Total War: WARHAMMER

Total War: WARHAMMER

The Green Knight, actual protector of Bretonnia
65 Comments
Edztえどぜて 28 Nov, 2020 @ 12:22am 
can anyone tweak Trident of Manann go more into manual battle instead of autoresolve sea battle which is non-existent most of times in this WH1?
make or change it bonus to income or leadership or melee charge blessing of the god patron Manann, anything than the must autoresolve at sea bonus
devs must be drunk
Revan519 15 Nov, 2017 @ 7:01pm 
Thanks I’ll try it out
Zorander  [author] 15 Nov, 2017 @ 2:56pm 
I've changed the Green Knight's garrison priority from 0 to -1. Maybe this helps him stay on top of regular garrison stacks.
Zorander  [author] 7 Nov, 2017 @ 11:54am 
@😈😉: There can't be a submod because there are no incompatibilities between these two mods. I already checked this, and I actually played with SFO and this mod last weekend.
Revan519 7 Nov, 2017 @ 8:12am 
man wish this mod work with SFO is it possible to make a sub mod for this so it will
Revan519 31 Oct, 2017 @ 8:48am 
ok man thanks for looking
Zorander  [author] 31 Oct, 2017 @ 1:03am 
@😈😉: I just checked. Both mods are still compatible, but man, SFO really adds a ton of garrison units these days. Seems like almost every Bretonnian building adds one.
Theoretically, the Green Knight uses a very high priority to always be at the top of the garrison stack. He's got a 250 priority, while SFO heroes use a 200 priority at max and other units are far below that.
However, once a garrison is full... it's full. Only losing or tearing down another building can make additional room for different garrison units. There's nothing modders can do about that, sorry.
Revan519 31 Oct, 2017 @ 12:13am 
i havent seen him and i know sfo just had an update to there mod
Zorander  [author] 30 Oct, 2017 @ 11:49pm 
@😈😉: I'm pretty sure it is still compatible with SFO. The only problem are the limited garrison sizes, but only CA can fix that.
Revan519 30 Oct, 2017 @ 11:19pm 
could you make one compatibility for SFO
Zorander  [author] 27 Oct, 2017 @ 5:13am 
The Warhammer II version for the Mortal Empires campaign is now available here
Zorander  [author] 27 Oct, 2017 @ 3:17am 
@Jesse Sprenger: I guess it should be pretty easy to port this mod over to Warhammer II. Did Bretonnia get any new legendary buildings? I couldn't find any so far.
Yeah, I'll work on it.
Sometimes_Consistent 27 Oct, 2017 @ 3:00am 
Could you make a mortal empires version on twwh 2?
Leri-Weill [FRA] 10 Sep, 2017 @ 2:23pm 
@Jesse Sprenger But if you already have a T5 port it surely means Bordeleaux is not under threat any more and that the Green Knight isn't especiall needed here :D
Zorander  [author] 10 Sep, 2017 @ 1:54pm 
@Jesse Sprenger: Higher port tiers can be rebuilt after the settlement gets pillaged, captured or has its primary building downgraded for some other reason.
Only the first tier of a port can never be fully destroyed as far as I'm aware.

