Total War: WARHAMMER

Total War: WARHAMMER

Regiments of Renown - All in one pack
52 Comments
Vice 13 Sep, 2017 @ 1:23pm 
Yes the slayer pirates are indeed the culprit in bugging out the sound on this mod...a fix or work around would be grand! :steamhappy:
WhySoSerious 9 May, 2017 @ 4:08pm 
I can confirm it either when using the units in campaign sound deactivate weird bug maybe fix please
bli-nk 21 Apr, 2017 @ 12:36pm 
cool, just realized there was update!
zulu.iii 7 Apr, 2017 @ 4:07am 
Sweet, Been looking for a full compilation of these. Great Mods, any plans to add more to the roster??
SandMan (Peacekeeperalex) 17 Feb, 2017 @ 5:11am 
Agreed with the commentor below, when using the units in campaign battles it seems to deactivate sound. Amazing units though!
Finist 16 Dec, 2016 @ 2:19am 
Thanks for update!

Some trouble - when using mod units (for exaple - Slayer Pirates) NO sound in campaign battles.
chubbyninja89 (TNB) 8 Nov, 2016 @ 5:11am 
It's dumb how the data won't let you give Dwarfs pistols. Cause that would be more fitting for the Slayer Pirates.
pleeb2 26 Sep, 2016 @ 5:43pm 
Have you thought of letting the Beastmen recruit the Disciples of the Red Redemption? I know that normally the Children of Chaos don't give a damn about business transactions, but I'd imagine the Disciples would be happy to join their merry warherd.

I hope you'll continue to update this as CA rolls out new factions. I don't even need more mercenary units (not sure if the Lizardmen, Tomb Kings or Elves would bring any). You don't even need to make so the new factions can recruit these guys. I just don't want this mod to end up being updated, and the campaigns I've had these guys in for so long suddenly becoming inaccessible. It's the reason why I'm afraid to use most of the mods that give lore-friendly and interesting units.
mryupjup 16 Sep, 2016 @ 7:39am 
is it me or is the unit card a bit weird? Like its too stretched out, would look way more proffesional if this could be fixed ;)
Safer196  [author] 14 Sep, 2016 @ 6:07am 
mryupjup 8 Sep, 2016 @ 6:43am 
or having them exclusive to one faction? Basicly make the units identical to other RoR units already in the game and move from there
mryupjup 8 Sep, 2016 @ 6:42am 
try making them one unit max to campaign like the other RoR maybe thatll fix it?
Safer196  [author] 2 Sep, 2016 @ 2:35pm 
I've been trying but i have the same problem.
shaky_rivers 2 Sep, 2016 @ 2:05pm 
Hey, not sure if your planning on using RoR but i'm doing an RoR mod but i'm having difficulty making my units RoR. I've edited the four tables below, they show up in custom battles ok and I get a pop up in campaign saying i've unlocked them but i cant get them to show up in the recruitment tab.

-campaign_mercenary_unit_character_level_restrictions_tables - Sets the level the unit would be able to be recruited
-mercenary_pool_to_groups_junctions_tables - Sets up some faction info fo the unit
-mercenary_unit_groups_tables - replenishment rates and max unit cap
-units_to_exclusive_faction_permissions_tables - set faction that can recruit them

If you work it out or find anything else i'd be really greatful if you shared it.
blubeigt 2 Sep, 2016 @ 12:22pm 
do you plan to add them like the new option of recruting of régiments of renows ?
Todbringer [FR] 2 Sep, 2016 @ 4:29am 
thx! good job!
Safer196  [author] 2 Sep, 2016 @ 4:26am 
Updated
Greyscale 1 Sep, 2016 @ 7:13pm 
Can it be converted into the RoR hiring function?!
Scotishreb 1 Sep, 2016 @ 6:10pm 
Sweet mod. Cant wait for the update. Hoist a bugmans on me while we wait!
Todbringer [FR] 1 Sep, 2016 @ 2:10pm 
Please update thx
DahvPlays 11 Aug, 2016 @ 3:27pm 
have you seen the new blog post? CA is implementing a proper mercenary recruitment system, and apparently it will be open to modders
grimnar42600 5 Aug, 2016 @ 3:21pm 
here is an idea the slayers that use the bottom/legs bit that is armour or chainmail if that could be retextured to look like a spartan kilt
Safer196  [author] 3 Aug, 2016 @ 12:18am 
Fixed
grimnar42600 2 Aug, 2016 @ 7:13pm 
Ahhh for some reason my guys got no heads. The Captain has but the others not,
Massive Anorak 2 Aug, 2016 @ 9:18am 
Huzzah for Long Drong!
Safer196  [author] 2 Aug, 2016 @ 7:57am 
Update:
Added The Long Drong´s Slayer Pirates
Skkizoboy 2 Aug, 2016 @ 3:31am 
Nice job with the unit pack. Looking forward for more!

- same question as I asked Cataph - would you be interested in a French translation for the unit's description?

