Total War: WARHAMMER

Total War: WARHAMMER

Bretonnian Knights/Peasants
59 Comments
k|Aquila Mars  [author] 3 Sep, 2017 @ 5:06am 
I won't be updating this mod for a while until then I can recommend Cataph's https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1091937685

It does something pretty similar to this mod plus some more.
Raz_Poutine 30 Aug, 2017 @ 4:49am 
Is there an update to this mod? I really like how that stats are for the Grail Knights in this version better.
k|Aquila Mars  [author] 14 Feb, 2017 @ 8:07am 
Did this with ultra unit sizes in mind, unless it is caused by some other mod conflict, each grail knight should have about 424 HP. So if your grail knight unit has 3 members innit, that is why.

If not, then you've got a mod that alters the Grail Knight Entry in the land_units_tables, this is also the table that governs unit animations so if you have a mod that disables grail knight's flaming lances, that probably conflicts with this.
NegroCaucasian 14 Feb, 2017 @ 7:59am 
for some reason on normal battle size grail knights only have 1272 hp
k|Aquila Mars  [author] 26 Jan, 2017 @ 11:15am 
Glad you like it :steamhappy:
Zaylidin 26 Jan, 2017 @ 8:56am 
This mod is really great, thank you ♥
Grail Knights feel unusable without this mod.
k|Aquila Mars  [author] 15 Dec, 2016 @ 4:07am 
Updated for Woodelves DLC.
k|Aquila Mars  [author] 13 Dec, 2016 @ 9:35am 
Waiting for the PFM (the software I used) to get updated to update the mod. I'll update as soon as I can. :)
Amko The Terrible 13 Dec, 2016 @ 5:32am 
this is an essential mod for bretonnia, hope it gets updated soon :C
k|Aquila Mars  [author] 9 Dec, 2016 @ 6:09am 
Hey everyone, steam screwed me over and I lost muh files, I'll not be able to update till I install the game again, so this will CRASH with the Woodelves DLC. Do not use it until it is updated.
k|Aquila Mars  [author] 8 Dec, 2016 @ 10:49am 
I'm away from my computer where I have the stuff installed, I'll update on friday for the woodelves. :)
Amko The Terrible 5 Oct, 2016 @ 2:55pm 
Thank you!
k|Aquila Mars  [author] 5 Oct, 2016 @ 6:55am 
Alright, adressed the issue, if you have cataph's mod as well, this'll now affect the questing knight's stats.

Slightly raised their armour piercing damage lowered normal damage to account for it. The bonus versus large remains although I do not remember if it is higher or lower than Cataph's as I altered his mod for my personal use long ago and don't remember the basic stats.

A beefy health increase to dem Questers although made it so you can recruit them in 2 turns instead of 1 (4 for Global)
Amko The Terrible 5 Oct, 2016 @ 4:07am 
The description mentions being inspired by Cataphs mods but this also buffs Knights Of The Realm to be slightly better than the Questing Knights added by Cataphs mod, any chance of balancing them out so Questing Knights aren't worse than Knights of the Realm?
Sworn Lance 30 Sep, 2016 @ 3:20pm 
Just a few mates and I who like to have a few chill games every so often outside the campaign. Being a Bretonnian fanboy from the tabletop, I use this mod and few others to balance Bretonnians both inside it and out.

Thanks a bunch, btw.
k|Aquila Mars  [author] 30 Sep, 2016 @ 6:53am 
Who in the warp uses this mod for multiplayer? :P

But sure.
Sworn Lance 29 Sep, 2016 @ 4:43pm 
Do you think you could possibly balance the Grail Knights cost in multiplayer? They cost 2500 in the campaign, but still only 1500 in multiplayer battles. Suffice to say, it makes them an absolute pain.
k|Aquila Mars  [author] 23 Aug, 2016 @ 8:36am 
Nay, little point in oversaturating the workshop. You can get the Pack File Manager however, and tweak the stats as you see fit. The table you'll want to edit is Land_Units_Tables.

Regarding a Grail Knight's strength, I took into account that Reolas/Reolus, a regular grail knight, slew two giants on his own / stood against the chosen lord of Khorne (though he died because the chaos lord's wounds regenerated) I think the stats are reasonable.

