Total War: WARHAMMER III

Total War: WARHAMMER III

Orcs or Goblins II
83 Comments
Fizzle_Boom25  [author] 22 Jul @ 9:20am 
No problem and let me know if you have any questions.
I Have No Enemies Brother 21 Jul @ 11:24pm 
@Fizzle_Boom25

I appreciate the detailed and thoughtful breakdown. I will have to give both a go at the same time and see what occurs and perhaps do some tinkering with RPFM on my own. Including the other faction mods.

Thank you again my friend :D
Fizzle_Boom25  [author] 21 Jul @ 11:54am 
Thanks! I'm glad you enjoy!

I am not planning on doing an SFO patch, but it may be fine without one. Have you tried playing them together? I read thru the Greenskins changes and I didn't see any major issues. Some minor things that stood out: Skarsnik's K8P mechanic might not work as they intended (he might not be able to recruit some units he was supposed to unlock), garrisons only come from recruitment buildings (if they removed the old building, goblin sub-faction may still be able to build a garrison building), moving trolls to tier 2 (this one won't be a problem since everyone can recruit trolls, but other tier changes might be an issue), general balance (I don't know if my faction effects are under-powered, over-powered, or fine as-is).

In general, I don't think it would be a particularly large undertaking for someone familiar with SFO to make a submod for all of my mods. But I've never played it, so its hard to say what exactly needs to be changed.
I Have No Enemies Brother 21 Jul @ 11:18am 
@Fizzle_Boom25

Forgive me for my ignorance but what would have to be done to make this compatible for SFO? I am assuming a large undertaking. Is that something even possible or something you would consider after completing all of your future faction plans and bug clean-ups?

BTW great mod series. In its own right it is a great new way to play the game :)
Fizzle_Boom25  [author] 7 Jul @ 10:47pm 
Thank you, there are two bug with the heroes. My mod is getting overridden by TOW and IEE which lets them have a orc shaman when the shouldn't and I deleted the goblin barracks which means they can't get a goblin big boss. I'll fix those now.

The faction bonus is intentional. Forest goblins get their buffs from their buildings and wolf goblins get it from faction leader. I want wolf goblins to be the skirmish cavalry faction and forest goblins to be a more defensive faction.
GrumpyBadger 7 Jul @ 8:42pm 
Goblin Great Shaman factions giving bonuses only to wolfs and not spiders is a problem for the Goblin Great Shaman-led Forest Goblins. Maybe change those bonuses to "cavalry" so it applies to the spider boys too?
GrumpyBadger 7 Jul @ 7:21pm 
Hobgoblin faction has no access to any goblin big bosses or the normal goblin shaman. They only have night goblin shaman, orc shaman and troll lady.
Fizzle_Boom25  [author] 7 Jul @ 8:49am 
I see what happened. I either somehow forgot to add the text for the new effects or I deleted it by mistake at some point. Should be fixed now.
GrumpyBadger 7 Jul @ 4:41am 
I uploaded a pic to my Profile, should be at the top. Hope it helps.

I do have a bunch of mods, but I think I disabled all the greenskin related ones.
Fizzle_Boom25  [author] 6 Jul @ 8:31am 
I see what happened with the units. I just needed to add another ! to make sure my mod overwrites the faction in IEE. That part should work now.

I'm not sure what's going on with the jumbled text though. It looks fine on my end. Do you think you could send me a screenshot? I use a mix of new effects and existing ones for Goblin Shamans, so maybe another mod is overwriting the existing effects I used?
GrumpyBadger 6 Jul @ 7:29am 
In IEE, the Nag Rippers, who should be goblin shaman lead hobgoblin faction does have the Hobgoblin recruit building, but has no units available from it.

Also, mouse-overing the faction icon for any of the goblin shaman led tribe in the top right doesn't display properly, the words are jumbled.
Fizzle_Boom25  [author] 17 Jun @ 11:09am 
Updated hobgoblin tribes. Tusked Sunz are now a hobgoblin sub-faction that were renamed to Yellow Wolf Clan. Hobgoblins use chaos dwarfs military group and the hobgoblin building now, so they should automatically be compatible with any unit mods. I didn't need to do anything else to add the new bolt thrower for example.

