Total War: WARHAMMER III

Total War: WARHAMMER III

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Lizardmen Sub-Factions
   
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269.700 KB
29 May @ 5:47pm
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Lizardmen Sub-Factions

In 1 collection by Fizzle_Boom25
Fizzle Boom Sub-Factions
11 items
Description
Introduction
This mod splits up Lizardmen into Temple City, Saurus, Skink, Feral, and Sentinel sub-factions. I placed limits on what buildings each sub-faction can build and which units they can recruit to force them to stick to a theme. I also added bonuses to each faction through faction leader traits and other faction-wide effects.

Faction Leader Traits
Saurus Old-Blood
Weapon Strength +10% (Faction Leader)
Melee Attack for Saurus: +5
Recruitment Cost for Saurus Warriors: -10%
Red-Crested Skinks
Melee Defence for Skinks: +5
Ambush Success Chance: +15%
Growth: +10
Slaan
Winds of Magic: +15 (all armies)
Recruit Rank: +2
Line of Sight: +30 (all characters)

Sub-faction Summaries
Temple Cities
Units: Everything except feral dinosaurs.

These factions represent the temple cities still standing. The only change is they can not recruit feral dinosaurs, preferring to use trained ones instead. Saurus rarely spawn in the Southlands, so Zlatlan can not recruit any Saurus units except for Temple Guard.

Factions: Hexoatl, Itza, Xlanhuapec, Tlaxtlan, Zlatlan
Saurus
Units: Everything except skinks

Kroq-gar is the commander of Saurus armies, so he can only recruit Saurus units.

Factions: The Last Defenders
Skinks
Units: Everything except Saurus and feral dinosaurs

These factions can only recruit skinks. Their garrisons have also been modified so they only include skink units.

Factions: Oxyotl, Cult of Sotek, Tlaqua, Southern Sentinels
Feral
Units: Skink Infantry, Saurus Warriors (w/o Shields), Feral Dinosaurs

These factions live deep in the jungle and prefer to keep it that way. They move faster in their own territory, but slower outside of it. Enemy armies have reduced line of sight and suffer attrition. Their garrisons have also been modified to be stronger and only include feral units.

Factions: Wardens of the Living Pools, Tepok's Spawn, Itz Itza Tribe [TOW], Teotiqua [TOW]
Sentinels
Units: Skink infantry, Temple Guard

These factions do not seek to conquer land. They serve a specific purpose in the great plan and prefer to be left alone to their work. They receive the same bonuses as Feral Sub-Factions.

Factions: Sentinels of Xeti, Scions of Xholankhas [IEE]

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)
21 Comments
Fizzle_Boom25  [author] 22 Jun @ 8:59am 
They’re almost done. Hopefully they’ll be ready to release sometime this week.
GoodSir Twiztid 22 Jun @ 2:39am 
Aye I saw the road map that chaos dwarfs are planed I am beyond excited for that mod
Fizzle_Boom25  [author] 8 Jun @ 6:13am 
I’ve modified skills before, but I have no idea how to make a new tree. I’ll figure it out when I get to it
eduacicab70 8 Jun @ 2:05am 
Maybe pick an empire engenier or a dwarf slayer lord and give them pirate hats. I dont know how to make skill trees, i guess its complicated.
Fizzle_Boom25  [author] 5 Jun @ 7:34am 
I’ll add it to the list. It’s fairly easy to copy an empire unit and give them a pirate hat, but I have no idea how to do lords and heroes yet.
eduacicab70 5 Jun @ 1:23am 
for aranessa you could simply use some ogre and empire units instead of making new ones
Fizzle_Boom25  [author] 4 Jun @ 11:47am 
@Lemonz Yeah, It looks like they were mostly made up. I think I'll give them a very basic roster and then add one thing for each house to specialize in (hobgoblins, artillery, etc..). I'll look at their starting buildings, location, and lords for inspiration. Thanks for your help!

@Redkliff That would be Aranessa. I agree that she should living pirates and not undead, but they only have two living units and no living lords or heroes (besides Aranessa herself). So to do it properly, I'd have to add a lot of new units and at least one generic hero and lord, which would be difficult (although I am learning to make new units for my WIP Cathay mod, so maybe).

But also, there are a few mods already that overhaul Sartosa to be a living pirate faction. For example Nanu's Pirates of Sartosa Overhaul https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2866673136
Redkliff 4 Jun @ 8:53am 
even when you have no plans foe Vampire Coast you could make like a placeholder where Tortuga (i forgot what her name or faction name is) can only have living pirates and the rest only undead, cause in lore is she the only lord who isn´t undead
Lemonz 3 Jun @ 10:09pm 
Or for example House Bzaark sounds a lot like Bazherak, who is a Chaos Dwarf character really briefly mentioned in Tamurkhan, but it's not the right spelling
So I honestly think the house names and prominence, especially outside of Zharr Naggrund, are mostly just fan-canon by the mod authors, and the houses should just be treated as generic Chaos Dwarfs like you might find in Zharr Naggrund
Lemonz 3 Jun @ 10:02pm 
I don't think the house names in Old World are canon
I know that Slaves of the Black Dwarf, Snakebeard's Artificers, and Black Kraken Armada are all references to existing Chaos Dwarf characters, but I'm not sure what any of the house names are references to in-setting
There's obvious real world inspirations like House Baal but I don't remember any Chaos Dwarf with the last name Baal. I could be missing something though, you could ask at the modding den

Also I take back what I said about Zharr-Naggrund not having labourers, they wouldn't have hobgoblins but they would have goblin and orc slaves.