Total War: WARHAMMER

Total War: WARHAMMER

Crooked Moon Faction Expanded
632 Comments
Creek Crawler 30 Jan, 2022 @ 6:46am 
I am trying to find in the comment section on how to fix the unit card for gilta, sour, and snagla because I am seeing the goblin archer unit card over them and I want to fix the recruitment tab for the greenskin because I am seeing karl franz icon instead of orc and goblin unit card. Anyone can help me to fix this?
jnin99 2 Jan, 2020 @ 9:16am 
As someone who primarily plays TW2, I'm mildly sad that the whole thing isn't coming over, but I understand and wholeheartedly support your decision to wait until TW3, because honestly I would've done the same in your position

I am interested to see the Horde you're cooking up though, that sounds like a good deal of fun ^^
Moloch 17 Aug, 2019 @ 8:32am 
i understand :) thanks dude i loved this mod for my goblin playtrue ;)
Cyclone Jack  [author] 14 Aug, 2019 @ 6:56am 
I chose these since the units are already done, the Tech Tree is fairly straightforward, and I don't think the Horde mechanic will be overwhelming (unlike all of the stuff I want to do for the Forest Goblins or any of the other Tribes).

It's also allowing me to make some sweeping, long overdue formatting changes to make things easier on my end. While this has no real effect on the mod, it does require me making changes to every entry in every table. At the time of this, I'm about half way done with the basics of the units (excluding talent trees). Once I have something playable, I'll say something here.
Cyclone Jack  [author] 14 Aug, 2019 @ 6:49am 
After much thought, and seeing what all I'd want to do to improve this mod, I have decided to wait until TW3. I know this probably isn't the answer that anyone wanted to see, but I honestly think that by the time I've got something playable, TW3 will be on the horizon. And by the time I have most of the mod done, TW3 will have been released.

However, there are still a number of things that I need to figure out, and I've already began working on something for TW2. I don't want to get anyone's hopes up, but I've began working on Gitilla's Drippin' Fangs faction. It will be a Horde and will utilize the Encampment mechanic rather than Settlements (at least initially), will focus on Cav, will have Hill Goblins, Fire Kobolds, Fire Archers, and some explosives.
Cyclone Jack  [author] 14 Aug, 2019 @ 6:25am 
I began looking into what it would take to bring this mod over to TW2, and to do it right would take quite a bit of work. The biggest thing would be in separating settlements by Climate (Mountains = Night, Temperate = Forest, etc). Even though the game uses Climates, it only applies negative effects and has no bearing on the settlements themselves. This means breaking the settlements from one standard settlement superchain (used by all factions) into 13 settlement superchains, then overwriting each region's settlement chain with one of these new chains (for each faction).

