Total War: WARHAMMER

Total War: WARHAMMER

Lorehammer Units
264 Comments
Blade 5 Nov, 2017 @ 10:42am 
Why do you give up update on the half way? Many comments here think it is such a pity.
emcdunna  [author] 29 Oct, 2017 @ 11:00pm 
1) mods are not updated so they wont work
2) there is no more part 3 or wasnt most recently
Blade 29 Oct, 2017 @ 10:07pm 
I found your part 1-2 and 4- 6, but can't find part 3?
Blade 29 Oct, 2017 @ 10:01pm 
Evening: author. Where is your part 3?
Thank you.
@nub!s 8 May, 2017 @ 1:10pm 
Worked like a charm, so sorry for having wasted your time, though I'm glad to be able to go back to war, thanks Emcdunna!
emcdunna  [author] 8 May, 2017 @ 9:30am 
you should try unsub and resub to everthing. thats not my mod, persay, but a huge memory leak problem with the files themselves. I didnt give orcs 29iu43u913849 armor on purpose haha
@nub!s 7 May, 2017 @ 11:45pm 
I left a screenshot here http://imgur.com/a/9fpd9
@nub!s 7 May, 2017 @ 11:38pm 
Hey Emcdunna, Love your work the mod is fantastic, so glad youre back. Quick question, have the greenskin armor values changed, was trying to play a dwarf campaign and the armor value was 1238807498643 no joke, I thought hey maybe its a bug, but alas I spent the better part of five minutes hammering a unit with quarrellers to no avail. Could you maybe take a look?
emcdunna  [author] 7 May, 2017 @ 5:03pm 
removed duplicates
Mint 7 May, 2017 @ 4:51pm 
How does this work with the units that have since made it in the game?
emcdunna  [author] 29 Apr, 2017 @ 6:24am 
yeah i rebalanced the game so that it works better with vanilla unit mods. For now, run TEB and Kraka drak vanilla.
闪电战 29 Apr, 2017 @ 2:28am 
Lorehammer part 3??? can't find it
Smeghead 2 Apr, 2017 @ 9:03am 
Got it working. Had to delete the entire Lorhammer mod set and re-dowload them all
emcdunna  [author] 2 Apr, 2017 @ 7:54am 
can anyone else confirm?

If you delete the mod from your data folder, it gets redownloaded, that might solve your problem IDK because it works on my end right now
Smeghead 1 Apr, 2017 @ 11:42pm 
Hi. Since the April 2 update this morning; the game crashes upon start up with this mod activated (While the Lite mod also updated at the same time; the game starts with that mod on but not this one)
emcdunna  [author] 23 Mar, 2017 @ 5:19pm 
yeah it does
NeverKnowzBest 23 Mar, 2017 @ 4:56pm 
Does this work now, EMC? Only wondering if I should be clicking it on or not.
Michael {United Critics} 20 Jan, 2017 @ 1:41pm 
well sorry for asking things everyone else knows -.- I will just stop asking and doing shit instead :BallandChain:
Leri-Weill [FRA] 20 Jan, 2017 @ 11:18am 
Yes it is.
🍰 20 Jan, 2017 @ 10:47am 
i have part 3 and 4 i installed everything correctley but my game wont start it stops working is it because you need to update this or?
Reaper 5 Nov, 2016 @ 7:01pm 
Michael, I think that the Orc/goblin units go with Greenskins and the Skeletal/Undead units go with Vampire Counts. Men at Arms probably go with Brettonian factions since that's where they belong and the other Empire units go with Empire.

It's probably quite similar to the vanilla game, that's why he thought it was obvious ;)
Michael {United Critics} 5 Nov, 2016 @ 6:33pm 
I just asked.. but okay :) I wont ask obvious questions.
emcdunna  [author] 5 Nov, 2016 @ 6:27pm 
I thought itd be obvious.
Michael {United Critics} 5 Nov, 2016 @ 6:08pm 
@Emcdunna my friend, could you type what factions can train what units, it is just if you want to :) :BallandChain:
Crazyivan 5 Nov, 2016 @ 4:41pm 
Tou will not go back, try all the mods that go with it as well and make sure you have all the submods ticked other wise the game will crash.Good gaming
Reaper 5 Nov, 2016 @ 7:18am 
Ah, I understand, sounds interesting, thanks for answering!

