en 7 Jun, 2016 @ 4:02pm 
I'd love to see more Vampire/Undead units... Just a variety really. Maybe some light cavalry, and I was also thinking about Undead Berserkers, Skeletal Phalanx (Long spear), Grave Guard Halberds, and Zombie Shieldwall (defense vs archers...). Dwarven units could be dual wielders, Honor Guard (Great Axe), Steam Tank, and Dwarven Pony Scouts. Empire could be more interesting infantry, same for Bretonnia. It'd be great to have Border Princes and Kislev be something other than regular Empire, but that might be actual DLC. Orcs... I don't know. Does anyone have any mods that give unique units to different factions (and make them usable in custom battles?)
antenociti 7 Jun, 2016 @ 1:31pm 
AI has *issues" with the dwarven skirmishers - it picks them as its core mellee unit now.. so you see armies of just skirmishers and their (other) ranged units.
Tender Loins 7 Jun, 2016 @ 12:47pm 
how about some more for dwarves? dual weild weapons maybe?
antenociti 7 Jun, 2016 @ 4:11am 
Finch: Just FYI - setting the Altdorf Company to a cap of 2 works.. as do caps on the other units... except a cap of 1. Why? No idea. ;-)
antenociti 7 Jun, 2016 @ 2:54am 
Corvus - go to TWCentre, download the PFM program and do it yourself - takes about 30 seconds once you know where to look in the db files - honestly its a POC... tutorials etc on TWCenter.

Seconding what Keego said: please keep units to individual factions.
Keego Extremo 6 Jun, 2016 @ 7:36pm 
So, I like this mod so far and I'mr eally not trying to tell you what to do, but I honestly kind of just wanted the units that it had initially. Now the ones you've added so far are great, honestly good job (though I'm not a huge fan of the redundancy of some of them) but perhaps if you're going to continue to add more units, especially for other factions, those should go on a seperate mod. I'll be sure to follow you as a modder though.
Corvus 6 Jun, 2016 @ 3:47pm 
Hey Finch, do you think you could make a bigger unit size version?Me and my friend have a mod that increases the units sizes but it doesn't affect your units sadly, but we would love to use those, they just get kinda killed too quickly