Total War: WARHAMMER

Total War: WARHAMMER

Regiments of Renown!
 This topic has been pinned, so it's probably important
jdharrow  [developer] 3 Oct, 2016 @ 12:28pm
Frequently Asked Questions (FAQ)
FAQ

Q: What does this mod do?

A: This mod adds 19 Regiments of Renown; 5 for the Greenskins, 5 for the Dwarfs, and 9 for the Vampire Counts. In addition the current upcoming content will be 4 more Dwarfs, 5 More Greenskins, 9 Empire, 13 for Beastmen, and 15 for Chaos. These units are playable in both Custom Battle and Grand Campaign.

Q: Did you do anything to the Grim & the Grave or King & Warlord RoR units?

A: Nope! 100% new units, all recruit-able in Custom Battle or through an RoR tab on the in each of the playable faction campaigns, and all locked until a lord reaches that level.

Q: But I don’t like overpowered unit mods, why would I use this?

A: Because we’ve spent dozens of hours arguing over stats, poring over tables, balancing and rebalancing, and testing each and every unit so that they feel as close to a Creative Assembly DLC as we can get. These units are designed to fit smoothly into the game just like the Empire and Vampire Counts units, and no numbers were adjusted arbitrarily; every stat and ability has a justification.

Q: Does this work with…?

A: This mod works with 99% of mods, but it won’t work with mods that adjusts what is called the “startpos” file. That’s because it is involved in making the Regiments of Renown function. So NO faction unlockers, Empire Regional Recruitment, Radious, or other mods that specifically mention editing startpos (most mods should tell you if they are doing this these days.)

Q: Why does this unit seem so strong/weak?

A: Units are all fundamentally designed for different things and have built-in counters. We respect the way that CA (and the tabletop) balanced the game and strove to maintain that balance while making sure that every unit felt like it was properly legendary. Each of the units has a niche, a counter, and something that sets them apart; you may have found a unit’s ideal position on the battlefield, or you may have found its counter.

Q: Why don’t the units gain XP?

A: Quite simply, because they’re already effectively “rank 9+,” and that’s how CA is doing it. The units are already stronger and more interesting starting out than a unit that has gained 9 ranks fighting with you from the beginning to the end of a campaign. If this doesn't seem right, I've made a similar XP Gain Mod for these units, like I've created for the vanilla ones.Both of these sub-mods can be found in my Mod Collection.

Q: My victory conditions in the Wood Elves Mini-Campaign are gone! What gives?

A: A solution is in the works. For now it shouldn't be an issue since the Wood Elves don't have any RoR's to miss out on by not being active during the mini-campaign. This will be updated as soon as there is a fix.

Q: Do Legendary Lords start with any of these Regiments of Renown?

A: Possibly in the future! We're considering this option, so that every Legendary Lord gets a starting Regiment of Renown; but there's an issue with Victory Conditions if we do that still needs to be solved first. Stay tuned!

Thanks everyone!
Last edited by jdharrow; 13 Dec, 2016 @ 12:35pm