Total War: WARHAMMER

Total War: WARHAMMER

Elite Blood Knights (Balanced & Lore Friendly)
38 Comments
Vampire Kisses 26 May, 2018 @ 7:34pm 
I understand. Thanks for the reply. No worries.
Ramyam  [author] 26 May, 2018 @ 4:24pm 
@Knight of Winter sry but I havn't made any SFO submod since I'm myself not really interested in Big Overhauls as the Vanilla game overall is better, but can improve here and there with small tweaks of detailed mods of your own liking.

Feel like the big overhauls just fix somethings and adds a hefty dose of new problems be it balance or what ever.
Vampire Kisses 26 May, 2018 @ 3:20pm 
Is there a SFO submod which makes the stat changes compatible with this mod?
Ramyam  [author] 30 Jun, 2017 @ 10:33pm 
@Solaris Vex, different unit mods change different tables, so to say, and some of the stats I have to change with this mod share the same stats row so to say (table) as what that mod is changing and making them incompatible unfortunatly :(
Capt Cole 30 Jun, 2017 @ 4:16pm 
@Ramyam you were right the problem mod was https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=692622093
which is suprised me because it works fine with other mods that modify units.
Ramyam  [author] 30 Jun, 2017 @ 7:49am 
@Solaris Vex, seems like you have some other mod that don't work together with this one, I'v previously run into 0 problems with this and most of my vampire campaigns have been with Vlad, and I tested it now again and it works perfect, must be some other mod you have that isn't compatible with this mod in someway. or just that mod not working at all.

if you find a mod that might not be compatible with this mod I'll appriciate if you tell me about it, maybe I can change some setting to make it compatible or atleast type it out in the info texts :)
Capt Cole 29 Jun, 2017 @ 11:45pm 
This mod crashes the game if you start as Vlad von Carstien and initiate a battle with his starting unit of blood knights. Still not sure if all bloodknights cause this or just Vlads starting unit. If you disband Vlads knights the game doesn’t crash.
Tempest 24 Apr, 2017 @ 1:33pm 
is this compatible with steel faith overhaul mod?
Lance 21 Apr, 2017 @ 6:51am 
I hope you can do the same work with chaos knights like you did with bretonian grail knights, the lack of armour piercing of chaos cavalry makes them useless in comparison with other elite units
Man with No Name 17 Apr, 2017 @ 12:28pm 
@Ramyam I agree, not all units should be reduced so much, but also you could vear away from cav and move to reduce monster units or increase infantry unit sizes.
Ramyam  [author] 13 Apr, 2017 @ 4:22pm 
@Franko I was considering adding a few more units like this, ex. Chaos knights and perhaps Boar boy big un's and so on, though not everyunit might get 24 unit size but perhaps like chaos knights and boar boy big un's get a little more, 30 or 32 perhaps and slightly worse stats, I'd like to remain some semi reseblence of Table top / Lore so to say :) but right now I havnt made any more.
Man with No Name 13 Apr, 2017 @ 1:43pm 
are you going to continue this trend, with maybe orc boar boy big un's?
Lathrael 19 Mar, 2017 @ 2:18pm 
splash_attack_max_attack is number of enemies can be wounded inside attack animation' targets. For an example if it's 4 and your attack animation hits 6 target, only 4 will be wounded, while all 6 will hit by knockback effect. And your splash damage is divided between each target, not multiplied, so more targets you hit less damage you will deliver to each of them.

At first it was weird to me too, but there are many different types of aoe attacks so damage areas cannot be streamlined, and obviously a dragon's and goblin boss's attack will have way different mass for knockback. It's just splash damage multiplier is not implemented (yet?).
Ramyam  [author] 19 Mar, 2017 @ 7:59am 
@Lathrael, yeah I'm not gonna implement it, just that I was thinking of it but didnt bother, it's not such a big deal anyway, about the splash damage thing, I didnt know that, but that's wierd why have they tied in the animation to splash damge or not O_o really wierd.

I'm not sure if I want to implement it or not though, since they do already do pretty well against infantry as it is, while keeping their anti elite feeling still there.

I mean I'v had battles where this unit has 400+ kills so, but I'v had vanilla blood knights kill around as much aswell.


but you'r telling me the melee_weapons_tables:
splash_attack_max_attack
and
splash_attack_power_multiplier
only affects charge knockback? O_o
just makes no sense in my head.
Lathrael 19 Mar, 2017 @ 7:08am 
Eh, splash do not work unless the animation supports it, "aoe" zone is determined by it. Splash attack power do not affect damage at all, it affects strength of knockback effects (how far targets will be thrown back, ect). I saw the animation you used was "hu1_empire_hr1_warhorse_lance_sword_shield". If it's a hero animation you are good to go, but if it's taken from a regular unit that's the reason your knights don't do much damage to infantries but hold well against larger foes.

About your minis, fantastic work! I loved what you did on the famale one especially.

