Total War: WARHAMMER II

Total War: WARHAMMER II

Greenskin Animosity
35 Comments
Kain 22 Mar, 2022 @ 12:02am 
Thank you very kindly for the mod. A great addition to the game and a brilliant way of doing it.

My only criticism (which is based entirely on personal taste so don't think too much of it) is that the effect occurs too rarely and for such an insignificant amount of time that it really doesn't alter much.

With a few edits I was able to tweak it to my taste. Lasts considerably longer (long enough for a proper fight whilst rampaging) and also makes the unit unbreakable (as you say, they're having too much fun/giving in to the bloodlust).

Now it feels less like a sudden "randomly toss a unit into a battle they'll rout from in a few seconds" and more of a "We'z dun waitin'! Time to waagh!" sudden charge by the orcs growing too impatient. But, to balance the lack of control over the unit, they're unbreakable because they're fighting for fun rather than because they were ordered to.

Anyway, rant over. Thank you again for the brilliant mod. <3
Mumion der Unsterbliche 28 Jan, 2022 @ 5:48am 
Update ?
Dampfish 6 Nov, 2021 @ 10:46pm 
Awesome! I remember this from my tabletop days.
But I think it would be better if "Quell Animosity" was a constant passive effect within Lords and Heroes' leadership aura, and also within a certain distance from Black Orc units (since the ladz are too scared to fight near 'em).
That would encourage a more "fighty" playstyle and penalize you for not playing like an orc :P
Marco_Mozzarelli 1 Feb, 2021 @ 3:03am 
This. Is. DOPE. gits. Needz. Smashinn. :Decapitation::Decapitation::Decapitation:
ShabbaRanks  [author] 24 Jan, 2021 @ 8:53pm 
Ahh, I missed adding that somehow. Support for FLC BOBB, all the We'z Speshul units and Deco's Expanded Roster series (Orcs+Goboos) added.
Bastilean 24 Jan, 2021 @ 5:06pm 
Your description indicates you need to add the new FLC Black Orc Big Boss from CA for quell animosity.
beneven stanciano 23 Jan, 2021 @ 3:17pm 
love the frozen vigor mechanic! orcs shouldn't be winded before they even start smashing
Shirudo 24 Dec, 2020 @ 12:37pm 
This mod still seems to work and I really like this mechanic. It makes commanding Greenskins very unique and unpredictable as you never know when they will just blindly charge into battle. When your Arrer Boyz decide they’d rather bash in skulls up close over perforating them from afar can occasionally make for an interesting tactical challenge. Honestly, I really wish CA would make this a feature of the game but I digress. Excellent mod!
Gleen Cross 21 Jun, 2020 @ 4:51am 
How about we bring back the infighting meter, but without the waaagh mechanics for obvious reasons? I will talk with drunk flamingo, see if he can help
ShabbaRanks  [author] 30 May, 2020 @ 8:49pm 
No
Pious Skeleton 29 May, 2020 @ 4:20am 
Are Snotling Pump-Wagons meant to have animosity?
ShabbaRanks  [author] 16 Feb, 2020 @ 7:55pm 
I'll probably add that soon-ish
dafrandle 16 Feb, 2020 @ 12:21am 
support for expanded roster greenskins?
ShabbaRanks  [author] 15 Feb, 2020 @ 3:03pm 
Updated for newest DLC, Beta shouldn't effect it at all if you're on that
dafrandle 2 Jan, 2020 @ 1:48am 
This still work with lattest updates?
<blank> 31 Dec, 2019 @ 7:37am 
Any idea if its possible to mod that one ork unit fight against the other when rampaging?
minecraft with gadget 3 Dec, 2019 @ 11:16pm 
Great mod. I do think it'd be nice if affected units got a melee bonus or something when the effect triggers.
kuromi 27 Nov, 2019 @ 9:29am 
cool idea thanks for making this :cozyspaceengineersc:
ShabbaRanks  [author] 27 Nov, 2019 @ 6:57am 
Vigor has huge effects on a bunch of stats, so even though it doesn't show up on the unit card, it has a massive impact. Delaying going to the next vigor level by 40 seconds is huge in a protracted fight.
heavystorm 25 Nov, 2019 @ 8:45pm 
I like the idea but isn't this make greenskins weaker? They are already medicore faction in my opinion. Maybe unit gets +MA when rampages? Or some little buff other than vigour.
ShabbaRanks  [author] 25 Nov, 2019 @ 6:54am 
With how rampage works that's really not necessary. It only triggers if they take a decent amount of damage. So if the night goblins have it actually pop then their sneaky flanking maneuver already has failed.
Zabii 24 Nov, 2019 @ 10:59pm 
Skarsnik should get a passive skill like Azhag, but with a far longer range. His night gobbos gotta remain real sneaky in order to get proper backstab ambushes, but that would be too hard if they keep mucking about and running in

