Total War: WARHAMMER III

Total War: WARHAMMER III

90 ratings
Dismounted Knights (and Special Regiments) of the Empire
2
   
Award
Favorite
Favorited
Unfavorite
units
Tags: mod
File Size
Posted
Updated
99.572 MB
Sep 11, 2023 @ 12:08am
Aug 21, 2024 @ 7:34am
22 Change Notes ( view )

Subscribe to download
Dismounted Knights (and Special Regiments) of the Empire

Description
It always bothers me how the knights in the game (and most mods) do not have dismounted versions, and when they do, they conflict with each other. So I've made a mod that has dismounted knights (and other special regiments) in the most conflict-free way possible and now wanted to share it with you all.

SUBMODS:
Removes Sharpshooter unit caps by iDon'tSpeakRussian!: https://steamcommunity.com/sharedfiles/filedetails/?id=3153004807

-------------------------------------------------------

KNIGHTLY ORDERS:

Reiksguard:
Recruit via Reiksfort and Castle Reiksguard
Reiksguard Footknights (Swords)
> Reiksguard Footknights (Greatswords)
> Reiksguard Footknights (Halberds)

Blazing Sun:
Recruit via Chapter House of the Blazing Sun
> Footknights of the Blazing Sun (Swords)
> Footknights of the Blazing Sun (Flamethrowers)

Everlasting Light:
Recruit via a Cathedral of Sigmar
> Footknights of the Everlasting Light (Swords)
> Footknights of the Everlating Light (Halberds)

Bulls:
Recruit via Sigmar's Rock
> Footknights of the Bull (Greatswords)
> Footknights of the Bull (Bulderbuss)

Morr:
Recruit via the Cauldron, Occupied Sylvannia and Occupied Miragliano
> Footknights of the Sacred Scythe
> Footknight of Morr (swords)
> Footknights of Morr (Halberds)

Panther:
Recruit via Chapter House of the Panther
> Footknights of the Panther (swords)
> Footknights of the Panther (Pistols)

Griffon:
> (WIP) Greatswords
> (WIP) Handgunners

Black Bear:
Recruit via the Red Moon Inn
> Footknights of the Black Bear (Dual Axes)
> Footknights of the Black Bear (Greataxes)

Hammers of Sigmar:
Recruit via a Cathedral of Sigmar
> Templars of the Hammer of Sigmar
> Inquisition Troops

Freelance Knights:
Recruit via Barracks
> Empire Footknights (Swords)
> Empire Footknight (Halberds)

REGIMENTS:

Veteran:
Recruit Via Barracks or a Foundry with an Armoury
> Veteran Halberdiers
> Veteran Swordsmen
> Veteran Handgunners
> Repeaters
> Huntsmen Halberdiers
> Huntsmen Handgunners


Ironsides:
Recruit via Nuln Iron Foundry
> Ironsides

Sharpshooters:
Recruit via Foundry with Imperial Academy
> Sharpshooters

-------------------------------------------------------
***NOTES

ASSETS CREDITS GO TO Zerg93's Knights Panther. I DO NOT HAVE HIS OFFICIAL PERMISSION SO I WILL RESPECTFULLY REMOVE THE KNIGHTS PANTHER FROM THE LIST OF CUSTOM UNITS SHALL HE ASK TO TAKE IT DOWN

PLEASE REPORT TO ME ANY BUGS OR CRASHES YOU FIND AS WELL AS SOLUTIONS IF YOU KNOW HOW TO FIX IT AND I WILL WORK ON IT ASAP
70 Comments
Kane Beckett May 3 @ 3:29pm 
Please keep them up to date!
Exilios Apr 1 @ 6:16am 
@Alastor Moody Confirmed still work at least for me
Alastor Moody Mar 6 @ 1:20am 
Is it still working? anyone tested so far?
Devistiq Oct 22, 2024 @ 2:34am 
love the mod but the knights need buffs! i tested almost all of them and they can barely hold their ground against greatswords.
Supreme Grand Eternal Pogi  [author] Oct 7, 2024 @ 6:30pm 
@everyone Sorry everyone, but my checking of my mods will not be done until November 10. I have started my training at the Army and I will graduate on November 10. It pains me to say this, but I hope that someone makes a temporary patch or fix on this. Thank you all and I hope you understands.

@Ty of Troy, I believe in the RPFM you can check the battle entities table and land units table(?)

2yoyo86 Must be from a recent patch. I'll check it once I graduate from the Army. Thank you.
yoyo85 Sep 30, 2024 @ 4:35am 
Hi i report a bug i thinks, i have lot of mod active so i think that's it but my Repeater Handgunners and Ironside can't shoot, is only a melee infantry, and is affect only this units not the others . i have start a game and they could be shooting and after i have start a other game and they could no longer, so in don't understand.
Ty of Troy Sep 26, 2024 @ 1:16pm 
is there a way you could implement a limit? as I don't think it is loreful to have several units of knights, it would be a good idea to have them only recruitable from their respective chapter houses
Supreme Grand Eternal Pogi  [author] Sep 26, 2024 @ 1:31am 
@Ty of Troy, Nope! Have fun stacking all the units!
Ty of Troy Sep 26, 2024 @ 1:10am 
is there a limit of how many knights we can have at a time?
sins8 Sep 17, 2024 @ 11:06am 
il give it a look thanks