Btw, removing disintigrate is not a very good idea, if you lose the battle, AI will think it's dealt with and complately ignore them. Then you can kill every single AI with no response from them :P
Ramyam  [author] 19 Mar, 2017 @ 6:31am 
@lathrael, yes they are my blood knights I have converted from Dragon Princes, (removed high elf symbols, and added VC details, added metalic chains and skulls, and other small details, heads from empire soldiers, and the hoods sculpted with green stuff.

also I didnt post this change, but its there, they have a splash damage added from 0 to an 0.2 modifyer added and hits up to 2extra targets.

the same with my Grail unit mod.

I dont particualry want them to be "Monster Cav" but I wanted them to fit the lore better and I think this mod already does them justice!, things I was interested in changing though was removal of the disintegrate things with moral VC have, since they arent raised dead by some necromancer controlling them with magic but vampires with their own mind.
Lathrael 18 Mar, 2017 @ 6:55pm 
A question, ones at photo are yours? The converted vamp minis i mean.
Lathrael 18 Mar, 2017 @ 6:53pm 
If you want them to be like monsterous cav, you also need to change battle animations. Splash attacks are determined by this.
loco_GER 13 Mar, 2017 @ 1:22pm 
the problem was a other mod, so i deleted it. now it works
Ramyam  [author] 13 Mar, 2017 @ 9:58am 
@loco, nothing to be sorry about :) how you solve the reason!
loco_GER 13 Mar, 2017 @ 9:34am 
oh i see, sorry
Ramyam  [author] 12 Mar, 2017 @ 4:54pm 
@loco it's suppose to work, works for me, and bunch of others, most likely you have another mod that overides this mod if thats the case. like a battle overhaul mod that changes stats of the units.

on example, land_unit_table perhaps buffs health of all units for a slower combat mod? or something like that, it can be a mod that changes other units NP, but cant be one that edit them all.
loco_GER 12 Mar, 2017 @ 10:31am 
don´t work?
Ramyam  [author] 6 Mar, 2017 @ 12:04pm 
@Blood Dragon also.. you can just have a Lord on mount perhaps 2 Vampire heroes on mounts and 2 Blood Knights units with this mod and yeah thats a pretty strong army already since they stack better with healing magics now with fewer models aswell.
Ramyam  [author] 6 Mar, 2017 @ 12:03pm 
@Blood Dragon, Hey and thanx, yeah I agree with you for most part, but I probly wont give them any bonus vs infantery (they are pretty strong against infantry allready anyway just test) because I dont wont to screw over the balance of the units completly just tweaks preferbly, (I guess big tweaks with 60-24 but still try to keep the semi balance of the unit so to say!)
and gold cost only balance so much, after a certain point a unit is just too OP no matter the gold cost.
and there is no fun if a unit dont have a counter at all right? even though it doesnt need to be a hard counter, there still should be some type of way to deal with em? ^^
Alice is Strange 6 Mar, 2017 @ 11:00am 
One of the best mods on here. It's little things like this that CA just screwed up on but fortunately you fixed it! :) Why did CA make them a huge unit? And they aren't even strong enough to match the lore at all. It seems that modders have to fix the game for them instead.

If I were to suggest any other changes, maybe you could give the Blood Knights Bonus vs Infantry as well, but make them REALLY expensive to buy and maintain, so like 2000-2500 initial cost and 600-800 upkeep per unit.

That way you could only realistically have 1 or 2 units in an army or so, which would also match the lore since the Blood Dragons are very few in number.
Ramyam  [author] 6 Mar, 2017 @ 12:55am 
yeah I agree Shizuya :) your welcome! :D
Cela 5 Mar, 2017 @ 1:29pm 
exactly how they should have been thx for this mod!! <3
Gabe 2 Mar, 2017 @ 2:24pm 
Awesome, keep up the good work!
Ramyam  [author] 1 Mar, 2017 @ 1:56pm 
Now Compatible with any mod that changes values in melee_table
Drakonhammer 1 Mar, 2017 @ 5:58am 
Saw it, very nice :)
Ramyam  [author] 28 Feb, 2017 @ 10:10pm 
@Drakonhammer

I added Grail knights / Guardians to another mod aline with this called "Elite Grail Units (Balanced & Lore Friendly)"
Lance 14 Jan, 2017 @ 3:06pm 
Blood knights combat stats and unit size look much better with your mod, I will test it :) And I think this mod would be great for bretonian grail knights aswell
Ramyam  [author] 2 Jan, 2017 @ 5:57am 
@DrakonHammer yes I was thinking of doing that aswell :)
Drakonhammer 1 Jan, 2017 @ 2:55pm 
This mod really helps with immersion - would you consider doing this for grail knights too when Bretonnia is fully-released?
The Masked 1 Jan, 2017 @ 8:07am 
Good mod keep working on more stuff!
Laibach 26 Dec, 2016 @ 11:59am 
Thank you so much sir!
I've been waiting an eternity for a mod of this kind to arrive...will be testing tonight or tomorrow and giving you some feedback, but I am pretty damn sure it's gonna be awesome.
Finally they get the elite feeling and atmosphere, they deserve!
Ramyam  [author] 26 Dec, 2016 @ 7:28am 
Feel free to ask or comment if anything isnt working with the mod or if you got any good idea of how to tweak it or such, and please rate it if it works and is to your liking :)