Total War: WARHAMMER

Total War: WARHAMMER

Carnage in the Old World - The Ultmate Battle Mod (Generals Bodyguard edition) - BETA
85 Comments
Quietbloke 21 Aug, 2022 @ 12:51am 
Great mod, only gripe is that my lord got one shotted in one very low tier goblin archer volley.
Fromage  [author] 23 Feb, 2019 @ 8:29pm 
don't know about co-op, but yes it still working fine.
BUCKmaster 23 Feb, 2019 @ 7:12pm 
Does this mod work in co-op? Does it still work at all? :)
Fromage  [author] 22 Feb, 2019 @ 10:12am 
haloverkill 12 Jan, 2019 @ 12:51pm 
No rush, I have had a good time going back and playing warhammer 1 thanks to this mod.
Fromage  [author] 11 Jan, 2019 @ 9:26pm 
Thanks! the armor system won't be in wh2 version, not till CA are done with the game. I have thought about reducing infantry speed, since wh2 maps are smaller. As for the wh2 version. Its basically in BETA now, all factions done for aye aye patch. But with the new update, ill have to re-do certain aspects of the mod, so I'll just wait until after the festag update releases. I have a pretty busy semster, alot of stuff are due end of janurary. So it might take awhile to update to festag.
haloverkill 11 Jan, 2019 @ 8:39pm 
love the new changes especially the ruduction of damage and armor system. Have you though about decreasing infantry speed slightly? ie 30 for bacic swordman? Similar to other total wars.
Slemo Sensei 22 Nov, 2018 @ 2:03pm 
I have wait it for so long, in the mid time i would replay the warhammer 1 version, thanks Fromage for this mod.
Fromage  [author] 22 Nov, 2018 @ 11:31am 
Final Update (probably)
-New Armour system, the armor number now tells you the exact % of non-AP damage reduced, eg. 83 armor = 83% non-AP damage reduction
-The % ward saves and resistances values were reduced to prevent cases of 100% all damage reduction

-Overall reduction to melee and missile damage to increase battle length (to emulate DEI)
-Reduced cavalry speed slightly
-Cut health of dedicated missile units in half, as cavalry had trouble with them with the reduce melee damage

I bought WH2, will be working on a version for that over the next few weeks or months.
Slemo Sensei 5 Sep, 2018 @ 3:42am 
Can i ask how you make the bodyguard, i go on many modder discord and all of them say that the bodyguard create problem and is very hard to implement, so how you implement it?
Fromage  [author] 5 Sep, 2018 @ 3:40am 
@ Slemokun, thanks, but I'm not working on a WH2 version at least until their next content patch.
Slemo Sensei 5 Sep, 2018 @ 2:59am 
Great mod, there is anything that i can do to help you port this into TW:WH2?
haloverkill 12 Aug, 2018 @ 7:20pm 
Glad to hear it,
Fromage  [author] 12 Aug, 2018 @ 6:34pm 
Yeah I will, but I wanna see how they rework the Empire 1st, which is during the next campaign pack. However, I'll definitely start working on a WH2 version when the lord pack and ROR units come out for the Skaven and Lizardmen.
haloverkill 12 Aug, 2018 @ 6:24pm 
this is the perfect mod. it feels so much like older total was with i love. Have you though about bringing it to the second game?
Fromage  [author] 10 Feb, 2018 @ 7:57pm 
Greenskins
Settlement Growth Bonus
More recruitment slots for the Black Craig
Orc Boyz or Gobo Spears are now availible at most military buildings to prevent cavalry or artillery spam
Buffed Orc Big Un's

Dwarfs
Increased Flame cannon range and damage
Increased Organ Gun Fire Rate and accuracy

These Empire and Greenskins buffs make them much more dominant
Fromage  [author] 10 Feb, 2018 @ 7:57pm 
Empire
Gave Diplomancy Bonus with all other Empire Factions
Settlement Growth Bonus
More recruitment slots for Altdorf
Reduced cost & build time of Empire defense buildings
Wizard Towers now provide a bit of imcome
Taverns now provide a income % bonus to industry
Reduced Settlement Tier requirements for some buildings
Sigmar Shrines have increased unattained and now provide some public order and income
Spearmen are now recruitable at most military buildings to prevent cavalry or artillery spam
Steam Tanks now come in fours and scale with unit size, but overall health is halved

Vampire Counts
Gave Diplomancy Bonus with all other Vampire Factions
Black Knights now have poison attacks
Terrioghiests have reduced health, but increased speed
Varghiests reduced model count from 12 to 4
Gave Blood Knights "The Hunger"
Gave Vampire Lords & Heroes the flag of the blood keep so long as they have a blood knight guard

