Total War: WARHAMMER

Total War: WARHAMMER

Mixu's Empire of Man 2.0.
184 Comments
Captain Titus Sep 1, 2022 @ 10:57am 
IE Update?
Valexclones Sep 10, 2021 @ 6:16am 
the mod doesnt appear on kaedrinss mod manager
andarara Dec 7, 2020 @ 2:40am 
Mixu. Is there a version of this mod for TW:Warhammer II?
Miracle Johnson Aug 20, 2019 @ 6:46pm 
can Midddenheim or Middenland can be playable in Custom Missions
Miracle Johnson Aug 20, 2019 @ 6:37pm 
Where are the rest of the units like Warrior Priests of Ulric and Swords of Ulric, Wolf Kin and Knights of the Black Bear?
NotATF76 Dec 5, 2018 @ 9:07am 
is there any way this could be made compatible with the "+150% unit size mod"? I prefer larger scale battles and so I use that mod; however that makes mods that add units, such as this one, a bit useless because they are always outnumbered massively by vanilla units
thaygiaomap2000 Aug 18, 2018 @ 3:04am 
do we have war 2 version ?
Tanit Jul 18, 2018 @ 2:09am 
Got permission from Mixu to use his work in my TWWH2 mod, I am making a massive Empire unit list as part of my mod. Only Altdorf so far, but check it out! https://steamcommunity.com/sharedfiles/filedetails/?id=1207249698
Sparkle Eldar Jul 6, 2018 @ 2:55pm 
looking forward it in game 2 too
Patient Zero Jul 5, 2018 @ 6:57pm 
This is the best mod i used for my empire playtrough i know this propably won't make it since i read the comments but still hoping it could make it someday into game 2 because it feels really empty without this mod...
Jeff the Hobo Jun 15, 2018 @ 11:01am 
I shall continue dreaming until this mod eventually returns to us in Mortal Empires.
Suspense May 22, 2018 @ 1:04pm 
I've been waiting so long for this to make it to Mortal Empires. It's so terrible going back to vanilla Empire. They're basically unplayable in comparison.
Philodox Dec 29, 2017 @ 9:35pm 
Simply one of the best Empire mods for TW:W because of its high standards: faction/lore unit relevance, numbers balance and sheer prettiness of the models/textures. I wish I could help port this to TW:W2...
Rustic Clover Dec 9, 2017 @ 6:13pm 
@Mixu
Do you think you'll port this to Warhammer 2? The Black Guard of Morr especially are basically my dream unit, and they were done properly in this mod particulary IMO using greatswords and having a lack of capes, so I'd be immensely happy to see this in Warhammer 2 especially since there's the themed Gods of the Empire traits for generals now in that.
treborter Nov 24, 2017 @ 5:38am 
Hey now that the foundation updates been confimred, any chance youll try porting this again?
Greyscale Nov 13, 2017 @ 10:32am 
Fingers super crossed that this well some day make it onto WH2 ;)

Let us know if Patreon support is ever necessary!
MrWhite Nov 5, 2017 @ 11:56am 
Really bad to hear, that was the best Empire unit&buildind mod i've ever found on workshop
Superbreadninja Nov 3, 2017 @ 11:17am 
Damn that's a miserable amount of bug fixing. Sorry about that man
Mixu  [author] Nov 3, 2017 @ 11:16am 
Not that much was changed, but what they changed is so hard to notice that after 3 days of bug searching i just gave up on updating this mod for game 2
Superbreadninja Nov 3, 2017 @ 11:11am 
@Mixu, understood. Didn't realize they changed it so much :/ Thanks for everything so far though!
Mixu  [author] Nov 3, 2017 @ 11:07am 
@Superbreadninja When i have about 50-70 hours of free time and motivation to rebuild this mod from scratch? It's not like CA made it easy to port these unit mods to wh2
Superbreadninja Nov 3, 2017 @ 10:54am 
@Mixu, Is there any future plans for adding this to TWW2?
Rahveel Nov 2, 2017 @ 8:00pm 
This mod imakes Empire a bit like Patric Stewart. Many flavors, some a bit better than others. All classy.
Marilion Oct 28, 2017 @ 2:49pm 
Can you update for warhammer 2?
Aenarion Sindar Oct 22, 2017 @ 3:11pm 
Maybe I should specify better. Karl Franz skills for example, that buffs Reiksguard and Greatswords units, do they affect all units that use greatswords in your mod? And all the Reiksguard?
Samuël Oct 22, 2017 @ 2:58pm 
Could you make a DLC with only the Middenland units?
Mixu  [author] Oct 13, 2017 @ 3:05pm 
@Überguy because CA locked campaign portraits and unit cards for lords/heroes behind file that has a file size check?