Haha, perhaps you are right! I will try it!
Crazyivan 4 Nov, 2016 @ 9:07pm 
Reaper the longer you don't choose to play Lorhammer the more you are missing in playing the altimate Warhammer game.:llama:
emcdunna  [author] 4 Nov, 2016 @ 7:39pm 
Spearmen are anti-large, halberds have more AP than spears, and still have charge defense vs Large, but can't use shields and don't have anti-large. So both spearmen and halberds are useful
Reaper 4 Nov, 2016 @ 7:35pm 
Oh, yeah it was vanilla that I meant, nevermind then`that explains it! Although which units have anti-large bonuses if halberdiers are removed as an option? Lorhammer looks like a really interesting mod which I might try in the near future.
emcdunna  [author] 4 Nov, 2016 @ 5:49pm 
Reaper, in Lorehammer, halberds don't have anti-large. If you are playing without lorehammer, then there will be mismatches.
Reaper 4 Nov, 2016 @ 5:36pm 
So far every halberd unit I have ever seen has had it :| Which one doesn't?
Crazyivan 4 Nov, 2016 @ 4:56pm 
Ahh the "Faceless Ones".......you are so lucky to have such an awesome unit lol
emcdunna  [author] 4 Nov, 2016 @ 5:27am 
All halberds do not have bonus vs large.
Reaper 4 Nov, 2016 @ 1:49am 
Skeletal Halberdiers seem to be missing their bonus vs large.
Housie 30 Oct, 2016 @ 4:19am 
My battle pilgrims are missing their faces XD anybody has any idea why?
Crazyivan 29 Oct, 2016 @ 5:00pm 
HaHa
emcdunna  [author] 29 Oct, 2016 @ 2:13pm 
Exactly
Zoe Hexe 29 Oct, 2016 @ 2:04pm 
Oooh! Sweet. Well then I'm not giving up anything. :D
emcdunna  [author] 29 Oct, 2016 @ 1:56pm 
ahhhh.
Caligula's UI is already in Lorehammer part 2, thats why.
Zoe Hexe 29 Oct, 2016 @ 1:41pm 
Well.. I found the conflict. I quite literally can't explain it though. The game crashes when I combine LH 1&4 with Caligula's UI Unit markers. It's a mod that isn't supposed to conflict with anything or need any updates (he is super defensive about it in his posts) - but regardless. It seems to cause a CTD with Lorehammer.

Anyhow. Ditching it - as nice as the larger icons are; I get far more from your overhaul. Consider this case closed. ^_^
emcdunna  [author] 29 Oct, 2016 @ 1:27pm 
thanks
Zoe Hexe 29 Oct, 2016 @ 1:24pm 
Back. Game launched with Lorehammer 1 & 4 ONLY. Now gradually re-enabling mods to see where the conflict lies. Update within the hour I hope.
Cheth 27 Oct, 2016 @ 9:48am 
Hey, in my newest campaign they are rank 3, hmmm..... changes a lot from game to game, nice
emcdunna  [author] 27 Oct, 2016 @ 8:04am 
Thanks man, I think right now I am looking more for odd things yall notice when you're playing. Like "bretonnia never survives" which i have found not to be true after the buffs i gaave to Couronne
Makkhariel 27 Oct, 2016 @ 7:53am 
Weird indeed. With all Lorehammer mods activated ? I'll do more testing.

Emcdunna, if you need to specific things you can message me and I'll try to do it if it helps.
Cheth 27 Oct, 2016 @ 6:50am 
@Makkhariel - Torayama Munemori weird, bretonnia never survives in my campaigns. They always die before i meet them. Even as Skarsnik
emcdunna  [author] 27 Oct, 2016 @ 6:32am 
I manage an overhaul, a job so tough it made Radious quit.

I also work to make NEW content, new units new features, etc.

I also work with Jdharrow to make All tabletop lords, including retexturing (which i spent 5 hours yesterday to retexture 1 lord), the Regiments of renown mod, and we have several other mod ideas planned.

I also have schoolwork and a life.

I almost have 0 time to even play the game, but when i do i keep my eye out for balance issues. however i do seriously rely on community feedback to point me towards issues.
Makkhariel 27 Oct, 2016 @ 3:35am 
You're welcome. And I understand you not having the time to test everything.
To be honest, they also are quite good with the AI I think.
The perfect thing would be to have the "may charge without order" thing, but I don't think CA had planned this one, at least for now unfortunately (I don't know why, several units would use this kind of rule in warhammer).
emcdunna  [author] 26 Oct, 2016 @ 1:45pm 
Thanks for the testing feedback. As you may know, I dont have time to test all of this myself. You're right. For the price, they do too much. They arent really intended for player use.

I will tweak them later and see what its like after. maybe they just do too much damage. Hmm we will see.
Makkhariel 26 Oct, 2016 @ 12:41pm 
(2/2)
...
Against them, this is a nightmare, even with specialized anti cav units, as they tend to really spam those and they end up racking up 200 kills each, (always making more kills -average score per unit- than the knights of the realm).
The unit would still be very good with a slight MA-MD nerf, and lowering the charge bonus (even for other knight units, as the lance formation and bonus bring them very very quickly over a 100).
Anyway, I know bretonnia is not a priority, I'm just trying to help a bit, as it breaks a bit the balance of the campaign overall at the moment.
Not ranting, not wanting something for myself or some crap like that, just trying to point some elements you might have missed with the huge amount of work this mod is.
If you can balance it great, if not, no big deal, you already have done a lot, and I'll check if I can submod on my side when I have some time :)