Fromage  [author] 10 Feb, 2018 @ 7:57pm 
Magic
Many buff spells now imbune magic attacks
Rebalanced magic costs
-Buffs and debuff spells now cost less
-Powerful damage spells (eg Foot of Gork) now cost more, and most now have a higher miscast chance
-Miscast Explosions now deal massive AP (15K) damage, however have a small explosion radius
-This means that Miscast Explosions is more dangerous the more powerful the mount is



Bretonnia
New Unit! - Foot Squires (Polearms)
Reduced Settlement Tier requirements for some buildings
Men-at-Arms are now recruitable at all military buildings to prevent cavalry or artillery spam

Fromage  [author] 10 Feb, 2018 @ 7:56pm 
Update:

AI
Fixed AI not using new units
Added my own version of Better AI recruitment
- AI will recruit less artillery, monsters, missile units, and a little bit less cavalry
- In exchange for recruiting more infantry

General
Most missile now have greater firing arcs 120 degrees
Lowered Health & armour most of Monsters
Buffed artillery damage and accuracy to better counter Large Monsters
Lowered Health of Choas Mutants, Black orcs, Vampire Units from 200 to 150
-These units now have the same total health of regular human units (12000) but lower model count
-These units can now attack 2-3 models at a time
Lowered Model Count of most Cavalry units (indivual health increase
-Standard Cav units have 40, Garbage have 60, and Elite have 32

Remove automatic imbuned magic attacks of most legendary weapons, BUT the activated abilities of these items will now imbune magic attacks
apalamen 15 Dec, 2017 @ 4:27am 
Like the bodyguard, reminds me of Shogun a lot. And I can see it as lore immersive, but its not in the Tabletop game so its why no one supports it. As for me it crashes with SFO and other mods unfortunately.
Slemo Sensei 2 Dec, 2017 @ 8:02am 
Thank for the great work this mod balance the game more like classic total war game thank
for the WH2 i dont see the time to play with it
Fromage  [author] 1 Dec, 2017 @ 5:45pm 
@ SlemoKun and BladeLuoxi, Thanks! I know there hasn't been a update in while, Im still working this mod! A WH2 verison won't be till that game is more complete.
Slemo Sensei 1 Dec, 2017 @ 12:12pm 
This mod balance melee perfect why i this mod is not more popolar
Blade 4 Nov, 2017 @ 11:54am 
good job. Please keep fixing this and make it perfect.
Fromage  [author] 27 Sep, 2017 @ 4:21am 
Update
-Tweaked Melee and Missile Damage to allow for even longer battles. The pace is now much better!
-Increased Artillery reload time, accuracy, & damage to match the new pace
-Tweaked the look of Empire Lord bodguards
-New Unit: Black Orcs (Shields)
-Unit Balancing
-Bug fixes
Arbiter of mediocrity 17 Sep, 2017 @ 10:56am 
@Punished "Venom" Fromage no worries. tyt.
best regards.
Fromage  [author] 16 Sep, 2017 @ 6:43pm 
@ R.W Wildands the 3rd, Thanks! I'd love to make this mod for WH2. However, it'll be awhile as updating mods for TW games is really time comsumsing and stressful (Their patches will break mods). So, I probably start creating it closer to the end of dlc for WH2. Also, alot of lords/heroes have chariot mounts, and I haven't figured out a way to implement bodyguards to them yet.
Arbiter of mediocrity 16 Sep, 2017 @ 3:20pm 
good mod. would like to see this for total war warhammer 2.
best regards.
Krocodilus 6 Sep, 2017 @ 11:30am 
When i wrote my first comment i saw all lords have more than 500k HP, and kholek with just 43k.
Krocodilus 6 Sep, 2017 @ 11:27am 
Oh, sorry, there was some kind of bug with compatibility with one of mods i used.
Fromage  [author] 5 Sep, 2017 @ 9:40pm 
@ Krocodilus, its possible but too OP. Kholek has lots of HP, good damage, and attack.
Krocodilus 5 Sep, 2017 @ 7:19am 
Will Kholek get dracoogres bodygyards? Now he looks a bit weaker then other lords
Fromage  [author] 4 Sep, 2017 @ 10:04pm 
Update
-New bodyguard unit= armoured night gobos for Goblin hero/lords
-Tweaked the look of Arch Lector/Warrior Priest Bodyguard
-Unlocked Wood Elf lord skill trees
-Reduced Wood Elf Unit Sizes, but no health increase (a bit more lore friendly this way)
-Gave all Bretonnian Lords/Heroes with Grail Knights Bodyguard, immunity to fatigue
-Royal hippogryph knights now have immunity to fatigue
-Karl Franz, Grimgor, and the everchosen now have immunity to fatigue
-Fixed Shadow magic from not displaying properly
-Unit balancing
-Bug fixes
Kreddi 4 Sep, 2017 @ 1:14pm 
I'd also like to suggest a mod with only the bodyguard feature.
So many mods tamper with unit stats, conflicts are almost a guarantee.
Fromage  [author] 4 Sep, 2017 @ 11:34am 
@Kreddi Thanks!!!
Kreddi 31 Aug, 2017 @ 8:06am 
I'll keep an eye on this mod, it seems interesting!
Fromage  [author] 26 Aug, 2017 @ 9:43pm 
Update
-New bodyguard for Ungrim Ironfist, a elite armoured slayer guard
-Gave Vlad von Carstein's bodyguard magical and flaming dual swords, instead of greatswords
-Price rebalancing, Large monsters are much more expensive to reflect their effectivness
-Lots of Unit balancing