I was only taking about ongoing campaigns by the way. New ones will work fine without any additional effort.
Sometimes_Consistent 10 Sep, 2017 @ 1:39pm 
@Zorander You can't rebuild ports right?
Zorander  [author] 10 Sep, 2017 @ 1:33pm 
@Tropicdragon: Thanks for reporting this. He was indeed missing from the port in the version uploaded on September 1st. He was only missing in the uploaded Steam Workshop version though, not in my local one. Very weird...
The 3rd level of the port will need to be rebuilt for him to appear as a garrison unit, sadly.
Tropicdragon 10 Sep, 2017 @ 12:47pm 
Manann's Dry Docks in Bordeleaux does not have the Green Knight is that a bug or did it get changed? The other two legendary buildings have him so this is wierd. Not sure which mod if there is a conflict.
Rachel L 4 Apr, 2017 @ 7:17am 
Around 75 mods its what i found
Zorander  [author] 4 Apr, 2017 @ 5:48am 
@jimmydeacetis: Yes, there seems to be a limit to how many mods can be activated at the same time. You already posted about this on 24th March. Glad that you found the problem again.
jimmydeacetis 3 Apr, 2017 @ 11:58pm 
sorry. is not a problem of mod. I hate the limit of warhammer mod.
jimmydeacetis 3 Apr, 2017 @ 11:31pm 
the other radious mod no have a problem. is active without a problem
jimmydeacetis 3 Apr, 2017 @ 11:19pm 
If i active Green Knight Fake Skill Point Dump the game not load. Is a compatibility problem?
Zorander  [author] 29 Mar, 2017 @ 11:08am 
The mod seems to work fine with the newest hotfix, I think there's nothing to update. Tell me if you encounter something strange.
Rachel L 28 Mar, 2017 @ 2:20pm 
Ask Crynsos, he did something similar to fix his Diplomacy screen bug
Zorander  [author] 28 Mar, 2017 @ 1:51pm 
@RafaL: I know the Garrison Commanders mod. It uses the very same system with a priority of 200 for all of the heroes added. My mod is fully compatible with the Garrison Commanders added to the game. It's just that a garrison unit won't appear if the garrison is already full until a slot is "emptied" by destroying a building proving garrison units or having it badly damaged.
We can't really work around that, so the author of the mod is 100% likely to face the same issues.
I guess I could make a Green Knight with 0 movement points with a limit of 1. I don't know how smooth that works out, though. And if the AI would know how to handle that...
Rachel L 28 Mar, 2017 @ 1:07pm 
greenknight*
Also, take a look at this mod, he gave garrissons a hero (also, is it compatible with said mod?)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=743163432
Rachel L 28 Mar, 2017 @ 1:05pm 
Cant you just make him as version of the greeknight that is also a non mobile hero (0 move/action points) so you can only garrisson him or ungarrisson him? And find a way to make him not able to be put in lord armies too
Zorander  [author] 28 Mar, 2017 @ 9:15am 
@Overduyn: Hey, actually not a bad idea. So now I've tried adding a GK with a priority of 0 and another GK with a priority of 1.
0 is the "milita unit" priority and 1 is the "very basic unit" priority. These priorities place units at the very back of the group of garrison units.
Unfortunately, neither of them work when the garrison is already full. Interestingly though, heroes always seem to be placed at the very beginning of the garrison list, even with a priority of 0.
So I experimented around with a regular non-hero knight unit and this one did not get added to a full garrison as well, no matter the priority. Its priority worked fine with a non-full garrison.

Just as I feared: When there is no remaining slot for a unit to fill, priority isn't even considered.
Sadly, the only way to gain the GK in a settlement with a 20 slot garrisons seems to be freeing up one slot. I will still do some more testing.
Overduyn 28 Mar, 2017 @ 8:20am 
And what if you try to reverse it? To place Green Knight in the back? Atleast if it's possible.
Zorander  [author] 25 Mar, 2017 @ 1:12pm 
@Overduyn: I've replicated your issue by adding a large amount of garrison units to Bordeleaux and then the Green Knight on top of that.
As it turns out, the 'priority' mechanic for garrison units only ever works when the garrison size is < 20. Great, really helpful.
Regular garrison units have a priority anywhere between 1 and 5, my GK has 250. Lorehammer may change the priorities, I don't know.
The GK should be weighed much more than any other unit and in fact, he is. While the garrison is < 20...
It tries to put the Green Knight at the beginning of the unit group forming the city's garrison, but with a size 20 or more, it fails.
Creative Assembly didn't expect settlements to reach the 20 slot garrisons under normal circumstances I suspect. I'm afraid I can't fix that :/
I wonder if it is possible to delete garrison units via scripts, but only the developers themselves would know I'm afraid.
Overduyn 25 Mar, 2017 @ 12:27pm 
- Yes the descriptions shows that exactly, I conquered Carcassone and there was the Green Knight.
- The port is fully upgraded.
- The garrison was already full, and as stated the Green Knight should override a weaker unit.

