Total War: WARHAMMER II

Total War: WARHAMMER II

[SFO Sub-Mod] Willemsen's: Knights of the Empire [Discontinued, check out the new version]
92 Comments
chryssjanzonio 25 Dec, 2021 @ 4:00am 
where is the mod? in the link the link is gone
^Triumph 7 Sep, 2018 @ 4:36pm 
Hey man its me again! how u doing?! just wondering if u could get the "official version" of this mod and uncap the knights u can recruit :P would be amazing :D
^Triumph 9 Aug, 2018 @ 4:36am 
It has been an honor to play your SFO version of this man =)
DRunkCoWBoy 9 Aug, 2018 @ 3:11am 
theres nothing wrong with having 2 different interpretations of a compatibility patch as long as the author is ok with it. SFO is not easy to balance for. I mean youve done most of the work already, he cant be adding much more to the mod can he? I dont see any reason not to keep up with it.
Nugget  [author] 9 Aug, 2018 @ 2:23am 
you can still play ur campaign, i will fix bugs but i wont roll out any update anymore(except its gamebreaking)

WILLEMSEN roll out alot of good mods and they need alot of time. Especially the graphic part is very time consuming but in my eyes, his best work. Its a shame, that all the "money earned" in WH2 modding, goes to Venris. There is alot of people who deserve parts ot the cake. Like Willemsen or Crynsos. Venris etting atleast 3065 Dollar(when everyone would just pay 5 dollar which is the minimum. So its prop much more), so many good modders out there, who put alot of effort and much time intro their mods - radious e.t.c. but only Venris matters.:steamsad:
I tried to talk with Willemsen about my sfo version(its longer ago) to get it like "official" but was basically ignored, which was abit disappointing.
Anyway, all my respect to Willemsen for the mod and Crynsos for answering my questions!
DRunkCoWBoy 8 Aug, 2018 @ 4:57pm 
so let me get this right. With absolutley no disrespect to the original author, did you put more work into this sfo balance than he did? Because I was really really really happy with this mod and im in the middle of an empire campaign now. The last time i remember using knights of the empire, probably back when i played radious, before this mod, all the units had the exact same stats and i hated it. I know how hard it is to balance for SFO from experience and I was so happy with the job you did.
Lysander 31 Jul, 2018 @ 12:13pm 
Wheel indeed it was cryones faction unlocker ))
Thank you Hargut ))
There will be some fix for this ?
Lysander 30 Jul, 2018 @ 8:41am 
They just disappeared (
Nugget  [author] 30 Jul, 2018 @ 12:03am 
did they disappear or u just cant build them ?
Can imaging faction unlocker for example would do some problems. everything which "changes" the capitals in some way kinda.
Lysander 29 Jul, 2018 @ 1:39pm 
Thank you guys.
Actually it seems that i have some compatibility issue.
Maybe you heard about such issue when some knights chapter houses disappeared ?
Nugget  [author] 29 Jul, 2018 @ 9:44am 
Middenland is a wooden province. Or is it called region ? i dont know!
What ever, u can build it in all secondary wooden provinces. So not maintown, must be small towns with wood! and some special locations (their original lore location for example)
^Triumph 29 Jul, 2018 @ 9:06am 
@ sasha_lutsyk
Knights of the bull are in a small town of middeland along side knights of panter and hunters of sigmar if it had not been updated recently!
Nugget  [author] 29 Jul, 2018 @ 6:41am 
When i remember right, u should be able to build it in wood provinces. I can´ve a look later.
Lysander 29 Jul, 2018 @ 6:28am 
Hi !