Any suggestions for a new bodyguard unit for Grombrindal is welcome!
Fromage  [author] 26 Aug, 2017 @ 3:13pm 
@ crazydog Thanks!!!!, Working on the next update!
crazydog 26 Aug, 2017 @ 12:30pm 
Love the mod!
Fromage  [author] 15 Aug, 2017 @ 5:52pm 
Update
-Updated for the Foundation Patch
-Gave Arachon Sword of Chaos Bodyguard
-Gave Sigvald, Mirror Guards
-Lowered Health of cavalry, and most monsters
-Balance new norsca units and new campaign effects for this mod
Fromage  [author] 10 Aug, 2017 @ 7:43pm 
About Norsca....

I finally managed to get the mod from crashing, but I haven't even touched unit balance, so its going to be a while...

Anyways, tried asking CA for early access, but I never got a reply, which is very unfortunate, b/c Im going to be pretty busy over the next few days. BUT I wasn't so bust a few days ago, that early acess time would have really helped. I'll update as soon as a can.

I won't post an update till the mod is in a good state to release.
Fromage  [author] 8 Aug, 2017 @ 10:20am 
Update
- Buffed dwarf artillery and irondrakes
- Reduced Spread on some artillery pieces, but reduced explosive radii
- Gave Norca Wizards a bodyguard unit
- Gave Demigryph knights (halberds) charge defense vs large
- Unit balancing
- Moved Free-Company Militia, Dwarf rangers into the melee infantry section, and gave them better melee stats
- Gave Krell Herioc Killing blow, removed unbinding as well.
-Adjusted upkeep to be closer to vanilla
Orkfæller 29 Jul, 2017 @ 4:14pm 
After having played several campaigns with this, I feel the need to drop some feedback. I said it before: I love a lot of what you're doing here, dont wanna go back to Vanilla battles; but please-please-pleeease - consider reverting unit upkeep costs. I'm drowning in gold no matter what faction I'm playing as. Even with Clan Angrund I'm making more money than I could possibly spend. There is very little challenge left.
PSPSoldier534 26 Jul, 2017 @ 4:58pm 
Also it seems that ranged units all have either 1 or 4 for both their melee attack and defense stats. This includes ranged units that are supposed to be good in melee in the vanilla game like thunderers. Is this intentional?
PSPSoldier534 26 Jul, 2017 @ 12:47pm 
Yeah it seems a bit extreme. With just Altdorf as the Empire I'm able to maintain like 6 armies. The battles are great, though.
PSPSoldier534 26 Jul, 2017 @ 11:41am 
Is there a version of this without unit upkeep changes?
Alex the Great 25 Jul, 2017 @ 6:56pm 
Hmmm now that Krell is out, would it be possible to make Krell Heinrich's bodyguard?
Lord Mahlekai 19 Jul, 2017 @ 4:09pm 
Noticing a glitch where if i put a hero on a horse, and try to load in, the unit count still says one and crashes when i try to load
SpardaSon21 17 Jul, 2017 @ 6:13am 
Addendum: for unit formations, I find DeStark's pack superior, if only because it has actual formations and they're far easier to use than the ones in the Unit Formations mod.
SpardaSon21 17 Jul, 2017 @ 5:03am 
Is there a reason to use the halberd DGK's over the lance and shield DGK's? They both appear to do the same damage, but the lance ones have a shield and superior charge.