Total War: WARHAMMER

Total War: WARHAMMER

Warhammer Revival: Beastmen
59 Comments
Chummy 8 11 Aug, 2017 @ 11:06am 
Update please.
Mumion der Unsterbliche 29 Jun, 2017 @ 9:02pm 
Update pls.
mjamyn 2 May, 2017 @ 5:47am 
@Ryu-Thank you for your reply. Good news on the Beastmen as their roster does look thin. A few more units wouldn't hurt.

On the WE-I guess you are righ even though you could 1) add more arrow types (trueflight arrows) through new units for the glade guards, deepwood scouts or glade riders. 2) They could really do with a Shadowdancer hero unit as a melee specialist that is lacking right now.

other special regiments in lore that we can use for the WE ? you mean some dogs of war/mercenary units or RoR ?

Thanks !
TheCourtJester! 1 May, 2017 @ 11:44pm 
Thank you very much for taking the time to reply to my message :) Could you please link your main mod? I seem to have missed it.
Ryu  [author] 1 May, 2017 @ 8:47am 
@Mjamyn - Not much for the Wood Elves, as i think they're roster is pretty tight. But i am looking other special regiments in lore that i can use for them. As for Beastmen, I plan on adding something to them as well.
mjamyn 1 May, 2017 @ 6:20am 
@Ryu-Great news that you are still working on this ! I was getting worried that you had given up as too much work to do for the mod/other things in real life.

New units ? interesting ! anything planned for the WE and beastmen ? Cheers !
Ryu  [author] 30 Apr, 2017 @ 7:54am 
@TheCourtJester - I haven't updated this because I've been working on the main mod as I've said. It's taking a bit longer than i thought, because i learned how to texture and i will be adding new ones with new loreful units i will be adding. Sorry for the delay :/
TheCourtJester! 30 Apr, 2017 @ 2:50am 
It's been a month since the last comment, but I would like to ask how the progress on this mod is comming along? Best of luck with it, and keep up the good work!
cemorn 3 Apr, 2017 @ 10:45pm 
How close to fixing it/releasing complete Revival mod are you? Just curious, tx!
Mumion der Unsterbliche 26 Mar, 2017 @ 5:36am 
cool
Fenzay 22 Mar, 2017 @ 3:59pm 
pls fix
Ryu  [author] 21 Mar, 2017 @ 2:26pm 
Yeah guys, this file for some reason has been acting up. But I'm actually close to finishing my full complete Revival mod for all factions. So that should be out soon.
Enterler 21 Mar, 2017 @ 2:16pm 
OliTiv-It has not been updated yet. It will likely be a bit more time before Ryu gets to it.
OliTiv 21 Mar, 2017 @ 2:00pm 
crashes when starting campaign
Aristocratic Astorian 18 Mar, 2017 @ 8:55am 
one word, DAAAAAAAM
mods great
Ryu  [author] 15 Mar, 2017 @ 4:02pm 
Yeah I have to update this mod. Will update soon guys.
Acehole 15 Mar, 2017 @ 3:56pm 
Mod CTD's during campaign load, although the Elves loads fine.
Alex the Great 15 Mar, 2017 @ 7:07am 
Oh man, please do an update! D:
Dallan 10 Mar, 2017 @ 7:55am 
This mod CTDs for me when trying to start a campaign, hopefully there's an update soon.(alternatively I'll wait patiently until the BIG ALL-RACES REVIVAL is done because frankly that sounds pretty ace.)
supersavo 9 Mar, 2017 @ 11:31pm 
Can we have an update pls ? This mod is great
Ryu  [author] 24 Feb, 2017 @ 7:38am 
@Lyvewyrez - Weird, I'll check it out. Thanks
Lyvewyrez 24 Feb, 2017 @ 7:13am 
Hi Ryu,

Just started a campaign with your mod. Noticed there's a campaign cap set on ungor spearmen. I'm assuming that shouldn't be there? Just thought I'd mention in case it wasn't meant to be. It was the only one with a cap of 3.
Ryu  [author] 20 Feb, 2017 @ 6:11am 
@Chiron - Hey man, no worries I'll answer any questions. I am planning on doing all factions yes. But it's taking some time. I'm planning on doing one big overhaul instead of seperate files to make it easier.
Chiron 20 Feb, 2017 @ 4:21am 
hey i've not read all the comments on your mods, or hardly any really but feedback on how they work, and so i apolofize if you've answered a million times but do you plan on sprucing up all the factions with table top inspired changes or just the ones you feel especially strong about? Great mods and thanks for all the work.
Ryu  [author] 13 Feb, 2017 @ 9:21pm 
Thanks! Yeah I've been really busy, but I have been working on my revival project as well as a battle overhaul. I'm glad you enjoy my mods! :)
Green Goblin 13 Feb, 2017 @ 9:10pm 
Hey! Just got into modding my Warhammer campaigns after 100+ hours of playing, and I have to say this (and your Wood Elves Revival) are absolutely terrific! Your rebalance of both factions have eased certain aspects, keeping them balanced but adding a bit more lore-friendly adjustments.