I can not find where to build Knights of the Bull chapter house.
Maybe anyone knew where it is ?
Nugget  [author] 11 Jul, 2018 @ 10:19am 
sadly not yet, so just keep asking
^Triumph 8 Jul, 2018 @ 7:03am 
Is there any site where I can see where and what do I need to recruit all the knights? so I dont anoy you all day hahah thanks man!
Nugget  [author] 7 Jul, 2018 @ 5:49am 
Crusading Camp of the Knights of the Golden Lion
most easiest is prop:
Secondary: Iron, Marble, Obsidian.
Then its nearly all major city resources (located in capital town, or normal province town. So Secondary is normal province town)
otherwise few special towns.
Grenzstadt, Helmgart for example.
They go, where the battle is :steammocking:
^Triumph 6 Jul, 2018 @ 4:37am 
Got em! and the knights of Lion? :O cant find them!
Nugget  [author] 1 Jul, 2018 @ 3:50am 
bull of the knights should be buildable in middenheim, for example. In all provinces with the resource: Lumber
And a couple of other locations.
I might do a sheet at one point.
^Triumph 30 Jun, 2018 @ 6:13pm 
Hello again! glad u updated it! and now ragnarites are available in campaign!! but I cant find some of the orders I could recruit last patch! like the bull knights! =(
Nugget  [author] 29 Jun, 2018 @ 5:06am 
Griffings are recruitable in Altdorf, in the holy temple of sigmar
Updated: Less upkeep for all units - around 30%.
amicus321 28 Jun, 2018 @ 10:11am 
Ok, I'll do some more testing. Any idea where the Knights Griffin are located?
Thanks for the mod, great to have one of my favorites work with one of my other favorites.
Nugget  [author] 28 Jun, 2018 @ 1:51am 
Its because its bound to either resources and/or locations.
Bulls need lumber location to be build.
Morr wine
Its regionbased now
amicus321 27 Jun, 2018 @ 6:43pm 
So any ideas on why many buildings disapeared? I like the idea of certain chapters being region specific and/or tied to recources, but they just aren't there (Ostland I can only build reiksfort for ex.). I started a fresh campaign to test and had the same results.
Dino 27 Jun, 2018 @ 12:17pm 
Hey just wanted to let you know that this actually changes the Reiksguard's original SFO stats. Specefically the melee stats and price; (1350 to 1300 while the other SFO Knights are all 1350) while also being better than them with more 'bonus vs' buffs. Is this intentional?
Nugget  [author] 27 Jun, 2018 @ 10:25am 
should work in minor settlements with resource wine.
Or drakenhof and basically all other "evil" locations. Vampires., tomb kings e.t.c.
Натурал в чате 27 Jun, 2018 @ 8:16am 
Ye, can't find Knights of Morr :(
amicus321 26 Jun, 2018 @ 11:12pm 
A lot of buildings have seem to have disapeared, mostly from the army recruitment chain. For example, can only construct Knights of the Bull in Middenheim, where before plenty of chapters were available in every region. Anyone else having this issue?
Chip 23 Jun, 2018 @ 8:36pm 
I want to say thank you for updating this mod :)
Nugget  [author] 22 Jun, 2018 @ 4:59pm 
Its updated, but due to the fact that iam not playing warhammer anymore - its untested.
And it will remain so, it have to be tested by people playing with this mod and reporting if its work or not, but iam sure people will come here, when their game stopped working at some point :D
Anyway, mod is updated to newest patch, and mod is also up2date from original author guild + all changes i made to the mod in the last half year (check changelog if u want to know what got changed by me)
Again, feedback is very welcome and will help me, to improve your time in warhammer2 :steamhappy:
Gogopher 21 Jun, 2018 @ 12:50pm 
nice!
Nugget  [author] 21 Jun, 2018 @ 9:35am 
I have to download the new patch and will try to update this soon
Chidy1776 25 May, 2018 @ 10:20am 
@Wulfrik if i remember right theyre recruitable from somewhere in middenheim
Nugget  [author] 24 May, 2018 @ 12:10pm 
ye i will look again but around weekend+
^Triumph 24 May, 2018 @ 9:34am 
Meesa again! There is no place to recruit Ragnarites =( tried kislev ostland and norland =(
Ashkante 22 May, 2018 @ 5:39pm 
So not sure what to say but this isn't working for me, I have the mod in my launcher but I don't even see it in my data folder, I have the texture packs but this mod is just not showing up.
^Triumph 22 May, 2018 @ 1:43pm 
Oh and forgot just 1 thing! maybe its inteded! but the foot knights of all orders dont get the speed bonus from trumpet tecnology after u research it. Just saw u updated it! SIGMAR BE PROUD OF U
^Triumph 22 May, 2018 @ 1:35pm 
Yeah! I totally agree with that, maybe some orders could be "weaker" like u know those lion knights seem to be like so basic so they could be way weaker on stats and price, and maybe some of them more elite like the griffon or the blazing sun ones, I have no idea about moding :( tho if u need help about thinking what an order could get or on what they should exel I would gladly aid u with some ideas :steamhappy:
Nugget  [author] 22 May, 2018 @ 10:58am 
@MK_Ultra
DB->main_units_table->data_JMW
then the 2nd tab on the top is campaign_cap, just change everything to -1 if u want to make as much as u want.
@Wulfrik
I will test some myself now and then add what is needed to make them win ;)

