Total War: WARHAMMER III

Total War: WARHAMMER III

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Imperial Menagerie: Empire Monster Cavalry (6.3.1)
   
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16.533 MB
20 Jun, 2024 @ 4:05pm
5 Aug @ 5:32pm
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Imperial Menagerie: Empire Monster Cavalry (6.3.1)

Description
Description

The Empire has now established succesful breeding programs, resulting in the formation of new knightly orders, both old and new, to combat the Empire's new powerful enemies.

This mod adds four new monster cavalry options, based on lore and what the Empire has available in its lands. The Wolf Knights and Griffon Knights are lore friendly as they were mentioned in 8th Edition and the Man O'War TT respectively. The Pegasus and Two-Headed Griffon Knight are completely made up by me afaik.

The Knights

The four new units are as follows:

Imperial Pegasus Knights

Similar to Bretonnian Pegasus Knights, the only difference being the empires worship the right gods. Available at Tier 2 stables alongside Empire Knights, specializing in killing unarmoured monsters. Benefits from Empire Knights technology.

Wolf Knights

An old, legendary disbanded order of knights, they have now been reformed in the Empire's darkest hour to stand up to their new foes.

Similar to Knights of the Black Rose, anti-infantry melee cav, but with armour piercing, worthy of late game. Benefits from demigryph knights technologies.

Griffon Knights

Thanks to the efforts of skilled mercenaries over the centuries, the Empire has more than enough griffons to fund the creation of Griffon Knights for a knightly airforce.

Again, similar to Knights of Tor Gaval, but with more armour and less melee damage to compensate. Benefits from demigryph knights technologies. Recruitable from the new Tier V stables building for the Empire.

Two-Headed Griffon Knight

Decades of selective breeding has produced a new breed of griffon, larger and more powerful than normal, capable of combating many monsters.

Something actually unique, a late game anti-large griffon, larger than normal and with two heads in case you missed it. Benefits from demigryph knights technologies. Recruitable from the new Tier V stables building for the Empire.

Highly recommended to subscribe to the Community patch mod, otherwise the knights will be missing shields.

Credits

@_D3rpyN3wb_ for help in creating the rider animations for the Wolf Knights.

Ole for his Asset Editor program to make the models.

DJ Fro-Fro/Frodo45127 for his RPFM program that set the essential data such as damage and recruitment.

All the people in "Da Modding Den" discord for answering all my many questions.

"Bugs"

The portholes for the Wolf Knights and both griffon knights are not aligned correctly, but i consider them to be good enough for release.

Both griffon knights do not grip their lances correctly

Wolf Knight riders clip a bit into their wolf mounts

Be sure to report bugs and glitches or to suggest feedback or balance suggestions. Maybe even a new unit to make.
86 Comments
Caleb Perdita  [author] 21 Oct @ 5:25pm 
@crystal suicine ok so i tested the wolf knights getting shot at and it crashed my game alright. I'll look into it
Caleb Perdita  [author] 21 Oct @ 8:18am 
Alr, I'll check on my end and if I can replicate it I'll look into it
crystal suicune 20 Oct @ 6:58pm 
just the mod itself i played it without sub mod originally then added sub mod still crashed turned it off tried it again this morning and still crashed without sub mod
Caleb Perdita  [author] 20 Oct @ 8:00am 
@crystal suicine so it crashes with SFO and the submod or it crashes by itself?
crystal suicune 19 Oct @ 10:22pm 
it seems to be when arrows are shot at them is when it crashes not the actual attacking
crystal suicune 19 Oct @ 10:13pm 
so update legit all your other mounts work fine its JUST the wolf knights that causes crashing unsure why
crystal suicune 19 Oct @ 10:06pm 
i tried it with that sub mod still crashed with the wolf knights gonna try the other units to see if its JUST them
Caleb Perdita  [author] 19 Oct @ 10:05pm 
There's and sfo submod here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3351914557

Tho it hasn't been updated since October last year as its not my mod, but give it a try
crystal suicune 19 Oct @ 9:57pm 
and idk why the other mods im using would cause them to crash on attacking either as the ones i use are additional units to the empire
crystal suicune 19 Oct @ 9:54pm 
i use SFO so if it doesnt work with that idk what i could do because SFO is a main mod i use