- idea for a new unit (if you have time): it would be really nice to see Long Drong's Slayer Pirates.
-> aspect: Slayers with colourful pants, pistols, and big blades (e.g. from chaos or orcs). Impossible to have patches on eyes or hooks for now, I guess.
-> rules (cf. rules of Warhammer's 8th edition): same stats as Slayers + pistols with pretty good precision, pearcing damages when firing and in hand-to-hand combat (as they shoot at point blank range). Costful of course. To be recruited Available for dwarfs and human factions (including Bretonnia?) in ports/docks.
grimnar42600 1 Aug, 2016 @ 9:54am 
Are you still working on this adding any more units ?
Massive Anorak 27 Jul, 2016 @ 6:24pm 
I personally prefer Brets with maybe just Bowmen of Bergerac and Knights of Origo, but I can look past it.
My main problem is they are too prolific, seems every army has Leopard Company, Marksmen and Alcatani. Is it possible to make them only recruitable in certain cities e.g. Marienburg, Barak Varr, and Tilea + Border Princes. That way the player could go a small way to conquer one of the settlements near by but all the enemy armies wouldn't have them.
aenerion 19 Jul, 2016 @ 7:55am 
@master wu, debatable. 1 edition said Brets were too fancy for mercenaries, other edition just let Brets hire certain mercenaries. In tt, also official tournaments (if DoW were even allowed), Brets were mostly allowed to hire mercs.
master wu 19 Jul, 2016 @ 7:22am 
Bretts dont hire mercs it not chivalrous its simply not done if you simply must have some for your bretts you can use Bertrand the brigand he and his squad are Bretts and allowable for Bretts. Also there is now mention why Bretts cant use Gryphon legion But they dont really need them as far as I can see there is not many problems a charging pack of realm knights cant fix.
fraspo 17 Jul, 2016 @ 8:46am 
@aenerion @Safer196 ok, brilliant I did not knew about the book in the first link(https://issuu.com/m4cr1ii3n/docs/warhammer_expansion_-_classic_regiments_of_renown) , so thanks for that. Still, according to that very table at the end of the first book some mercenary units as the Knights of Origo, just to take one of the examples I previously made, cannot be recruted by Greenskins or Vampires...I imagine that it doesn't just fit the lore (a crusader company of bretonnian knights just wouldn't accept to fight and die for a vampire or a necromancer) but I do get the fact that the whole idea behind the dogs of war is to give special and different units to factions that usually wouldn't be able to field in a standard army. Once more, in conclusion, I want to be clear: this IS an AMAZING mod!
aenerion 17 Jul, 2016 @ 6:57am 
Those are actually nice compendium links. Saves me the trouble of the original book and all the different later added unit templates. The whole Bretonnian don't hire mercenaries is debatable though, one edition it was, the other not. And in practice, in tt, many people just let Bret hire mercs.
Doremon 17 Jul, 2016 @ 6:57am 
This mod isn't working with radious total war mod =/
Safer196  [author] 17 Jul, 2016 @ 6:47am 
All this units are mercenaries.
https://issuu.com/m4cr1ii3n/docs/warhammer_expansion_-_classic_regiments_of_renown
https://issuu.com/m4cr1ii3n/docs/regiments_of_renown
In the last page figure a table with the factions in which are recruitables.
And please read the descripton, where is say the factions and the unit limit.
aenerion 17 Jul, 2016 @ 6:47am 
@fraspo The whole appeal about DoW units was that they gave factions access to stuff they didn't had normally, albeit limited (unit cap) and costly. So, fear causing undead for Empire, or crossbows for Vampire Counts.
The best mechanic would be a hire wherever you are, with a unit cap of 1-2 globally, but thats not possible atm (untill modders find the old hiring code in the files, or CA reïmplements it). So, this is the best you can get atm.
Massive Anorak 17 Jul, 2016 @ 5:34am 
Like Fraspo I think this mod is great, but maybe the recruitment could be moved to an Inn /Mercenary baracks structure like some other modders e.g. Cataph Dodgey Scotsman etc. I haven't seen it thus far where there are Orc armies and vamps are full of mercenaries but I think that the AI should not get them through the main settlement chain incase they start churning out mercenary armies. I must say though, it's really great.
fraspo 17 Jul, 2016 @ 5:18am 
I love the models and the idea but could it be possible to allow the recruitment of those mercenaries only to Empire-Bretonnia-Dwarfs and the Southern realms(Tilea, Estalia, Border Princeps)? Sincerely I wouldn't fancy Vamp. Couts to have crossbowmen, Greenskins to have dismounted Bretonnian knights...it just sounds bad.
Desmond 17 Jul, 2016 @ 4:13am 
Can you make Regiment leaders as generals?
Safer196  [author] 17 Jul, 2016 @ 3:45am 
No problem. ;)
Fohle1893 17 Jul, 2016 @ 3:35am 
Sorry, my fault. Thought you could generarte gold for trading routes in the city. But that was another Total war.
Safer196  [author] 17 Jul, 2016 @ 3:21am 
I don't understand your problem.
The building works fine.

Some screenshots:

1-Before construct the building: https://img3.picload.org/image/rradodop/vampires1.png
2-After: https://img2.picload.org/image/rradodpo/vampires2.png
3-Level 2 of the building: https://img2.picload.org/image/rradodpw/vampires3.png
Fohle1893 16 Jul, 2016 @ 10:19pm 
Sorry i meant Drakenhof.

Have added a screenshot.
https://picload.org/image/rradrpaa/drakenhof.jpg
Safer196  [author] 16 Jul, 2016 @ 12:42pm 
I tried in Drakenhof and works.
Safer196  [author] 16 Jul, 2016 @ 12:41pm 
Drakensang?
Fohle1893 16 Jul, 2016 @ 11:34am 
Vampires do not generate any more gold in gold mines like Drakensang after using your mod
BigBacon 15 Jul, 2016 @ 9:01pm 
Does this give these units to factions unlocked with a faction unlocker mod as well?
steelmidnight 15 Jul, 2016 @ 1:10pm 
Was the cursed company one of yours? If not, maybe he would add it to your all in one DOW pack :) In any case, great work! The Dogs get thier due thanks to you!
aenerion 15 Jul, 2016 @ 12:25pm 
There we go ;)
General Hawk 15 Jul, 2016 @ 9:58am 
awesome! love the all in ones! thanks!