Total War: WARHAMMER

Total War: WARHAMMER

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Ordo Draconis - Templehof Expanded (Crynsos + addon)
   
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Tags: mod, Units
File Size
Posted
Updated
235.643 MB
10 Sep, 2017 @ 10:57am
26 Sep, 2017 @ 2:33pm
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Ordo Draconis - Templehof Expanded (Crynsos + addon)

In 1 collection by Whysofurious
Whysofurious Mods
12 items
Description
Ordo Draconis - Templehof Expanded
for Crynsos Faction Unlocker +


Sooo,
I had some ideas for the Order of the Blood Dragons, once they grew in number, I decided to create a new mod which includes some of my blood knights units and other stuff on which i've worked on for almost a month right now.

Features
  • Templehof renamed in Ordo Draconis, every text related changed accordingly.
  • Faction selection screen changed accordingly too.
  • 21 New Units exclusively for the Ordo Draconis (+ of course the vanilla blood knights), 4 of them are RoR*.
  • Custom Legendary Lord (replacing Zelig van who?) with tweaked skill tree and custom abilities.
  • Custom summonable Lord +2 custom Heroes, all with tweaked skill tree and custom abilities.
  • Unique items and mounts for custom Lords and Heroes.
  • 3 unique buildings chains.**
  • 13 unique technologies in addition to the vanilla vampires tech tree (+1 new technology replacing a vanilla one + vanilla tech fix).
  • Custom banner and emblem.
  • Reskinned some units to fit the faction colours (Skeleton, Zombies, Grave Guard and Black Knights).
  • Blood Dragons with hair replace the bald ones.

*Regiments of Renown are recruitable from buildings (campaign cap 1), to avoid editing startpos.
**No vanilla units nor buildings were replaced, to simulate a real "implant" of the Ordo in these lands.

Full Unit Roster HERE



Background and Balance

This mod is oriented towards a vanilla-friendly way of playing the game, and tries to offer a different, hopefully original and funny way of dealing with the vampires, while aiming to bring to life one of the Vampiric Bloodlines (for lore discussion, please take a look here).

The faction relies mostly on units of heavy infantry and heavy cavalry and the idea is to encourage the player to play this way. To compensate for their high cost, upkeep and recruitment time (2 turns each), many bonus will be provided by tech and skills to sustain your army. Units type will cover most of the usual roster. The high upkeep, recruitment cost and time is set this way because the units are very good, and to avoid unbalances.
I will not lie, the beginning is hard, but Sylvania can be secured by turn 20-30 (max, on Very Hard).

QUICK TIP: Castle Templehof allows you to recruit a corpse cart, you want to do it.


Buildings

Buildings (screenshots above) are designed to be consistent with what you would expect to found inside a fortress or a military base. The recruitment of blood dragons units and heroes is of course possible from these building chains only:
  • Ordo Draconis Military Base: infantry recruitment, bonus to the recruitment slot + custom unit for the garrison.
  • Ordo Draconis Stables: cavalry recruitment + custom unit for the garrison.
  • Ordo Draconis Official Buildings: recruitment of custom units + RoR recruitment. Gives bonus to those agents like the vanilla buildings do.
Currently these buildings are available only in Sylvania.

Technologies

There will be four uniqe technologies at the bottom of the vanilla tech tree (screenshots above). Those tech focus on:
  • Bonuses for Blood Knights, Lord/Heroes and army in campaign and battle.
  • For those sweet bonuses you will have to suffer a bit: Blood Dragons choose not to develop their natural skills in magic, and many of them despise magic as much as they despise ranged weapons. How to reproduce this in a undead summon-centered culture? Technologies will give malus to the upkeep of those non-vampiric units (zombies, skeletons, grave guards, monsters ecc.) and will increase cooldown for all the lores of magic used by vampires (death, shadow, vampires).
  • To avoid an easy exploitable technology (Turning Knightly Orders), this technology is replaced by another one agent-centered with the same philosophy as above.
  • Thanks to Guvenoren, a fix for a vanilla tech is included in the mod (TW forum link HERE[forums.totalwar.com]).
The maluses may seem too much, but the bonus for the units are totally worth it.


