Total War: WARHAMMER

Total War: WARHAMMER

Mixu's Empire of Man - Crynsos edition
257 Comments
dayıcomics 18 Apr, 2019 @ 3:31am 
please update
Diamond 22 Nov, 2017 @ 9:46am 
Yeah I'm going to echo the sentiment of wanting this mod in WH2 ME. This mod and the extra units mod are my 2 favourite mods from WH1. Game feels incomplete without it.
Gunnar 22 Nov, 2017 @ 9:08am 
Really hoping you'll bring this over for WH2 Mortal Empires mate! This has always been one of my top 5 mods for WH1!!!
nasosmanaris 28 Oct, 2017 @ 2:48pm 
Can you update for war 2?
Menumorut 26 Oct, 2017 @ 2:53pm 
So...Does this work with the Norsca patch?
nasosmanaris 13 Sep, 2017 @ 10:26pm 
Excume... Can you do it this remarkable mod to work with (Mixu's Empire of Man 2.0.) ??????/please.........
vaa 28 Aug, 2017 @ 8:49am 
how is this different from your 2.0 empire of man? is middenland and taals fury in 2.0


ty for continuing your great work!
Mixu  [author] 27 Aug, 2017 @ 12:39am 
@StevoTheBull-3 Should be working now
StevoTheBull 26 Aug, 2017 @ 6:49pm 
cannot recruit heros! when i click on the recruit hero icon game crashes with new patch! help Mixu! Ostland must save the old world godammit!
Silver 20 Aug, 2017 @ 12:33pm 
The reikland is really weak in this edition..
Dr. Oz The Great And Powerful 11 Aug, 2017 @ 2:07am 
I know Knights of Taal's fury are supposed to be less armored hippe knights, but is there any chance you could give their models just a little more pieces of armor. The pictures of them from army books has them looking as armored as other Demi knights, but I get that you want to make them different. But they look so scrawny and vulnerable with so little armor. Is there any way you could give them some breast plates, arm guards/armor, or shoulder plates to beef them up a bit?
El Gato 27 Jul, 2017 @ 6:53pm 
Playing this mod as Hochland. Depsite researching both Training techs, I cannot build the barracks building. It says I need a previous building made.
Rachel L 19 Jul, 2017 @ 11:37am 
Thanks
Mixu  [author] 19 Jul, 2017 @ 11:33am 
sebidee's unit guide can be found from total war forums and its also here in steam and it's probably the best guide for modding tw right now
Rachel L 19 Jul, 2017 @ 11:26am 
Ah. Well, would you be able to say how to make that change? (Or link a tutorial for it)
Mixu  [author] 19 Jul, 2017 @ 11:16am 
No, that wolf is just something im not really interested anymore
Rachel L 19 Jul, 2017 @ 11:14am 
Why? Have you stopped modding?
Mixu  [author] 19 Jul, 2017 @ 10:54am 
Yeah? that doesn't mean i'll do it now.
Like i said, it will be done, not by me though
Rachel L 18 Jul, 2017 @ 12:49pm 
@MixXxu, wasnt you who had made a unit (wolf kin i think) that you were using the varghulf model because there wasnt a proper model?
Mixu  [author] 18 Jul, 2017 @ 11:43am 
Im sure someone will add that for Middenland, so don't you worry
Rachel L 18 Jul, 2017 @ 9:58am 
@Mixu! With the new norsca dlc, there will be skinwolves (werewolves), would you then edit the middleland to have them too? (Since, if i am not wrong, in the lore, middleland has werewolves)
Reaper 29 Jun, 2017 @ 1:48pm 
Not sure why, but I get a LONG list of units on the "Armoury" when playing Estalia and it says it unlocks recruitment of every special Empire unit ever. Though in reality, it doesn't.
jmoney740 28 Jun, 2017 @ 3:42pm 
Don't know if you've thought about it or care at all, but the Unique Empire States mod has not been updated in forever, the modder might let you use his skins for this. That way when the AI builds units, or if you have units that aren't from your unique barracks they will all match. The AI doesnt really build your units so fighting the other Empire states gets redundant, but if you integrated his mod it at least adds some flavor as he has new shield patterns and unique looks for most of the states.
melt_913 21 Jun, 2017 @ 9:09am 
how come i cant build the unique barracks buidling?
Philosloth 1 Jun, 2017 @ 5:13pm 
Hey, I love your work man, great job. I'm wondering if you're gonna make those units SFO compatible ?
JerreyRough 31 May, 2017 @ 8:14pm 
Hey! I know you just remastered a lot of units, but did you think about touching the Black-Reik Guns? When the Additional Units mod is installed they don't have any meaningful advantage over the Nuln Ironsides while costing the same.
The Running Man 31 May, 2017 @ 6:48pm 
Hey mixu!! i have a suggestion...if you could put the word "Mixu" in front of this mod...that way i hav all your mods all nice and together!!! thx!!
Housie 30 May, 2017 @ 10:27am 
I have them as a seperate mod, but i think if you do some table changes my own mod seems to break and then i have to redo my own tables, kinda like when the game gets an official update.