I didn't change that ph pic, because there are about 15 other mods doing that same thing, mods like all tabletop lords or crynsos' unlocker, so there never was any need for me to add that

@Mr. PyroCrab Probably
< blank > Oct 13, 2017 @ 2:58pm 
Oi! Did you make the Ulfric Agent? It's buggy and has Karl Franz's face, why so?
Mr. PyroCrab Oct 12, 2017 @ 9:50am 
Is this gonna be updated for Mortal Empires?
Aenarion Sindar Oct 1, 2017 @ 12:35am 
So do lord skills and technology affect the stats of the units in this mod?
treborter Sep 29, 2017 @ 8:07pm 
Thaks for the explanation, d found it odd because so many settlements had correct placements already, but then thinking back those where the ones that already had uniquie buildings/resources/battles assosiated with them.

Still a bit fuzzy on how Marienburg/erengrad got swapped around (both have uniquie buildings already) , but given what little experiance ive had modding the older games it doesnt really suprise me.
the witch Sep 26, 2017 @ 3:46pm 
@robert_james3 - Every settlement is associated with a set of slots that determine what buildings can go there. For example, the slot in Marienburg that allows you to build the Marienburg port there is something like wh_main_special_marienburg_port.

However, most settlements in the base game didn't use a unique slot - they'd use somehing like 'wh_human_primary' or some such. That means you'd only be able to give a building to all of the non-special human settlements or none of them.

Crynsos forces every settlement to use a unique, customized slot named just for that settlement - which means there's a slot unique to that settlement that'll let you control what buildings it can build.
treborter Sep 25, 2017 @ 4:33am 
So you need Crynos for the building placements to make sense?

Odd but okay.
Mixu  [author] Sep 25, 2017 @ 4:14am 
There's no way to lock those buildings without Crynsos' faction unlocker, so there's nothing i can do about it
treborter Sep 25, 2017 @ 2:56am 
Hey the great temple of Mannaan is shwoing up in Erengrad not Mreinburg... Hochland/Templefoh also have the laurelorn buildings....

Bug on my end?
MrStaline Sep 23, 2017 @ 4:59am 
For me, the knights of the blazing sun (foot) have 250 weapon strength... A bit too much for my taste ^^
Hakazin Sep 22, 2017 @ 2:33pm 
There's an issue with using this with the Lgendary Lords Remasterd mod. Karl Franz gets two copies of his Leader of Men skill, and the Imperial Dragon gets replaced with one of them.
fireman_steve Sep 22, 2017 @ 1:51pm 
@mixu will think abouit readding the guard of golden cross for middenland? just wondering, they where a pretty cool unit.
Rachel L Sep 17, 2017 @ 4:24pm 
@Mixu, do you think you could make some WE units that are missing from the game?
the witch Sep 17, 2017 @ 3:16pm 
Do you know if it's possible to replace a building using a script? I'm working on support for the mini-campaigns for a few mods, and this mod has an incompatability with Middenheim in dlc03 with Crynsos's unlocker.

Crynsos adds the vanilla Great Temple of Ulric to Middenheim in dlc03, which you disable as part of your fabulous integrated 3-tier Temple of Ulric chain. I could swap the building in startpos, but would prefer to avoid it - so I'm wondering if there's a good way for me to use some lua scripting to swap the building out when the campaign starts. I can figure out how to destroy a building, but I haven't found lua functions for adding a building to a settlement.
Marilion Sep 16, 2017 @ 9:51pm 
Ok... i said that, because the teutogen guards and the White Wolfs, their ranks and melee attacks are lower than the other mod....and it have also much more teutogen guard.....anyway...thanks..
Mixu  [author] Sep 16, 2017 @ 3:15pm 
@RafaL yep

@nasosmanaris Not gonna happen, sorry
Rachel L Sep 16, 2017 @ 9:30am 
@Nasosmanaris, this mod replaces the empire of man mod. That mod has been abandoned now.
Marilion Sep 16, 2017 @ 8:57am 
Excume... Can you do it this remarkable mod to work with (Mixu's Empire of Man ) ??????
please.........
Rustic Clover Sep 15, 2017 @ 1:03am 
This is a small thing, I know, but could you have it where the Black Guard of Morr have no helmet variations that include the bottom part open where you can see their bearded lower faces? As in lore they're suppose to have all-enclosed helmets 100% of the time.
Rachel L Sep 13, 2017 @ 6:42pm 
I have to agree with @superbradninja.
Superbreadninja Sep 13, 2017 @ 5:30pm 
Is it possible to make the Castle Reiksguard an upgrade from the Reiksfort? Just wondering because a number of other mods seem to use the Reiksfort and there doesn't seem to be much reason or space to have both.
Mixu  [author] Sep 12, 2017 @ 12:16am 
I haven't tested mini campaign with this mod, but i know that Crynsos hasn't made mini campaigns moddable, probably just to save time for other more important things
the witch Sep 12, 2017 @ 12:09am 
Ah, OK - Crynsos hasn't applied his modular settlements treatment to the Eye for an Eye campaign, and I'm seeing some compatability/default stuff from Empire of Man there as a result.

I'll go poke Crynsos, sorry!