And while we are at it, the night goblins should have a lesser chance of triggering animosity. This is mostly a balance reason or else you will never be able to properly flank and ambush with them
ixarachnos 24 Nov, 2019 @ 5:02pm 
Ah ok that's a bummer, still is an awesome mod with perfect lore fit. I though could imagine quite a few units that would be great with it, most huge monsters, as a trade off for reduced cost and upkeep. If it were possible, then the way you have set up where an ability can counter-act it would be perfect, with different names for different factions. Like the orks would just yell at them for intimidation, but like an elf would go up and touch it like to sooth it, (long and short ranges) and a Skaven or Dark Elf might need to get kind of close, like using a cattle prod type or magic collar thing.
ShabbaRanks  [author] 24 Nov, 2019 @ 12:24pm 
Yeah the Rome 2 Elephant run amok thing doesn't work for Warhammer
<blank> 24 Nov, 2019 @ 12:31am 
No, rampage makes them only fight the enemy. Would be fun tho, not sure if its possible
ixarachnos 23 Nov, 2019 @ 6:15pm 
very flavor! much 'eadbashin'!
This is awesome, it totally fits lore as it would be fitting that, in the middle of a huge battle, the Greenies just start going nuts. I forget does rampage also make them fight their own team? Was just wondering as if it did I hadn't noticed it yet, but that would be typical "Oi! You bunch o' smelly fartbags stop gankin' yourselfs and git back t' gankin' the castle!". Also it's impressive the amount of forethought you gave to which units get to be affected by it. cheers!
<blank> 23 Nov, 2019 @ 6:21am 
Damn you're fast, thanks a lot!
MorglumNecksnapper 23 Nov, 2019 @ 5:59am 
Thanks for the amazing mod and the in-built compatibility!
Catclops 22 Nov, 2019 @ 7:19pm 
@ShabbaRanks good work :cozybethesda:
ShabbaRanks  [author] 22 Nov, 2019 @ 7:09pm 
@Catclops @Steiner added Forest Goblin Spears and the Boneclubber Savage Orcs
Catclops 22 Nov, 2019 @ 5:52pm 
@ShabbaRanks here are the necessary unit records: Quell Animosity -> grn_black_orc_boss (at your discretion, but they're Da Immortulz, so they're a fairly important/encouraging unit) and Animosity -> grn_forest_spear + grn_savage_big_great + grn_zombie_boyz (also at your discretion, flavor as you see fit). The rest are animals or a black orc unit.
ShabbaRanks  [author] 22 Nov, 2019 @ 12:42pm 
Any units added by specifically SFO wouldn't have the abilities, I'll look into it though. Otherwise it shouldn't causes any problems.
<blank> 22 Nov, 2019 @ 11:42am 
Great idea btw
<blank> 22 Nov, 2019 @ 11:42am 
Compatible with SFOs Units?
Endless 22 Nov, 2019 @ 3:23am 
It's a really interesting idea