Total War: WARHAMMER III

Total War: WARHAMMER III

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Orcs or Goblins II
   
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17 Mar @ 4:30pm
7 Jul @ 11:27pm
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Orcs or Goblins II

In 1 collection by Fizzle_Boom25
Fizzle Boom Sub-Factions
11 items
Description
Introduction
This mod is a complete remake of my original Orcs or Goblins mod. The idea is the same, to break up the Greenskins faction into multiple sub-factions, but the underlying methods are completely different. Previously, I was limited to just orc or goblin sub-factions, but now, there can be as many sub-factions as their are factions. Most factions in this mod are divided into forest goblins, night goblins, wolf goblins, regular goblins, slave revolts, and orcs (savage orcs are already their own subculture in vanilla). Each sub-faction is only able to recruit units associate with their sub-faction as well as some shared units.

How it Works
I edited what buildings each faction can build and what units each faction can recruit from each building. That allows me to make each faction have a unique set of units they can build. I also added new units such as giant spiders for forest goblins and blood vultures for the Vulchaz tribe.

In addition, I created a faction leader trait for generic Orc Warbosses and Goblin Great Shamans.
Orc Warboss:
+10% Melee Attack for Lords and Heroes
+5% Movement Speed for Orc Boyz
-5% Recruitment Cost

Goblin Great Shamans
+15% Ambush Success Chance
+25% Replenishment
+50% Ammo for Wolf Riders
+30 Charge Bonus for Wolf Riders

Sub-faction Summaries
Forest Goblins
Units: Basic goblin infantry, spider riders, Arachnarok spiders, giant spiders, spider hatchlings, trolls, and giants.

Forest goblins are the only sub-faction that can build the forest beasts chain which now also allows you to recruit spider hatchlings, giant spiders and lava spiders. The forest beasts chain also provides stalk for all units in the province.

Tribes: Leaf Cutterz Tribe, Creeping Death, Black Venom, Black Pit, Cluster Eye Tribe, Black Spider Tribe [TOW], Bloodfeather Tribe [TOW], Cluster Eye Tribe [TOW], Gloomfang Tribe [TOW], Speaking Trees [IEE]

Night Goblins
Units: Night goblins, basic goblin infantry, squigs, goblin artillery, trolls, and giants.

Night goblins are the only sub-faction that can recruit night goblins and the only one that can build the squig chain which now also allows you to recruit soopa-squigs.

Tribes: Crooked Moon, Crooked Moon Mutinous Gitz, Red Eye, Bloody Spearz (can also recruit orcs), Burning Face Tribe [TOW]

Wolf Goblins
Units: Basic Goblin Infantry, Wolf Riders, Wolf Chariots, Wolves, Goblin Artillery, Trolls, and Giants

Wolf Goblins are the skirmish cavalry sub-faction. They get a larger charge bonus and ammo boost and are able to recruit wolf packs. In a future update, I plan to give them a higher tier wolf cavalry unit.

Tribes: Moon Howlerz, Drippin Fangs, Scabby Eye, Da Howlaz Tribe [TOW], Da Howlaz [We'z Speshul], Yellow Eye Tribe [TOW], Vulchaz Tribe [TOW]

Hobgoblins
Units: Goblin and Orc Laborers, Hobgoblin Infantry, Hobgoblin Cavalry, Hobgoblin Artillery, Trolls, and Giants

Hobgoblins use the Chaos Dwarf military group and can build the hobgoblin building. Should be automatically compatible with most hobgoblin unit mods.

Tribes: Tusked Sunz (Renamed to Yellow Wolf Clan), Nag Rippers [TOW/IEE], Grag a Mugar Clan [TOW]

Regular Goblins
Units: Basic Goblin Infantry, Wolf Riders, Pump Wagons, Goblin Artillery, Trolls, Giants, and Rogue Idols

These represent the other goblin tribes that aren't represented by one of the above. I'm open to suggestions on how to flush any of them out.

Tribes: Broken Axe (can recruit all goblins), Teef Snatchaz, Broken Nose, Rusty Daggaz Tribe [TOW], Skull Crag, Stitched Skullz Tribe [TOW], Reavaz Tribe [TOW], Red Cloud (can also recruit gnoblars), Grey Hag Tribe [TOW] (can also recruit gnoblars), Bog Creepers Tribe [TOW]

Slave Revolts
Units: Basic Orc Infantry, basic Goblin Infantry, Trolls, Giants, Orc/Goblin Laborers (required Chaos Dwarves DLC)

These represent the various dark elf and chaos dwarf slave revolts.

Tribes: Da Cage Breakaz, Broken Chainz, Slaves of Zharr

Orcs
Units: Goblins (swords), Orc Infantry, Orc Cavalry/Chariots, Trolls, Giants, and Rogue Idols

All orc tribes. Have access to the full orc roster, monsters, and some goblins.