I've got Lorehammer mods on, they tinkered with the garrison too. So maybe there is a conflict.
Zorander  [author] 25 Mar, 2017 @ 10:54am 
@Overduyn: It worked for me during my tests. Could you tell me the following:
- does the building description show: "Provides garrison..." like in the picture?
- is the port upgraded to its third level? (requires a T5 city)
- is your garrison full aready? (20 slots, but the GK should override a weak unit then)
Other than that, it could an eeeeextremey unlikely id collision with another garrison mod or, hopefully not, an undiscovered bug.
Overduyn 25 Mar, 2017 @ 10:42am 
It seems that I don't get my Green Knight at Bordeleaux, anyone else has experienced this?
Golfbag Mansampler 25 Mar, 2017 @ 9:01am 
@Uberguy.

Pistols at dawn, sirrah! Pistols at dawn!
Zorander  [author] 25 Mar, 2017 @ 6:09am 
@Überguy: In vanilla or in this mod? Legendary lords usually kill him off quickly because they've got access to magical attacks, which is why my mod allows him to gain armor and melee defence via the new mechanic. As an ethereal unit, he will never be effective against strong heroes with magical attacks.
His high physical resistance is whats supposed to keep him alive and that doesn't work vs magical damage.
< blank > 25 Mar, 2017 @ 6:00am 
The Green Knight sucks, could easily be slain by any other Legendary Hero.
Gas Head 24 Mar, 2017 @ 12:14pm 
Thumbs up for the hilarious title picture.
General Hawk 24 Mar, 2017 @ 8:33am 
wow incredible!! thank you!
Zorander  [author] 24 Mar, 2017 @ 6:55am 
@Jesse Sprenger: It is too much text for the ingame tooltip sadly :/ I could call it 'power' or whatever. But that doesn't say anything either.

@jimmydeacetis: No problem. The mod really works with anything I've tested so far.
jimmydeacetis 24 Mar, 2017 @ 5:29am 
sorry for the previus comment. I had too many mod activated. now work . Thanks for the mod
Sometimes_Consistent 24 Mar, 2017 @ 4:18am 
@Zorander: Oh, all right, didn't see that. Great!
Zorander  [author] 24 Mar, 2017 @ 4:09am 
@Jesse Sprenger: No, "Green Knight strength" or however it should be called is the new bonus introduced by the mod.
1 Green Knight Strength = 1 armour, 1 morale, 1 melee atk, 1 melee def, 1% weapon strength and 1% charge bonus for the Green Knight as explained in the overview.
Sometimes_Consistent 24 Mar, 2017 @ 4:00am 
With strength you mean Weapon Strength right?
Zorander  [author] 24 Mar, 2017 @ 1:28am 
@jimmydeacetis: Negative, it works for me. Without any more information, I can't help you out I'm afraid.
jimmydeacetis 24 Mar, 2017 @ 12:34am 
whit radious mod e sub mod crush please fix
Electrolf 23 Mar, 2017 @ 11:38pm 
Really great mod! :8bitheart:
Golfbag Mansampler 23 Mar, 2017 @ 8:20am 
[quote]Also love the thumbnail[/quote]

I know, right? It's like Tobias Boon popping out and yelling 'Toasty!".
Zorander  [author] 22 Mar, 2017 @ 11:14pm 
Thanks for all the kind words, people.

I've nearly finished my campaign (VH) using the mod and I did not get the feeling that these flavor bonuses make Bretonnia stronger than in vanilla.
In the late game, the Green Knight isn't all that special without the bonuses. And in the early game, you won't have many of them. It's just a small flavor mod for the hobby Grail Knights among you :)
Bretonnia's starting region is a very good foundation for building up a powerful faction by default, this is how CA designed it.
There are surely some mods on the workshop which offer improved balance, and my mod is 99% likely to be compatible with them. Also, you can remove my mod from your campaign whenever you want.
Just let me know when there's something about this mod you'd like to talk about!
Marthenil 22 Mar, 2017 @ 8:36pm 
This is simply brilliant. Also love the thumbnail :P