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It's pretty much on hold, but I'm still around. Not only the mod has changed radically and expanded quite a bit, but a new DLC came out, so I have a lot to consider. I purchased the DLC already, but haven't played TWIII at all, but I'm about to run through it and see what I would have to do.
Many of the units I originally wanted to have between expanded roster and wez speshul are covered now, so I think I would be down to just the hill gobs and armored C. squig...then getting rid of dupes would be the main purpose of the mod.
Also, I don't really know if the new Tinitt Wez Speshul mod adds old world rites functionality...if it doesn't, I'll probably add it to this mod (it was originally in my T4 Tinitt mod). Only a script add is needed to do that, so it doesn't cause a crash if the user doesn't use the mod.
TL:DR, it's basically waiting for me to get back into the game, then I'll see what I can do with it.
Colossal Squig
Savage Orc Big Boss
Orc Boyz (Spears)
Goblin Spear Chukkas
The Squig and Big Boss are different enough that simply renaming the duplicated might do the trick
I believe this one would probably have to match with the new "equivalent" among the We'z Speshuls mods. I believe it's called "We'z Speshul (A Vanilla Greenskins Expansion)", that should by far be the "closest" in terms of content to the full We'z Speshul this mod required in the past....
@shinden, what's your take on that? Or maybe they've thinned out the roster a bit and this mod might no longer be necessary? Haven't checked yet <3 You're the expert bro
Hope you'll be able to get back to this asap!
Unfortunately, I'm in the middle of a large project for work, and I barely have time to look into the mod. There is a problem with some duplicate units, this has something to do with how you assign units to buildings, if you mod a unit to a building with say 4 upgrades, and the unit is available on the 2nd upgrade for example, you have to assign the unit to the 2nd upgrade, and all the higher ones.
The load order should be:
Compat. patch
Exp roster Orc
Exp Roster Goblin
Wez Speshul
I've got some concerns, though. I can definetely see that some units are overlapping (doubling), is that intended? There are 2 units of forest goblins with spears, two units of big 'uns with shields, two units of black orcs with shields and also two savage giants. Probably, that might be caused by an incorrect load order.
My load order is as follows (default game mod manager):
Compatibility patch
Wez Speshul
Expanded Roster Orc Pack
Expanded Roster Goblin Pack
Can't figure this out myself, need your help please. Thx in advance!
If you use a manger that can change the load order, I recommend keeping this where it is, I did push it to the higher priority because it does overwrite Expanded Roster and Wez Speshul
I'll think about the Squig Herder/Spear thing, but the intention of the patch is more visual and thematic rather than gameplay roles. I may find a way to balance it, or I may just leave it as is, but I'll take a look.
I'll look into the Black Orc and shields thing as well. Like with the night goblins, I don't necessarily include something from the other mod because of gameplay, but to include as a unit not in We'z special. If they are similar...but still have something different other than stats, even visually, I may elect to keep it.
I've been incredibly busy at work (I'm an engineer by trade) so I haven't been able to upload a patch, but thanks to your input, I'll consider your feedback before I patch. Maybe this weekend if I can spare some time
Thanks for bringing that to my attention! You're no bother at all, I need feedback, and tbh, I didn't test the Orcs nearly as much as I did Tinnitt, who I had to do the most work with compatibility wise.
to your posts:
I didn't mean for there to be 2 orc Big un's with Shields. They should be T3 and up, probably a dupe entry.
Continued next post
This one will add compatibility with Old World Rites as well. Originally, because of a change in We'z Speshul, Tinitt's faction could never trigger Old World Rite's "Da Spider God" Rite...which requires building the "Sacred Spider Groundz" building. In We'z Speshul, this building is replaced with another building of the same name internally.
I figured out the script and now have it working with my internal compatibility build, so if you have old world rites, like Tinitt, and are annoyed it doesn't work together...well you soon will get relief.
Another perk is the compatibility patch still wont require Old World Rites to work, Whether you have the Old world Rites or not, it will still work. So it won't be listed as a requirement. This is because only a Lua script insert was required to get it to work.
...Love your name BTW
It should be. The compatibility actually overwrites expanded roster to fit it's units into We'z Speshul. It doesn't touch other aspects of We'z Speshul. Since We'z Speshul Lite preserves the factions and units of We'z Speshul, it should work fine, but I haven't tested that.
@GoatScream I'll consider removing the expanded roster units from custom battle...that's actually more difficult than it looks believe it or not. I'll try making them campaign exclusive or something, I'm pretty new to this, but learning quickly
Have you tried to run this with my skills modpack for Greenskins? I also removed doubles, but only lords and heroes, i didnt touch the units there, so if they are working in compatibility - that's a perfect combination and I'm more than happy to add this mod to my description and my mod list :)
Link to modpack: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3160325967