I've enjoyed Wood Elves a lot more since downloading this, and hope you continue this revival series for the rest of the races! Will be looking out for more of them if you do get around to it.
Guvenoren 13 Jan, 2017 @ 6:58am 
Cool! I still want to figure out how to make custom passive abilities.
Ryu  [author] 13 Jan, 2017 @ 4:46am 
@Guvenoren - +8 melee attack for 8 seconds once a unit gets into melee. To recharge it, you must take that unit out of combat for at least 6 seconds.
Guvenoren 13 Jan, 2017 @ 3:38am 
So, what does Hatred do?
Ryu  [author] 12 Jan, 2017 @ 5:02pm 
@BeastDuck - Wow, that means a lot actually. I really appreciate that! I will definitely be bringing new mods such as this in the future. Thanks!
Enterler 12 Jan, 2017 @ 3:53pm 
Fantastic work. You have created a well thought-out, well-implemented set of mods. I have a feeling that you are going to be a Modder to look out for in the future, and are certainly going to be one of the greats of this community if you keep up such phenomenal work. I'll be rooting for you.
Ryu  [author] 11 Jan, 2017 @ 5:27pm 
@NightShade - Sorry for the late reply here, I've been trying hard to find the bug and I finally fixed it. It should be working now.

@FleshMetal - No they shouldn't conflict, as that mod only adds new Lords.
Chummy 8 11 Jan, 2017 @ 1:20pm 
Hey. Good looking mod here. I subbed to both the Elves and the BEASTmen. Now, I can't play on my PC for a while so I can't test this. But do you think your mods will conflict with the "All Tabletop Lords" mod? Aside from that, I mostly have cosmetic mods.
Rhyming Orc 28 Dec, 2016 @ 9:09pm 
Sorry for double post, not sure if there is a way to edit it. Anyway i just tested my save, and when i disbanded the gorebull i was able to auto resolve/fight.
Rhyming Orc 28 Dec, 2016 @ 9:05pm 
Not sure if it is a mod conflict since I use mainly cosmetic mods, and I had a similar issue. I tried it with Khazrak and razed more than 2 settlements. However when the campaign is close to turn 10 the game crashes on the next battle. It could be an issue with the gorebull since the campaign works fine before recruiting one.
Ryu  [author] 28 Dec, 2016 @ 7:17pm 
@Duke Harris - Yeah idk, just tried it with both my mods, and I didn't crash when razing a second settlement as Morghur. So it has to be a mod conflict.
Corporal Fireball 28 Dec, 2016 @ 1:41pm 
i have the same prblem as Duke Harris
Ryu  [author] 23 Dec, 2016 @ 3:15am 
@Duke Harris Parmesanis - I havent had any reports of this issue from anyone before, it could be a potential mod conflict but ill take a look just to be sure.
Musi 23 Dec, 2016 @ 3:13am 
I don't actually know if it is an issue with this mod in particular, but I recently installed this, and the Revival: Elves mod, as it seemed like a neat way to start my Moghur campaign. However, there is the strangest bug im encountering, where- and it doesn't matter which settlement it is- the second settlement I take always feezes then crashes the game upon auto resolving or fighting the battle. Is this a known bug for this mod? Because for all I know I could just be encountering a weird glitch with my collection of mods, but it does work fine when disabling these two mods :/
KampfWagen254 22 Dec, 2016 @ 7:15am 
pretty cool... im most looking foward to your vimpire count revival i dont feel like they are properly represented at all
Daelin 21 Dec, 2016 @ 7:40am 
Ryu I can't wait for your complete all factions
Ryu  [author] 19 Dec, 2016 @ 12:44pm 
@ZFIX - that mod might conflict with mine then, its probably that mod or one other mod you are using. I havent crashed at all with this mod, nor has anyone I know.
SIX 19 Dec, 2016 @ 12:41pm 
I'm using quit a few but none that touch the beastman except rise of the beastman mod
Ryu  [author] 19 Dec, 2016 @ 10:55am 
@Snuggles - I havent played a campaign in awhile so can't really give you a complete list on it. But my mod will synergize well with any mod that doesnt affect skill trees, or unit stats. It's pretty flexible with mostly everything except fellow overhauls

@ZFIX - Are you using only my mod or others? Cause if youre using another it might be conflict
SIX 19 Dec, 2016 @ 5:47am 
The game crash for me at beastman turn 100 with mod enable but work fine if i disable it i use rise of the beastman also maybe a conflic cant say thx for the mod anyway !
Zoe Hexe 19 Dec, 2016 @ 5:35am 
Any chance you could list in one of the pinned discussions or in the description any other mods you use from others in conjunction with your own? I've been using stuff like 'All Tabletop Lords' and Cataph's roster expansions. Plus some of Dresden's work like Conquer everywhere and expanded Diplomatic Options.

Mostly asking so that I know all the changes you make are synergizing the way you intended.
Manann Mac Lir 19 Dec, 2016 @ 3:11am 
Epicly wow :)
BohemianRomantic 18 Dec, 2016 @ 7:34pm 
Also, love what you've done with Chaos Spawn.
Ryu  [author] 18 Dec, 2016 @ 6:08pm 
@BohemianRomantic - Yep! that was the feel I was going for haha. The Greenskins are gonna be extremely interesting.
BohemianRomantic 18 Dec, 2016 @ 3:21pm 
I like it, makes your army feel more like a hoard of wild animals.

Can't wait to see what you do with a faction like the greenskins, with all of their special and varied rules.