Total War: WARHAMMER

Total War: WARHAMMER

Sons of Sigmar
34 Comments
Citrus 27 Oct, 2017 @ 5:37pm 
Any plans to port this to Warhammer 2?
FeuerLäscher 29 Aug, 2017 @ 8:33am 
Could it be, that the office of Castellan-Engineer does not work? When i have the mod active, the reduction in building cost does not work. Neither province nor region wide. Am i the only one with this problem? And thanks for the otherwise great mod.
Moratil 12 Aug, 2017 @ 5:15am 
Your welcome and thank you for the fast fix and the mod in general, really like it! :) Have a nice weekend!
Gejnor  [author] 12 Aug, 2017 @ 3:42am 
Nice catch! It was an error i made, the effect of +12 Melee Defence was there in the mod table but i had not written it to be a rank 3 effect, it was set to 0 which is the default, sorry about that!

Thank you kindly for your feedback friend :)

Mod is now updated and should work properly!
Moratil 11 Aug, 2017 @ 8:00pm 
Hi Mate, thanks for the update! Guess I encountered a minor bug (or is it wanted maybe?): the 3rd rank of "Honest Steel" only has a +12 bonus to melee attack and no bonus to melee defency, anymore wheras the 2nd rank still hast the +7 bonus.

Best regards :)
Gejnor  [author] 11 Aug, 2017 @ 9:57am 
Mod has been updated, and some small things have been scaled down. Gelt lost his mini-melee tree since CA added a new tree of their own.
Gejnor  [author] 10 Jun, 2017 @ 4:48am 
Smaller upgrade today, all wizards should now get their mounts at the same levels, normal horse level 4, barded at 6, pegasus at 11, the gryphon for the amber wizard is level 15 like Karl Franz's mount.
Gejnor  [author] 6 Jun, 2017 @ 5:36pm 
New update today! Gelt gets a small melee tree, Greatswords benefit from Honest Steel, and Witch Hunters and Warriors Priests should be easier to recruit and have better battle skills that unlock sooner!
RICKENJACK 4 Jun, 2017 @ 5:50am 
Can confirm this mod works with Radious. Well done sir.
Sylindr 4 May, 2017 @ 4:29pm 
Dude, this shit needs to hit the front page. I have wanted this for so long.
Gejnor  [author] 17 Apr, 2017 @ 1:42am 
Sorry, that'd be quite a bit too much work!

Also, you can take all of reikland in about 5-10 turns if you're quick enough :)
† Jhurlz † 16 Apr, 2017 @ 11:11am 
Can you make a version where you can Reqruit Karl even earlier? :)
† Jhurlz † 16 Apr, 2017 @ 9:50am 
Request?
Gejnor  [author] 26 Mar, 2017 @ 5:07am 
I have no idea, i dont use Radious, though Aggressive AI should work, i think.
Geo 25 Mar, 2017 @ 4:15pm 
will this mod work in conjunction with radious + agressive AI etc
combustible orange 25 Mar, 2017 @ 2:18am 
Good mod, I hope you continue to expand it.
Gejnor  [author] 24 Mar, 2017 @ 10:16am 
Next up, when i can be arsed, will be some fundamental additions to Kemmler, and a lowering of turncosts for vampire counts/von carstein. Ive not given them much thought beyond that seeing how strong that faction is overall. I may also do something for Dwarfs but again its such a strong faction that im not entirely sure. Make Ungrim more attractive is one i have in the works, certiantly.
Gejnor  [author] 24 Mar, 2017 @ 10:15am 
I thank you for your words nonetheless, its always nice to find someone who appreciates the work you put in for the game.

All my mods thus far have been to enhance the vanilla feel of each faction i overhaul, i may make a mod in the future that works differently from this but if i do i'll make sure you the player knows about it so you can make your own choice in the matter.

As for Gelt, yeah he does get quite a bit in this mod but without, say a spell damage mod, hes still the weakest individual Lord of the Trio, if he gets jumped ingame hes most likely toast so i feel he doesn't make Karl or Volkmar any weaker.

I did however think of powercreep and considered that while i wanted to add a new skill for Karl, a combat bonus may not be whats needed as hes Solid A++ in combat, especially with Deathclaw, hence "Statesman". I have not touched Volkmar at all because he too is Solid as Battle Pope, i may change his trait from local province to factionwide though.
Zorander 24 Mar, 2017 @ 8:46am 
I really like the subtle approach your mods use to improve gameplay.
Carefully balancing effects assigned to technologies, character skills, buildings and in this case, offices, seems like the right way forward to me.
Mods which add fancy new units with super detailed skins and awesome stats are obviously great to have, but improving the foundations is what really matters.