I still need to learn scripting, so I can change the faction leaders.
Fizzle_Boom25  [author] 6 Jun @ 1:55pm 
Oh yeah, Orcs can also recruit wolf riders from the T1 building, but not T2 or T3
Easy AI 6 Jun @ 8:41am 
Gotcha. It was just goblins and squigs off of the major settlement building and then wolf riders of both kinds off of the wolf den.
Fizzle_Boom25  [author] 6 Jun @ 7:21am 
If it’s just them, then it’s intentional. And if he starts with a goblin barracks, it also intentional that he can use it, but he can’t build any more.
Fizzle_Boom25  [author] 6 Jun @ 7:09am 
Can you recruit all goblins or just the basic swordsmen?
Easy AI 6 Jun @ 6:49am 
Nice work but as azhag I can recruit normal goblins.
GerarD MensoiF 3 Jun @ 2:24pm 
Awesome mod! Thanks
Fizzle_Boom25  [author] 8 May @ 8:14am 
Sweet, it seems like it will work then. I'll clean it up and officially release it for 6.2.
Mr Ditkovich 8 May @ 7:41am 
in my campaign yes. as myself or AI but maybe look at others
Fizzle_Boom25  [author] 8 May @ 7:14am 
Oh great! I want to make slave versions of the other units, so that will take a little longer to fill out.

How about chaos dwarfs? Can they still build the hobgoblin barracks?
Mr Ditkovich 8 May @ 12:00am 
oh no you misunderstood the building is there and i can recruit but all others are empty. all works fine sorry for my wording
Fizzle_Boom25  [author] 7 May @ 3:43pm 
That's weird that you can't recruit any hobgoblin units, it seems to be working for the AI. I just updated the beta, try it when you get a chance.

They still have the orc lord and hero setup, so missing the goblin big boss is expected. I need to learn scripting to change the starting army, so that will stay the same for a while.
Mr Ditkovich 7 May @ 2:07pm 
so i loaded a campaign and i can build most buildings but without units. heroes are there tho except goblin big boss. I can see shaman, troll hag and big boss black orc. the hobgoblin building is there. starting armys are vanilla ones :)
Fizzle_Boom25  [author] 7 May @ 7:55am 
No problem, take your time. Oh and I forgot to mention, deactivate this mod when you’re testing it. The hobgoblin version includes everything from this mod already.
Mr Ditkovich 7 May @ 7:17am 
i will try look asap. im currently occupied family stuff x.x
Fizzle_Boom25  [author] 7 May @ 7:03am 
Thanks! And yes, but Tusked Suns is on all maps, so there’s at least one now. I just need to see if one faction works and they will all be the same.
Mr Ditkovich 7 May @ 3:46am 
thing is most of those tribes are TOW exclisive or im missing someone
Mr Ditkovich 7 May @ 3:38am 
sounds amazing i will look into that
Fizzle_Boom25  [author] 6 May @ 5:54pm 
I want to try something different for Hobgoblins. Can anyone with the Chaos Dwarfs DLC check if it works? Link to the beta is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3477233094
Fizzle_Boom25  [author] 6 May @ 2:13pm 
I'm currently working on a few ideas for this mod that I'll release for patch 6.2
-Converting Tusked Sunz into a hobgoblin faction
-Bog Creepers are notoriously smelly, so I want to give them the Swarm of flies attribute or something similar
-Reavaz are pirates, so I'll make them infantry only and give them a factionwide bonus for each port.
Fizzle_Boom25  [author] 6 May @ 2:09pm 
Have you tried out Mixu's Legendary Lords? It does almost exactly what you suggested and more. It adds Gorfang and LLs for each Empire province, which have bonuses for Nordland against Norsca and Hochland in forest battles. I don't want to do anything for factions that are already covered better by other mods, but I may do something for Sigmarsheim or other Empire factions added in TOW and IME.
Mr Ditkovich 6 May @ 10:46am 
Empire has some unique things like nordland being a bulwark of the empire against the north (maybe give the nordland guy buffs against norsca) or hochland be good in forest battles talabecland has flaming attacks maybe and so on.

Even ogres could be like that. The best thing would be if possible to maybe give a few faction leaders a trait? gorfang for example. that would make as gorbad it worth to save him as he got some unique stuff
Fizzle_Boom25  [author] 22 Apr @ 7:38am 
What do you have in mind for the empire? I’m a little reluctant to do anything major for them since there are so many mods that cover them already, but I’m open to ideas. And, I do want to give them some regional flavor with my unit caps mod. Cap for long rifles can only be increased in Hochland, Demigryphs from their chapter house in Reikland, etc…

There are a couple mods that add mortal units to Aranessa, so I don’t want to do that unless I have something else to add. Now that I think about it, Clyostra could use some changes to give her more of an ethereal unit focus. Maybe I will do something for Vampire Coast.