Grimgor's Waagh, Bonerattlaz, Arachnos (can also recruit spiders), Red Fangs, Skullsmasherz, Dark Land Orcs, Bad Axes Tribe [TOW], Necksnappers Tribe [TOW], Red Shield Tribe [TOW], Deff Grindaz Tribe [TOW], Ironskinz Tribe [TOW], Crooked Eye Tribe [TOW], Ironback Tribe [TOW], Ironclaw Tribe [TOW], Spotted Skullz Tribe [TOW], Blue Face Tribe [TOW]

Additional Notes
-Many units are available for all factions to recruit from landmarks and rare resources.
-Some factions start with a building they wouldn't normally be allowed to build. They can still recruit from that building, but they can't upgrade it. This is technically a bug, but I'm going to call it a feature, since it gives a little more variation to the different tribes.
-I replaced the garrison building for all goblin tribes with Skarsnik's garrison, so they will only have goblins.

Other Subfaction Mods
-Empire: Planned
-Dwarfs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461049488
-Greenskins: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446809693
-Vampires: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473512199
-Bretonnia: No plans
-Wood Elves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3290225744
-Beastmen: No plans
-Warriors of Chaos: No plans
-Norsca: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3439077222
-High Elves: Planned (Colonist factions)
-Dark Elves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3529886662
-Skaven: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454605611
-Lizardmen: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3489986082
-Tomb Kings: No plans
-Vampire Coast: Planned (Living Pirates faction)
-Kislev: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3464916787
-Cathay: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461049488
-Ogres: No plans
-Chaos Dwarfs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3508127542
-Demons of Chaos: Planned (Mortals vs Immortals)
83 Comments
Fizzle_Boom25  [author] 15 hours ago 
No problem and let me know if you have any questions.
I Have No Enemies Brother 21 Jul @ 11:24pm 
@Fizzle_Boom25

I appreciate the detailed and thoughtful breakdown. I will have to give both a go at the same time and see what occurs and perhaps do some tinkering with RPFM on my own. Including the other faction mods.

Thank you again my friend :D
Fizzle_Boom25  [author] 21 Jul @ 11:54am 
Thanks! I'm glad you enjoy!

I am not planning on doing an SFO patch, but it may be fine without one. Have you tried playing them together? I read thru the Greenskins changes and I didn't see any major issues. Some minor things that stood out: Skarsnik's K8P mechanic might not work as they intended (he might not be able to recruit some units he was supposed to unlock), garrisons only come from recruitment buildings (if they removed the old building, goblin sub-faction may still be able to build a garrison building), moving trolls to tier 2 (this one won't be a problem since everyone can recruit trolls, but other tier changes might be an issue), general balance (I don't know if my faction effects are under-powered, over-powered, or fine as-is).

In general, I don't think it would be a particularly large undertaking for someone familiar with SFO to make a submod for all of my mods. But I've never played it, so its hard to say what exactly needs to be changed.
I Have No Enemies Brother 21 Jul @ 11:18am 
@Fizzle_Boom25

Forgive me for my ignorance but what would have to be done to make this compatible for SFO? I am assuming a large undertaking. Is that something even possible or something you would consider after completing all of your future faction plans and bug clean-ups?

BTW great mod series. In its own right it is a great new way to play the game :)
Fizzle_Boom25  [author] 7 Jul @ 10:47pm 
Thank you, there are two bug with the heroes. My mod is getting overridden by TOW and IEE which lets them have a orc shaman when the shouldn't and I deleted the goblin barracks which means they can't get a goblin big boss. I'll fix those now.

The faction bonus is intentional. Forest goblins get their buffs from their buildings and wolf goblins get it from faction leader. I want wolf goblins to be the skirmish cavalry faction and forest goblins to be a more defensive faction.
GrumpyBadger 7 Jul @ 8:42pm 
Goblin Great Shaman factions giving bonuses only to wolfs and not spiders is a problem for the Goblin Great Shaman-led Forest Goblins. Maybe change those bonuses to "cavalry" so it applies to the spider boys too?
GrumpyBadger 7 Jul @ 7:21pm 
Hobgoblin faction has no access to any goblin big bosses or the normal goblin shaman. They only have night goblin shaman, orc shaman and troll lady.
Fizzle_Boom25  [author] 7 Jul @ 8:49am 
I see what happened. I either somehow forgot to add the text for the new effects or I deleted it by mistake at some point. Should be fixed now.
GrumpyBadger 7 Jul @ 4:41am 
I uploaded a pic to my Profile, should be at the top. Hope it helps.

I do have a bunch of mods, but I think I disabled all the greenskin related ones.
Fizzle_Boom25  [author] 6 Jul @ 8:31am 
I see what happened with the units. I just needed to add another ! to make sure my mod overwrites the faction in IEE. That part should work now.

I'm not sure what's going on with the jumbled text though. It looks fine on my end. Do you think you could send me a screenshot? I use a mix of new effects and existing ones for Goblin Shamans, so maybe another mod is overwriting the existing effects I used?