Total War: WARHAMMER III

Total War: WARHAMMER III

Lost & Found Beastmen: Minotaurs of Khorne for Beastmen
30 Comments
EnumaEllis 23 Jun @ 3:11am 
Nope, it's just vanilla unit pasted to Beastmen. OP may make one for SFO.
Dick Kickem 16 Jun @ 4:28pm 
Is this compatible with SFO, just curious
EnumaEllis 16 Jun @ 12:07pm 
You too! Happy 6.2! Post it if you ends up making it since it's the one thing that would get me to play Taurox again.
greenphoenix23  [author] 16 Jun @ 8:25am 
Thanks for the report, and all good!
I might make an SFO submod for my beastmen stuff since it should be very simple to do so.
Glad you liked the concept! Happy gaming!
EnumaEllis 15 Jun @ 1:15pm 
Definitely don't match, but that's cool. I won't be using it personally since it'll be out of balance, so I just want to inform you. Thanks for making it though.
greenphoenix23  [author] 15 Jun @ 7:06am 
It is mostly transported over, part of it did have to get remade. Unfortunately to port to beastmen you have to recreate the main_units_tables entry, but it stays referencing everything else about the vanilla unit. This was the source of the cockatrice bug when CA ported it to beastmen. They didn't do this step at first. So it would depend on how SFO has handled it.
I suspect everything will work fine, but there might be a couple of stats that don't match. Let me know if you decide to test it out!
EnumaEllis 15 Jun @ 4:37am 
Curious if you recreate the unit itself, or just transport them over? This is for SFO compatibility since they have dfifferent stats and effects.
greenphoenix23  [author] 31 Mar @ 12:35pm 
They should get all the same buffs as normal minotaurs do from all sources (and if you notice they don't, please let me know!)
slicks87 30 Mar @ 7:36pm 
This might be an old question due they get buffs from taurox?
BrennoPereira 16 Jan @ 6:01pm 
can i config that mod to make them Taurox exclusive?
Brandor 21 Dec, 2024 @ 9:24pm 
would it be at all possible for you to make a mod where the beastmen also got all the mono god chaos spawn?? thatd be great!!
Smoke 21 Dec, 2024 @ 3:02pm 
its amazing they have "Woodsman" now, but they are still missing "Hide (Forest)" - regular minotaurs have this if you wanna also add to make them complete for Beastmen.
greenphoenix23  [author] 18 Dec, 2024 @ 9:25pm 
Thanks!
And thanks for pointing it out!
gaydadexplosion 18 Dec, 2024 @ 9:03pm 
you're a fuckin legend dog. thank you
greenphoenix23  [author] 18 Dec, 2024 @ 8:45pm 
Woodsman added!
It really does seem like it was just an oversight for them to not have it.

This change should be save compatible as well.
greenphoenix23  [author] 18 Dec, 2024 @ 2:48pm 
I did not notice them doing so!
But that is a good thing to note for any future beastmen ports I win up making!
gaydadexplosion 18 Dec, 2024 @ 2:01pm 
yea CA adds it to each of the units from other factions that get cross-pollinated into the beastmen roster. I tried figuring it out myself with the packfile tables but never could, so if you're able to you would be a godsend

thanks for looking into it, much appreciated whether you can add it or not!
greenphoenix23  [author] 18 Dec, 2024 @ 12:39pm 
@gaydadexplosion
Adding that wouldn't be difficult. I'll need to look into the two rosters to see if I want to add it. I had actually assumed they had it already, though I don't really play Khorne much.
Definitely seems like a reasonable thing for them to have.
gaydadexplosion 18 Dec, 2024 @ 12:59am 
so this is a hyper-specific question, but are you able to add the woodsman ability to the khorne minotaurs in the beastmen roster? it's the one thing I haven't been able to figure out and it seems no modder has done this either. if it's a huge headache, no worries, but it's something I wish they had as without it, they suffer from penalties while moving through trees

thanks!
greenphoenix23  [author] 17 Dec, 2024 @ 10:23pm 
@retech9691
That issue should be fixed! I did in fact miss a couple of unit groups which has been corrected. Should be save game compatible (though always good to back up the save just in case).
greenphoenix23  [author] 17 Dec, 2024 @ 12:22pm 
That should be an easy fix. I probably just missed adding them to one of the unit groups.
Thanks for the report!
retech9691 17 Dec, 2024 @ 11:59am 
Hey greenphoenix, thanks for putting this together.

I noticed that there's a bit of inconsistency with how lord skills buff minotaurs of khorne. For example, with Taurox, hoofed heavyweights (this is the regular red line skill) and gorefeast (taurox unique) both buff the minotaurs of khorne, but bestial butchers (red line skill for rank 7 units) doesn't.

Is that something that could be fixed here or is this just the result of a quirk with how warhammer 3 works?
Brandor 15 Dec, 2024 @ 10:24pm 
amen!!
would it be at all possible for you to make a mod where the beastmen also got all the mono god chaos spawn?? thatd be great!!
greenphoenix23  [author] 14 Dec, 2024 @ 8:03pm 
Thanks!
I set this up hoping that it wouldn't need to be uploaded, but alas.
The good news is the strawberry flavored cows have come home!
Brandor 14 Dec, 2024 @ 4:32pm 
thx man. awesome as always. not sure why ca didnt give the beastie boys the khornataurs this update
Villfaren 14 Dec, 2024 @ 2:04pm 
Doing the Lords' work for Beastmen as always - thank you for your massive overall service to the community.
greenphoenix23  [author] 12 Dec, 2024 @ 11:56am 
I can look into that on Beasts Most Foul.
Autumnchain 12 Dec, 2024 @ 9:39am 
@TheGrandSirPiggyBeast For some reason, Beast Most Foul only adds one of the Minotaur of Khorne weapon options.
greenphoenix23  [author] 12 Dec, 2024 @ 8:08am 
Correct. This is meant to be a simple standalone.
TheGrandSirPiggy 12 Dec, 2024 @ 8:05am 
Assume this is not needed when using Beasts most foul, right?