Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Roster - Greenskins - Goblin Pack - SFO
27 Comments
Saiphos 13 Jul @ 3:13am 
@CYLMT Riven - I just wanted to thank you (and to Decomposed for making them) for doing these SFO comp mods in general.
I wont play TWW3 without SFO, but i like having extra units to mess around with and you are helping to making that possible. So thanks and i am looking forward to the updates! :)<3
CYLMT Riven  [author] 8 Jun @ 11:09am 
@Smartie I can fix that. Will just take some brain power from my end. :steamthumbsup:
Smartie 8 Jun @ 9:51am 
I also noticed that the Orc Big Boss variants added seem to use the wrong pool of possible traits (lord traits instead of hero traits) I do not know if that is something that you can fix quickly or at all
Smartie 8 Jun @ 1:27am 
@CYLMT Riven thank you very much and of course take all the time you need :D
CYLMT Riven  [author] 7 Jun @ 6:57pm 
@Smartie of course I’ll update it soon. Haven’t played warhammer 3 in awhile so I’ve been lacking in the update department on the submods.

@Noximilien L’horloger what do you mean? Maybe my submod is just outdated?
Noximilien L’horloger 7 Jun @ 7:48am 
so does this mod or submod split the goblin recruit buildings
Smartie 7 Jun @ 7:14am 
Would you be able to update the entity numbers on the Forest Goblins (bows & swords variant) to match the spear variant from SFO and disable/heavily overprice the spear variant, so there is no overlap with SFO there?^^
CYLMT Riven  [author] 7 Feb @ 5:56pm 
@nab can do.
nab 7 Feb @ 3:05pm 
Thanks for the update.

Night Goblins with spear are tier 3 and recruitable from the orc building, but in SFO night goblins are tier 1-2 and are recruitable from the goblin building.

Also, I second the idea to rename the spear variant to Forest Goblin (Spears), and likewise with the swords one.
Gleen Cross 1 Feb @ 4:45pm 
I wonder if the "wez spechul" mod also had forest goblins wielding spears, lol expanded roster and wez spechul are overlapping since the Warhammer "2" days, now even SFO made a forest goblin
Gleen Cross 1 Feb @ 4:41pm 
I have a suggestion... there are two forest goblins infantry, right? How about rename the SFO unit to "Forest Goblin (Spears)", that will make them more neatly organized
Rewasder 29 Jan @ 9:45am 
Thanks man, appreciated :D
CYLMT Riven  [author] 28 Jan @ 6:52pm 
If you're saying that the goblin health pools were updated/increased again in sfo then when I add the new units stats I will fix the health pools.
CYLMT Riven  [author] 28 Jan @ 6:47pm 
@Kush-Lungs I uploaded a temp fix so that the mod is still usable for people with their current campaigns. The 2 new units that deco added I have not had the time to do the stats for yet so yes they will have low health. The stats for those 2 units will get done this week or the next when I have time.
Kush-Lungs 28 Jan @ 6:37pm 
Hp still low
CYLMT Riven  [author] 28 Jan @ 5:16pm 
@Sureboid @Rewasder It should work now. I havent done the stats for the two new units. Also I had to remove a unit that deco seems to have done away with so im not sure how this will affect current saves but in order for it to work the units stats had to be deleted.
CYLMT Riven  [author] 28 Jan @ 4:56pm 
@Sureboid Oh I can do a temp fix uno momento.
Sureboid 28 Jan @ 4:55pm 
Thanks man, it had worked but then today it didn't.
CYLMT Riven  [author] 28 Jan @ 4:04pm 
I will have to redo some unit stats and fix the submod. hopefully will have time to do it tonight or tomorrow. @Rewasder @Sureboid
Rewasder 26 Jan @ 8:30am 
I'm getting a chrash on start up
Sureboid 24 Jan @ 11:23am 
Does this still work?
Noximilien L’horloger 7 Sep, 2024 @ 9:45am 
thx alot man, appreciate the effort
CYLMT Riven  [author] 6 Sep, 2024 @ 1:00pm 
I went through and double checked all the stats. I still need to add the new pump wagon and the chariot that deco added. I will get around to doing it before I finish the Beastmen ER SFO submod. Also there was an issue with the orc version where deco had gotten rid of a unit and my submod still had its stats in the tables so it might have been causing problems. Other than that. I didnt find any stat discrepancies but I updated all the mods just incase for you. @Noximilien L’horloger
CYLMT Riven  [author] 6 Sep, 2024 @ 6:49am 
@Noximilien L’horloger the only unit with different stats would be the triple wolf chariots as they were added by deco after this mod was originally made by el papa. I will be putting together all the ER submods for sfo into a compilation to match the new comp deco made. When I do this. I will go through and check all my ER submods. I will adjust the stats for that unit when I get around to that. If you see other units with miss matching stats I’d you don’t mind listing which ones you are talking about it would make it easier for me when I come back around to changes those stats.
Noximilien L’horloger 6 Sep, 2024 @ 5:31am 
heyo probably from the last patch which seems to have killed most mods, butt the vallues of the units especially the hp is off
CYLMT Riven  [author] 2 Jul, 2024 @ 5:39am 
@Ploopinator that would be because they are not balanced. El papa never got around to adding them and as I stated all I did was update tables. I’ll see if I can get around to balancing the unit.
Ploopinator 2 Jul, 2024 @ 2:45am 
triple wolf chariots seem under tuned as they are worse in virtually every way to a basic snotling pump wagon but more expensive