As far as testing, I will definitely need some help for hobgoblin factions since I don’t own the DLC. And I’m always looking for feedback on how every sub-faction is to play as or against. One thing I noticed in my last campaign is the Black Pit tribe was recruiting way too many orcs from their starter barracks, so I’ll fix that in my next update.
Mr Ditkovich 22 Apr @ 4:47am 
if you need testing i be up for it. i also got big ideas for such stuff i used to work on texts and flavour ideas for clan ferrik mod back in w2.

but if they get hobgoblins that be a thing already. i also got some minor ideas for other races like giving aranessa more mortal units (just for example slayer pirates, and empire militia) stuff like that.

i also would love some flavour for the human factions of the empire (for the most part marienburg) as i consider youre mod a MAJOR thing for people who dont wanna use major overhauls like SFO or radious.
Fizzle_Boom25  [author] 21 Apr @ 4:54pm 
Thank you!

That would be the Tusked Sunz and I'll consider it. I'm just going to ramble off a few initial thoughts:
-As far as I'm aware, theirs no existing lore on them, so they can be anything including hobgoblins.
-Their name implies they're orc boar riders, but I think its easy to change their name to something more hobgoblinny. Their banner is probably fine.
-I don't know how to change faction leaders, so they'll be led by an orc until I learn how to do the script to change leaders.
-I don't want to have any other mod requirements, so adding a leader from expanded rosters would have to be a separate sub-mod.
-I'm working on a couple other projects at the moment, so this will be somewhat low priority, but I'll get to it eventually along with a few other balance tweaks I have in mind.
Mr Ditkovich 21 Apr @ 3:04pm 
this is so good. i would like a hobgoblin faction tho for immortal empires as i dont use the IEE. best faction for that could be the one that starts near kholek. if you need a leader for those maybe use the hobgoblin khan from the expanded roster if you allowed that be dope
Fizzle_Boom25  [author] 12 Apr @ 7:22am 
Thank you! And check out my other sub-faction mods, I’m doing the same thing for almost every faction in the game
Revelation 11 Apr @ 8:59pm 
Literally as it should be. I LOVE THIS. I love long tall games without a steam roll but a high and tall keeping everything more or less in check with mods ant stuff they can take. This is perfect. the variety it offers is amazing! thank you so much.
Fizzle_Boom25  [author] 25 Mar @ 7:46am 
Thanks, Mom! I hope you enjoy!

Hobgoblins are a little bare-bones right now. Hopefully they get some lords/heroes and some more units at some point.
Your Mother 24 Mar @ 10:21pm 
This is really interesting stuff. I am happy to see the hobgoblins also getting distinct focus. I have been hoping for a distinct Hobgoblin Faction at some point.
Fizzle_Boom25  [author] 23 Mar @ 8:56am 
Technology and skills should benefit all new units now. There's a small chance I fixed the scrap mechanic for them as well, but I don't have time to test it now. Let me know.
Fizzle_Boom25  [author] 22 Mar @ 7:00pm 
I think technology should be fairly easy to fix. I'll look into it for all of the added units. I'll also make sure they benefit from red-line skills.

Malign Authority and scrap upgrades are a little trickier to fix, I'll come back to them later. I think that'll involve making new units that are clones of the original, and I don't know how to do that yet.
Plus, I have a bunch of other mod ideas I want to get to first.
Khaibit 22 Mar @ 4:34pm 
They also have the "Malign Authority" trait, which isn't doing anything for them. I think the labourer units are in the same situation!
Khaibit 22 Mar @ 4:31pm 
Is it possible to make the hobgoblin units benefit from technology and allow them to get scrap upgrades?
Fizzle_Boom25  [author] 22 Mar @ 8:25am 
New update: Added two new gnoblar/goblin hybrid factions for Red Cloud and Grey Hag
Rincewind322 21 Mar @ 4:19pm 
Thanks so much :)
Fizzle_Boom25  [author] 21 Mar @ 10:14am 
Should be good now. I got confused because TOW and We'z Speshul both add Da Howlaz, but they have different names in the game files. Black Pit and Cage Breakaz are vanilla factions, so they should be good.
Rincewind322 20 Mar @ 8:36pm 
Oh I am sorry for not specifying!
Fizzle_Boom25  [author] 20 Mar @ 8:32pm 
It sounds like your using Da Howlaz faction mod. I'll look into it tomorrow to see if I can make them compatible. I only looked into Wez Speshul Core.