It is an odd thing since i cannot see any differences in the tables but thanks for responding!
Mixu  [author] 30 May, 2017 @ 10:21am 
btw, couldn't you do seperate mod for those compatibillity issues, so it wouldn't get overwritten?
Mixu  [author] 30 May, 2017 @ 10:15am 
Hmm..probably not going to update this for awhile

Latest update was basically fixing all the things, which annoyed me while testing my new elector count.
Most of the time i don't really plan my updates, i just get these ideas and start doing or fixing them.
Housie 30 May, 2017 @ 9:55am 
Hey MixXxu, absolutely love your mods but i have a question, will you be making a lot of quick updates in the times ahead, i am asking this because i am using a small personal mod that fixes some compatibillity issues and everytime you update it, mine crashes. since i am not playing a lot right now i am asking this if it is worth it fixing my own every time or just wait a little and fix it all in one in the future :)
Mixu  [author] 29 May, 2017 @ 12:22pm 
update!
- Remastering old units continued with small adjustments for Knights of Morr and Drakwald's patrol
- New units Knights of Morr (Shields) and Free Company Militia (Great Weapons)
- Building effects for Drakenhof Templar chapterhouse changed a bit and it now provides reduction for corruption in nearby provinces also.
- There might also be something else, but can't really remember it
N00bringer 26 May, 2017 @ 10:07am 
xD oh well i guess i still can dream, btw your mods are a must for me
Mixu  [author] 26 May, 2017 @ 9:30am 
I have tried to do something like that several times and all i have managed to do was brain dead warriors riding horny wolfs
N00bringer 26 May, 2017 @ 9:25am 
hey could you make a knights of the white wolf mounted in giant wolves?, they are mentioned in the fluff and act as a variation of demigryph, if you can that would be awesome
non chaos vikings, full bearded, two handed hammer and riding giant wolves, oh fuck yeah, badass like dino riding dinos with lasers
Mixu  [author] 25 May, 2017 @ 2:04am 
Yes i removed some older units, so of course it does, restart your campaign
crisord 25 May, 2017 @ 1:56am 
crash after the update:steamsad:
Hakazin 24 May, 2017 @ 10:20am 
Ah, good.
Mixu  [author] 24 May, 2017 @ 9:48am 
Not anymore
Hakazin 24 May, 2017 @ 9:45am 
Pointing out that with FrostyDemise's Legendary Lords Remastered, the Imperial Dragon mount gets overwritten with a second copy of Leader of Men.
Mixu  [author] 24 May, 2017 @ 8:07am 
Update time!
- Most of my older units were "remastered"
- Some units got unit cap of 4 in campaign (like Von Kragsburg and Rugged Company)
- Hunters of sigmar were removed entirely, didn't really like that unit, so i decided to remove it.
- Blackclad Sewerjacks were added
- Audio bugs caused by constant STOMP STOMP sounds are now fixed for most units.
- Other minor bug fixes and building cost adjustments.
Mixu  [author] 22 May, 2017 @ 6:32am 
@AGES99 Too much work + it wouldn't be compatible with Crynsos' unlocker

However i can give those units some kind of unit cap
AGES99 21 May, 2017 @ 6:04pm 
Is it possible to make some of these units Regiments of Renown (i.e., Von Kragsburg, Swords of Ulric, etc.)?
Mixu  [author] 21 May, 2017 @ 9:53am 
@JerreyRough Wissenland barracks are going to be fixed in the next update, those buildings used to be something else and back then that cost was justified. and i just forgot to edit the costs.
JerreyRough 20 May, 2017 @ 11:55pm 
Hey! I noticed that Hochlands' Gunderman's Surefires and Hergig Long Gunners don't require the gunsmith building, is this intended?. I also noticed the Wissenland barracks is incredibly expensive on tiers 2 and 3 at 4000 and 7500 (usually 2000 and 4000 for tiers 2/3); since other empire states don't have extra costs for their barracks, I assume it's accidental?
Velg 19 May, 2017 @ 8:02am 
Ah, I see, thank you!
Mixu  [author] 19 May, 2017 @ 6:02am 
@Leri-Weill [FRA] Exactly, also those buildings allow me to do region specific units and have them be available only in that region.
Leri-Weill [FRA] 18 May, 2017 @ 2:47pm 
@Bencroff yes. It's better for compatibility to add something new rather than suppress something already existing. That way, the AI isn't too confused and the mod is compatible with 90% if the other mods on the workshop :)
Velg 18 May, 2017 @ 8:42am 
I'm currently trying this mod, but I'm confused by having both barracks, the vanilla one and the faction expecific one. It's working as intented?
Hydrall 13 May, 2017 @ 8:31pm 
That was the problem, yep. I thought I'd already gotten rid of it, but it seems not!