Something I'd like to say: Adding bonuses can get out of hand.
Making Balthasar stronger may lead to Franz and Volkmar requiring some touch-up to prevent them from paling in comparison.
Improving Franz and Volkmar could then lead to regular Generals and Arch-Lectors appearing unneeded, as the Empire can field three legendary lords simultaneously.
With buffed Generals and Arch-Lectors, enemies who have to face these lords could appear weaker
Just something that may be helpful to think about when doing future edits
In this case, Balthasar is probably weak enough to justify your buffs, so my words may be unnecessary
Trollbi-Wan Kenobi 24 Mar, 2017 @ 2:51am 
It has been a little bit since my last comment. I did have lots of mods enabled so that must have been the reason although I completely forgot about the writing so all is fine
Bob 19 Mar, 2017 @ 4:14am 
Is this comaptible with the mod that changes the name of the office "Arch-Lector" to "GRand Theogonist"?
NoSkill 18 Mar, 2017 @ 10:15am 
Well, people have different opinions:)
Gejnor  [author] 18 Mar, 2017 @ 9:48am 
I did quite a bit to the Greenskin techtree in my first overhaul mod Green Iz Best, but thats also because their techs in vanilla are really lacklustre wheras for the Empire its solid, if a bit boring perhaps, but that depends on your opinion on things.
NoSkill 18 Mar, 2017 @ 9:38am 
well, I m not out for ridicolous stuff, just a bit more depth.
And even thought the names of the techs sound nice, they re just lame. Youre researching and you get -10% here and +5% there......
There are no techs, that are desireable to resarch and beeing special.
There are mods for building overhauls,skill overhauls unit additions, but there is no mod for better techtrees.
And your mod ligtened my hope a bit.
Gejnor  [author] 18 Mar, 2017 @ 9:32am 
Well, they are a bit strong already, everything besides the model-numbers sounds "doable" though, its just that then you go too far away from the original vanilla feel of the VC, if you want something like that theres tons of mods like Radious or what have you. What i want with my mods are more.. mechanics thats sort of poor in comparison to DLC's or Lords that are underwhelming like Gelt or Kemmler getting something, that sort of thing.
NoSkill 18 Mar, 2017 @ 6:25am 
just an idea:)
NoSkill 18 Mar, 2017 @ 5:52am 
because the thing is , percentage bonuses are nice, but are nothing against things like reduced recruitment time, abilities and nmber upgrades.
For example here are 3 "could be" technologies
Vampiric nature : Adds "the Hunger" to Bloodknights, Vargheists and Fellbats" , (immune to vigour for Fellbats, Vargheists, Varghulfs and Bloodknights)
Bat swarm : +20 models for Fellbats -10% upkeep.
Ancient risen : +2 rank for raised units, -15% upkeep for raised units.
Gejnor  [author] 18 Mar, 2017 @ 5:35am 
And i did some touch ups on the Empire techtree in this mod, it is now faster to get the techs, theres a new tech, and there are 2 new effects baked into Rally Lesser Nobles and Divine Sanction.
Gejnor  [author] 18 Mar, 2017 @ 5:33am 
Generally speaking, they're decent enough. The biggest gripe i have with say, VC tech is that it takes too long to get all the techs.. though on the flipside, that -20% attrition tech might as well be something more interesting like Attrition Immunity instead. I might do something along those lines but we'll see!
NoSkill 18 Mar, 2017 @ 4:43am 
Do you consider making overhauls for techtrees of some factions, like VC or Empire?
They could be a lot more if they would add something interesting like abilities, passives etc.
Gejnor  [author] 18 Mar, 2017 @ 3:12am 
Thats a bit aggravating since the text thing is supposed to be in, it was what held the mod back for a while.

It may also be a mod-conflict with something else since its working on my end.
Trollbi-Wan Kenobi 17 Mar, 2017 @ 10:45pm 
I confederated with Talabheim and I didn't unlock Frans meaning he will be unlocked when I take Reikland. Although when recruiting Lords it says I need to confederate. This actually tricked me until I tested it out. Just letting you know seeing if you can edit the writing
Invicta 17 Mar, 2017 @ 6:22pm 
Really hope someone can add Grand Theoganist into the office
Trollbi-Wan Kenobi 17 Mar, 2017 @ 4:46pm 
I really love this mod. I was trying to find a way to make the Empire a bit more enjoyable and unique and this mod really adds to it. Thank you for your work