And yes, i agree they need to be more unique, the bull order should ve higher charging stats then everyone else - right now each order basically just have a very minor buff which push them in their actual lore "direction". Its not a bad option, might just need some more tuning n buffing. I always just felt like all knight orders are too strong, so i dont wanted to make them even stronger.
^Triumph 22 May, 2018 @ 10:22am 
Hey its me again! haha was doing some tests! and well Most of the great sword knights lose to normal Great swords. Would be coold to add anti infantry bonus to the great sword knight orders or in some of them as I mentioned just before! thx again for ur time!
^Triumph 22 May, 2018 @ 9:51am 
Hi again! Thanks for answering that fast!! =) as suggestion I would say, to make the mod more unique, maybe some orders can have stronger offensive stats like for example "bull order knights"like if they are ment to charge forward and all that stuff and they get maybe less armor, more speed and anti infantry bonus while "the order of Morr" its more ment to defend and they have that massive armor (its already on the game) that makes them move slowly and they are not that good at killing but at holding the line compared to the bull ones. Not sure if I explained my self well but I think it would be a rly interesting thing to make the orders a bit more unique in terms of stats and bonuses. I know the orders already have some of the mechanics I said, just wanted to tell to you if u can tweak a bit more the stats of the units =):steammocking: Great Job anyways dude!
MK_ULTRA 22 May, 2018 @ 7:26am 
Hi, I wanted to change the unit caps for my own setting. I already downloaded pack file manger but can you give me some directions to which files i should be editing?
Nugget  [author] 22 May, 2018 @ 1:09am 
Hello,

die Ragnarites (Order of the Winter Throne - from Nordland, Ostland and Kislev) should be recruitable in the common temples. If its not, i have to take a look again.

The Hunters of Sigmars are indeed missing, there is a Building Chain actually missing i have to do something about. Its a forward Camp where u could train certain units, it was the only building yet to get them. It felt abit to strong that u dont need to gather ur "special" units from certain spots and could get them. It would be cool if u could - lets say just get like 1 of this and 1 of this from this Forward Post - and its doable, but i dont see iam adding this in the nxt comming weeks.

I will just add them to another Building Chain in the nxt few days - any suggestions ? ;)
^Triumph 21 May, 2018 @ 3:12pm 
Hey man! thx for making the SFO of this! Got a question. There are some knights like the "ragnarites/winter throne" or the "Hunters of sigmar" that I can not recruit. Could u tell me if they are missing in the campaign or if they are recruited in a far land that does not belong to the empire? Cheers!!!
Nugget  [author] 16 May, 2018 @ 9:09am 
I lowered the health value. The amount of 60 is wanted for now, but i might take a look how they work out with half their amount. But i feel like 1 regiment reiksguard is 60, so the inner should be as well, althrough i want them to be elite and stand out from a normal reiksguard regiment.
TinoDrima 16 May, 2018 @ 8:20am 
Are the Reiksguard Inner Circle Knights supposed to have 60 models as well as have 20,000 hitpoints total?
Morgan 12 May, 2018 @ 7:38am 
okay, thanks for the reply, I kind of like your answer.
Nugget  [author] 12 May, 2018 @ 3:38am 
i dont know too much about the lore as well, the unit size was taken from the original mod.
But from what i know, the different knight orders had different sizes. Some were very big, had alot of people and some were very small, some were very elite, some were just casuals (like the hunters, they are like citizen hunting beastmen in middenland), some where rly rich.
But i guess the biggest reason here is, to show out how elite some units are.
If a unit with 100 people fight a unit with 26 and the 26 still win, they must be rly elite, right ? :D
Morgan 11 May, 2018 @ 8:29pm 
Hi, I see some units have different sizes, I want to ask if there is a reason for that? Sorry as I know nothing about the lore. Otherwise, excellent mod.
Nugget  [author] 11 May, 2018 @ 10:21am 
You are right, they are just rly strong still and not proper balanced i guess. But i will change it for now.