Total War: WARHAMMER III

Total War: WARHAMMER III

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Jungle Hydras
   
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File Size
Posted
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21.140 MB
22 Sep, 2022 @ 5:49am
25 Mar @ 7:50pm
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Jungle Hydras

Description
>>>*This mod is part of the Zerg Collection Volume I, DO NOT use this mod along said collection or you'll crash. Choose one.*<<<

*NOTICE* All of my screenshots are taken with my certified potato pc™.
This means (at least in theory) that my custom units will look better on your high-end machine (if you do have one).
So don't be scared off by my horrible screenshots, thanks.

*Please consult the Known Issues and QA sections before commenting, thanks.*

This is a direct port of my Jungle Hydras mod from Warhammer 2 with just some minor changes.
This mod adds the Jungle Hydras for all of the major Lizardmen factions.
There are two variants.

They are available through the following building chains:
-Through the Lizardmen main beasts building chain for all of the Lizardmen factions
-Through the main horde beasts building chain for Nakai

Ok, presentation over: let's dive into the technical stuff!

*COMPATIBILITY*

As far as I know this mod works with pretty much everything that do not mess too much with vanilla units.
Should be usable with an ongoing campaign but in my opinion you should not take any chances and use this mod on a brand new campaign to avoid any problems.

*KNOWN ISSUES*
-The Hydras' tongues may clip through the face masks every now and then.
-If you are experiencing weird glowing effects on the units then please use this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2922534576 until CA officially fixes that issue.
-Missing textures with certain graphic settings/while looking from certain angles: LOD issues/missing textures issues can be caused by low settings, LOD mods, Immortal Empires BETA bugs and/or even some faulty version of H3ro asset editor.
Translated= I generally can't do anything about that.
If you are experiencing low poly models+missing textures related to the current state of the game there isn't a common solution that works for everyone, but I managed to fix that by doing the following:
-Disable Sharpening
-Enable FXAA
-Enable Unlimited video memory

*UPDATES POLICY*

Let me be straight with you...when the mod status change from updated to outdated....if you start to spam in the comment section things like "update pls, OMG UPDATE, can we have an update my good sir?, UpDaTe!1!1!1" and similar stuff....know that https://media.giphy.com/media/e3URFlLQywEPC/giphy.gif


...But jokes aside: please don't do that.
When it becomes necessary, and when I can, I will update my stuff, do not worry.

*QA*

-"Is this lore friendly?"
I have already gave my personal take on the matter in the QA section of the Warhammer 2 version of this mod.
The "lorefulness" of this unit is really up to what you think about what Warhammer's hydras are.
Do you think that they are creatures of chaos? Then this is not lore friendly.
Do you think that they are primeval creatures that roamed the world long before the coming of the Old Ones? Then this mod can be considered lore friendly because beasts CAN be tamed.

-"Lord's Red line?Tech buffs?"
I gave them generic Lizardmen beasts unit sets so they should get buffs related to those sets.

-"SFO/Radious ecc. ?"
As a matter of fact I'm officially retired from SFO/Overhaul related mods.
As always: If you already have previous experience in SFO submodding feel free to make an SFO version out of any of my mods that are currently missing one, I will link your submods if you provide me with a link.

SFO submod here https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3309733758

-"Your mods are ugly and janky, why? just why?"
Here's a friendly reminder: I'm just an amateur and nothing more.
If you want beautiful stuff with no jank then stick with CA and/or professional modders and avoid my mods, simple as that really.

And that's all I guess!
Credits time!

Thanks to Phazer for RME editor!
Thanks to H3ro and his great tool!
Any of this would not have been possible without Frodo45127's RPFM which is still updated to this very day, thank you!
I would also like to thank Sebidee and Caligula for their great modding guides!
And I would like to thank you!
Whatever you liked my mod or not thanks a bunch for giving it a try!

Let's be brutally honest now: there are countless modders that are WAY more talented than me and that would deserve your money more than me.
That said, If you have grown to like my works so much to the point that you want to express your appreciation or just put a smile on my face...well: I will not stop you ;) .
You have my gratitude for all the support you can throw at me, independently by the donation's sum: you are all equals to me and I do thank you all.
From my part I can assure you that your donations will not be wasted, in fact I would mainly use them to:
-complete the Total War Warhammer DLC collection and thus expand my modding possibilities
-PC related things

[paypal.me]

[ko-fi.com]
Popular Discussions View All (6)
0
22 Sep, 2022 @ 6:15am
PINNED: Balance tweaking
zerg93
0
22 Sep, 2022 @ 6:14am
PINNED: Bug reports
zerg93
11 Comments
zerg93  [author] 15 Aug, 2024 @ 2:21pm 
Thanks!
Linked in description.
zerg93  [author] 12 Apr, 2023 @ 10:41am 
It is with a heavy heart that I must inform you that I will not be updating any of my mods in time for the Chorfs update because my potato PC has finally left me after years of honoured service.
I have already found a replacement, but since I still need to know the shipment data and because of other shenanigans going on, I can't give you an exact ETA on when I'll be back.
You have my full permission to take and update any of my mods, but keep in my mind that I'll be back eventually and I'm going to update the OG ones.
Now I know that some of you might want to leave a comment to cheer me up or ask me some questions but please DO NOT do that and keep the comment section clean so that people can read this comment and understand why I'm not updating my stuff.
Thanks for all the support and see you again when my new rig arrives.
zerg93  [author] 23 Sep, 2022 @ 9:16am 
Eh, if you don't care about the lore you can add everything for everyone really.
By a loreful point of view...I'm not sure?
I mean, they do have the capacity to train various Warbeasts but (except for the dragons) they are all small to medium size at best.
I don't think that they do have a "good guy equivalent" of the Dark Elves' Beastmaster to keep in check such large Warbeasts either.
Maybe there might be something about this in some old White Dwarf issues or something?
I don't know really.
NowiJ 23 Sep, 2022 @ 8:56am 
Is it possible to give High Elves some ground beast equivalent of dragons? Hydras are good too, maybe stegadons or something?
tastiger841 23 Sep, 2022 @ 3:22am 
No worries, cheers.
zerg93  [author] 23 Sep, 2022 @ 12:43am 
@tastiger841 No idea, but I'm inclined to say no.
There is probably either one or multiple tables or a script that tells to the game which units Rakarth can capture though.
tastiger841 22 Sep, 2022 @ 8:04pm 
Can Rakarth capture these?
NowiJ 22 Sep, 2022 @ 1:23pm 
Oh shit this is very cool. I'm starting a Lizardman run because of this
zerg93  [author] 22 Sep, 2022 @ 7:36am 
Bloodwrack Medusae are just Dark Elves' sorceresses twisted by the powers of the Goddess Atharti, they are also creatures who often use black magic and work for Morathi...that wouldn't work well with Lizardmen.
Kharibdyss, on the other hand, are described as primeval creatures so if a Dark Elves' Beastmaster can tame one, I don't see why a Slann should not.
I can add the Kharibdyss to Lizardmen but it will not be a part of this specific mod series.
I'll just take the vanilla one and add it to the Lizardmen's roster.