Calard of Garamont, again, a regular grail knight killed the vampire duke of Mousillon and killed his entire retinue by himself (graveguards of sort).

And while an unfair example, Gilles le Breton himself killed 3 wyverns without taking a single step forward, I am well aware they are overpowered right now, but they are kind of supposed to be.

For the upkeep of 1 grail knight unit, you can almost have 2 demigryph knight units. 550/350x2 respectively.
Sakuragi ♂Nextdoor 23 Aug, 2016 @ 7:20am 
demigriph is no joke bro, i agree that grail knight should be stronger, but not this strong, can you maybe make another version?
k|Aquila Mars  [author] 8 Jul, 2016 @ 8:19am 
Glad you enjoy it. ;)
OliTiv 8 Jul, 2016 @ 7:30am 
Good, because Grail knights is kinda like Bretonnias "only" unit or "ace" unit and I would be very sad to see them being capped. Being expensive and long recruitment though is totally fine and makes sense if you consider what it takes to become a Grail Knight :) great mod man <3
k|Aquila Mars  [author] 8 Jul, 2016 @ 7:26am 
I lifted it, because the Chapels garrisons took it up after a certain point. And I can't remove them as a garrison troop without making this incompatible with quite a few mods out there. Their recruitment cost is 2500 and upkeep is 550 now. There is no limit on how much you can recruit beyond your economy.
OliTiv 8 Jul, 2016 @ 7:12am 
Whats the campaign cap for Grail Knights?
Ale 6 Jul, 2016 @ 5:58am 
True :D
k|Aquila Mars  [author] 6 Jul, 2016 @ 4:49am 
lordsparviero, the knight errant are a unit added by Cataph's Table Top units mod, I cannot alter them. You'll have to ask him to buff them a bit. ;)
Ale 5 Jul, 2016 @ 7:13pm 
Hello man! First of all :Great job!

I have just a couple of things to say:

1) I will give some special skills to units ( like anti-large, anti-infantry, armored, piercing damage, ecc....becouse these skills make special the unit.

2) I have hard time at the start of the campaign ( hard difficulty...i'm not very good at total war for now ) and i feel that errant knight are a bit too weak.

Have a nice day!
k|Aquila Mars  [author] 2 Jul, 2016 @ 7:12pm 
Alright, updated. Cap lifted, but upkeep soars up high because I'm sadistic like that.
Vorondor 2 Jul, 2016 @ 11:06am 
Yes, same issue here, can't recruit due to chapel's garrisons.
k|Aquila Mars  [author] 2 Jul, 2016 @ 8:15am 
They are too powerful, and in lore the only shortcoming of the Grail Knights is their numbers. To simulate that with upkeep I'd have to increase their upkeep to something like 2500 per turn. I could potentially make a seperate unit to fulfill the role of Grail Chapel garrison like Cataph did with his foot knights.
SpiralReign 2 Jul, 2016 @ 6:53am 
I like the idea here but cannot download due to the limit on grail knights. I feel like it would be better to limit through upkeep. The way it stands it is too much of a hindrance to choose between grail chapels and units imo.
k|Aquila Mars  [author] 30 Jun, 2016 @ 9:30am 
Updated, some minor stat alterations and such took place but they were mainly made by CA and I thought they were fine. Screenshots updated.
k|Aquila Mars  [author] 30 Jun, 2016 @ 9:10am 
Going to update soon to work with the new patch.
Hesediel 30 Jun, 2016 @ 6:48am 
Hello guys~
I simply had a question, regarding the new big patch of CA regarding the blood dlc~
All the mods are now considered out of date, but what kind of conflicts may happen ?
Why are those mods considered out of date ... ?
I tend to better understand the consequences of that patch on most of the mods I am using~
And so I tend to understand what kind of mod may conflict and why~
Thank you very much for your unlightment !
Regards~
W
k|Aquila Mars  [author] 30 Jun, 2016 @ 2:45am 
Yeah, I figured a flying horse should have a higher charge so I lowered Grail's a bit. :P
Prater 29 Jun, 2016 @ 11:25pm 
Ritter Rocket was complaining about the Grail Knight Charge bonus and saying Aquila doesn't know how cav works in Total War games. Funny thing is, he didn't check the vanilla stats. In the default game, Grail Knights have 74 charge bonus.
Tai-Pan of the Noble House 29 Jun, 2016 @ 5:07am 
Yeah I'm an idiot didn't realize it was a graphics settings thing haha
k|Aquila Mars  [author] 29 Jun, 2016 @ 3:43am 
The numbers in the screenshots are for ultra unit sizes. And I do not alter any other factions in my mod in any way.
Tai-Pan of the Noble House 29 Jun, 2016 @ 3:17am 
I'm confused. My polearms and spears have 90 men per unit not 120 and with the mod it goes to 113. The Grail Knights have 45 men per unit and the mod puts it down to 18 not 24. Tried using a larger unit mod didn't change anything just messed up the numbers for other factions to have 113 men units.
k|Aquila Mars  [author] 27 Jun, 2016 @ 2:17pm 
If you want more sorts of Knights, I highly advice you grab Cataph's Closer to Table Top units: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=690153198

