Total War: WARHAMMER

Total War: WARHAMMER

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Da Green Threat (expanding the horde spawn script)
   
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Tags: mod, Campaign
File Size
Posted
Updated
71.831 KB
22 Dec, 2016 @ 12:56pm
26 Aug, 2017 @ 5:13am
32 Change Notes ( view )

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Da Green Threat (expanding the horde spawn script)

Description
MAIN FEATURES

- expand horde respawn script to include rest of Greenskin tribes.
- improve Beastmen and Savage Orcs armies from the vanilla horde script when they respawn.
- rework the vanilla logic of choosing spawned armies' positions. Initially locations were chosen depending on the player's highest ranked general.
- New location script will choose area depending on lore, initial dead faction positions and balance.

DESCRIPTION

I created this mod because in my opinion The greenskins tribes threat was never felt in the GC. In the lore.. you can never exterminate them.. there will be always some spore left that will bloom into an army. Yet here in the current vanilla state.. dwarfs steamroll them.

This mod target is to bring the missing Greenskins' threat.. no matter how much time the dwarfs win back there strongholds Greenskins tribes will make a comeback.. not necessarily in the same spot they started but they will appear again somewhere .. sometime.

Also initial Beastmen and savage orcs spawned armies were given some love.. they should no longer now considered as free XP. prepare for a good fight although they won't be as dangerous as lets say the chaos invasion.

I also made Beastmen focus in forested areas while orcs focus on mountains, badlands and areas near those places.

Waiting for your feedback, don't get stomped ^^

FUTURE PLANS

- Currently testing another version of this mod that includes vamps and dwarfs, stay tuned.
- Expect constant minor balancing updates whenever its needed.

COMPATIBILITY

- Saved game compatible .
- Should be compatible with anything that does not affect Beastmen or savage orcs hordes script.
- Compatible with Rise of the Beastmen mod.
- Compatible with AI Buildings and Recruitment except its horde spawning script, mine will overwrite it. So you can run both.

For the my version that add the mini campaign beastmen/greenskin faction to the script check the link below. I created it separately because I had to edit the startpos file. Which would make it less compatible with other mods that edit the startpos.
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=855566823
260 Comments
Nayran  [author] 13 Jun, 2018 @ 2:41pm 
sorry guys.. again, I had a couple of stressful working months lately guys, I should have a breather this weekend. Hopefully I'll be able to continue work on the TWW2 version.
Dr. Oz The Great And Powerful 8 Jun, 2018 @ 12:16pm 
Great mod. I learned the hard way that, at least with SFO on, the AI can't handle it. By the time I got down to the lower Empire and Bretonnia as Archaon, they were already in ruins. This isn't a criticism of the mod, more that it's a criticizm of the dumb AI who spent all their resources coming north to harass Norsca instead of defending their own interiors.
ori 14 Mar, 2018 @ 1:10am 
Any news about the updated version? honestly, I'm waiting for the updated mod before i go back to playing tww.
[L]Sanders 10 Mar, 2018 @ 3:09pm 
Is this coming to ME?
hugoleomarinho 16 Jan, 2018 @ 9:55am 
Please Nyraan, bring this Mod to Mortal Empires. The Boyz need it.
Gleen Cross 3 Jan, 2018 @ 1:15am 
Can you make a harder version of this mod? Or at least give me some instructions to edit some stuff in the PFM and etc.. The Dwarves crushed the orcs 2 times in a roll =/ Maybe more spawns on the badlands can improve that?
small_log_cabin_and_a_fire 12 Dec, 2017 @ 8:47am 
This makes Game 1 Actually fun to play through.. Without it the late game quickly becomes very boring.
Grubby Lentils 4 Dec, 2017 @ 10:20am 
#Waaaagh
Nayran  [author] 4 Dec, 2017 @ 5:37am 
@WatWasTbis?
yup, working on it.
Soon™ :D
Grubby Lentils 4 Dec, 2017 @ 4:19am 
Nyraan are you bringing this wonderfull mod to Mortal Empires? The Greenies need some love BIG TIME