IMPORTANT - Faction Unlocker
► You WILL require Crynsos’s Unlocker+ to play with this faction.
► A Faction Unlocker Submod like THIS or THIS is required too, otherwise you will not see the faction in campaign selection.
► The unlocker is not compatible with anything else editing startpos. Please, look also at the Crynsos' mod page for incompatibilities details.
►You can use another ONE Unlocker Submod and keep this mod active, so that the AI will use the Ordo Draconis and you can play anything else


Known Issues
  • There will be some model parts appearing from the distance, this is something i can't fix.
  • Nah, i didn't manage to give a chalice to Walach Harkon, i've already tried and failed miserably.
  • Abhorash started to age and it sounds like an old man, another thing i can't probably fix.
  • Some portholes are still bugged in custom battle.
  • Placeholders unit cards for heroes, this can't be modded.
  • You may wonder where are some reskinned parts i had on my blood knights mods. For consistency with vanilla (and compatibility with reskin mods) the variation is kept at a base version, reskin will be focused on the RoR.


Compatibility
Should be compatible with everything vanilla friendly, major mods designed for the unlocker (Cataph's TEB - Kraka Drak and Mixu's LL - Empire of Man) work fine. For more details, please look at the FAQ.

SFO patch

If you want some other mods, consider checking my workshop ;)

Special Thanks

Guvenoren, for his passionate and endless help in vanilla-friendly balancing, testing, suggestions and unit cards, other than his amazing screenshots. Truly and invaluable asset in the improvement of the mod.
Khazmo, for all the lore suggestions, questions, tips and research and for all the help during the development. His lore threads are the true heart of many of my mods.
Parte, thanks to whom Abhorash have seen the light to begin with.
Crynsos, for creating this amazing framework that made this mod possible.
MixXxu and Cataph, for creating the mods that inspire this work.
Cataph again, because i have blatantly copied his way of description here, it's just too good and i'm incapable of explain myself :P
Mod icon is a realaboration of a picture by Chewiemuse, thanks for the permission to use it. Link to his works[www.flickr.com].
Popular Discussions View All (2)
2
7 Dec, 2017 @ 7:42pm
PINNED: Unit Roster List
Whysofurious
0
10 Sep, 2017 @ 11:17am
PINNED: Expected F.A.Q.s and Compatibilty/Balancing Suggestions
Whysofurious
223 Comments
Faith 29 Oct, 2021 @ 8:18am 
Damn, when I download this it only downloads it for Warhammer 1 ?!
Silver 20 Jul, 2020 @ 5:02pm 
i'm currently using ovn lost factions and it's said on there that playing the blood dragons faction is compatible with this mod, but the game crashes before even reaching the starting menu as long as i have both mod actives, is it incompatible or is it the fact that i'm using mixu unlokcer instead of crysnos?
gervbafdsw 29 Sep, 2019 @ 12:19pm 
This is what I call A MOD.
fredrowe234 13 Jan, 2019 @ 12:42pm 
Great Mod!
Guvenoren  [author] 5 May, 2018 @ 12:18am 
@KONO DIO DA Absolutely no way.
Alice is Strange 4 May, 2018 @ 2:41pm 
Is there no way to change the voice for Abhorash? It really takes me out of it when I hear the generic necromancer voice.
Whysofurious  [author] 28 Apr, 2018 @ 12:10am 
@DAS there is a compatibility patch :)
DAS 27 Apr, 2018 @ 8:23pm 
Will this work with Steel of Faith
Shadow Despoiler 2 Mar, 2018 @ 1:58pm 
can you add me to your friend list? i have a private project to request from you
Timujin 24 Feb, 2018 @ 3:09pm 
Would it be possible to have these units and buildings available and Templehof, so if you are playing as say VC or Vlad, or mousillion you can also use them eventually?