It adds Knights Errant and Questing Knights to the Bretonnian roster.
Briggsy23 27 Jun, 2016 @ 2:13pm 
can you add another unit of knights in? say questing knights due to the limited number of grail knights??? cheers cant wait to play this now
Hesediel 24 Jun, 2016 @ 9:41am 
Thank you very much for your answer, as I've also few units added for bretonian faction (like quest errant) etc ... that might be awesome~
Thank you very much for the lore stuff you're added to that awesome game ! :)
k|Aquila Mars  [author] 24 Jun, 2016 @ 9:38am 
As it only changes unit stats, it should be compatible with save games.
Hesediel 24 Jun, 2016 @ 9:06am 
Hello guys maybe you could answer my question~
I was wondering if that mod for save compatible and if I could load the mod in the middle of my Bretonnia multiplayer coop campaign ? :-D
I currently don't have any Grail Knights yet~
Thanks again for all the mods you've done !
k|Aquila Mars  [author] 23 Jun, 2016 @ 3:33am 
I do not intend to make any changes to Lords and Heroes, because I can't justify just buffing Bretonnian lords and then have them roflstomp other factions lords/heroes, and I don't want this mod to become something that alters more than what it contains in its name. :)
k|Aquila Mars  [author] 23 Jun, 2016 @ 3:33am 
The difference is, The Lady's Blessing is a skill that you can pick up very early on, it is pretty much a free grab once you reach level 3 with your character and it instantenously provides a 12% all damage source reduction.

Karl Franz' skill you mentioned on the other hand takes significant 7 skill points all dumped into the Battle effects skill tree just to be able to get the first level of it. And to get the full out of it you need 2 more skill points for a mere 3% more ward saves and some charging bonus for 2/3 spesific types of units in contrast to anyone within 30m of your lord.

My aim with this small rebalance was to make it so Bretonnia can actually fight as Bretonnia, with mighty cavalry and numerous but dirt cheap (both in cost and quality) infantry.
Sard67 23 Jun, 2016 @ 3:03am 
Thank you very much for this mod, now at least Bretonnia is enjoyable until CA sells us the dlc for them (I hope that they will balance them on in game balance and not by being faithfull to their last codex 4 versions old >:( ) :)

Any chance that you give a balancing pass on Leoncoeur, the lords and heroes as well ?

One example of thing that bother me is that Leoncoeur's Lady Blessing (12% damage reduction to ally in a 30m radius) isn't that good by comparison to Karl Franz's Great Forge (15% ultimate resistance and 10% damage for all demigryff' and steam tank in the army).
k|Aquila Mars  [author] 22 Jun, 2016 @ 6:53am 
Updated, now a Bretonnian faction can only field 4 of Grail Knights simultaneously.
Vorondor 22 Jun, 2016 @ 6:28am 
Checking it out for lore reasons. In case it is looks fair to you, maybe make them fewer in number, in a unit, if they are too powerful, for balance reasons? They should be superhuman, but they are rare, after all.
Hallucination Bug 22 Jun, 2016 @ 12:53am 
lolwhatischargebonus.