Needless to say, this will take a lot of time to do, while making sure nothing else breaks (settlements are extremely picky). As such, the decision comes down to, Do I start this process now, knowing that we'll most likely see TW3 next year, or do I wait for TW3?
Cyclone Jack  [author] 14 Aug, 2019 @ 6:21am 
I'm a little reluctant to start talking about modding again, but I know there are a lot of people who enjoyed my mod and wanted to see some more stuff, and see this ported over to TW2. There were a number of RL things that got in the way that I won't bother anyone with, so let's get to the good news / bad news stuff. :) I think we've figured out our multiplayer issues, and we've got some co-op games going without any issues. I've also gotten back into the game, which has piqued my interest in modding again.
Cyclone Jack  [author] 7 Jan, 2019 @ 6:31am 
I would like to, and I've done a bit of work on it, but its been a while since I've really delved into the spreadsheets, and I need to be in the right mindset to start re-learning everything. It doesn't help that when I try and play a co-op game with some friends, it always desyncs on turn 1, or when it does work, we can't play manual battles. We've got a thread or two on the official forums, but no response from CA, and no real workaround. As such, I don't play the game as often as I would like, so getting motivation to jump back into this is low; but I also don't want to write it off, because I did enjoy creating the mod, and I would like to expand upon it some day.
Moloch 5 Jan, 2019 @ 10:34am 
any chance u gonna port this over to tw2 one day??
Cyclone Jack  [author] 9 Apr, 2018 @ 4:49pm 
Thanks, and me too. :) Also, thanks for enjoying the mod. :)
Great Lion 9 Apr, 2018 @ 3:11pm 
Well, i hope you come to a sunny place soon! You made a great work :steamhappy: , and thanks for the quick ansewer!
Cyclone Jack  [author] 9 Apr, 2018 @ 12:01pm 
I had started migrating to WH2, but kind of fell into a dark place and modding was shelved for a while. I'd like to revisit this, but I'm not sure when I'll be able to do so.
Great Lion 8 Apr, 2018 @ 10:18pm 
Hello! I love your work and played a lot with crooked moon in warhammer 1 because of this mod. Any chance you can bring your units to total war warhammer 2? I'm very fond of the black goblins and the hill goblins!
Badboy17 9 Feb, 2018 @ 6:03pm 
Thanks for responding. I'll try some stuff and see if I can make it work.
Cyclone Jack  [author] 9 Feb, 2018 @ 4:07pm 
I do not; I'm not familiar with that mod. The only thing I can think of is if that mod mods the start_pos it will probably conflict with Faction Unlocker. If not, then it could be that we are both adjusting the skill tree for Snagla.
Badboy17 8 Feb, 2018 @ 8:45pm 
Any idea on how to make this compatible with Legendary Lords Remastered? If I knew more about modding I'd do it myself :(
Cyclone Jack  [author] 10 Jan, 2018 @ 10:07am 
I watched some Tomb Kings videos yesterday, and that seemed to have sparked a little something in me. I expect Tomb Kings will get me playing a bit more, especially since I played them extensively in 6th and 7th edition tabletop, which in turn will get me jumping back into modding (there is still so much that I would love to do). There have been a few updates, so I'll need to start by making sure everything still works in this mod and in the Units Only mod before I start jumping back on the Goblin Tribes (in which I need to see if I can get past the blockers that I ran into).

Also want to apologize for lack of updates recently. Time and motivation just haven't been there. :(
Cyclone Jack  [author] 4 Dec, 2017 @ 3:59pm 
My motivation levels lately have been admittedly quite low, so progress has slowed down. I have some time off coming up, so I'm hoping I can get a few things ironed out for TW:W2:ME and at least get the three factions playable in Custom Battles.
YinYangTW 3 Dec, 2017 @ 7:47am 
You could just ask Crynsos to incorporate your Lords in the community script
Dawn 2 Dec, 2017 @ 8:48am 
I really love this mod, and your future ideas sound amazing. How is the progress on these?
Cyclone Jack  [author] 24 Nov, 2017 @ 8:45pm 
I never got the additional Lords working in the mod with the Faction Unocker, since I could not alter any of the start_pos files.
Goblin 22 Nov, 2017 @ 6:29pm 
How do i get Gitilla in the campaign? I cant find him anywhere!
Cyclone Jack  [author] 4 Nov, 2017 @ 7:35am 
Thanks! I've been fighting with the engine trying to get the spider-mounted shaman to work properly (the same animation issues that plague this mos as well), and for some reason the faction colors are not working. I've got the Forest Goblins working in Custom Battles, and I'll be working on getting the Night Goblin units added to Crooked Moon and getting the Badlands Goblins in shortly. As soon as I can get the faction colors working, I can open the release to the public and hopefully start getting some balance feedback.
Ripgiblet 3 Nov, 2017 @ 9:01pm 
Looking forward to anything you release for Mortal Empires:snaggletooth:
Cyclone Jack  [author] 5 Oct, 2017 @ 11:09am 
Tools are out for TW:W2! I'll be busy updating my spreadsheets with the new schemas over the next week or two, and I may try and get a Units-Only mod pushed out for Custom Battles in TW:W2. I'm still going to wait until the Mortal Enemies campaign before I really start delving into the new mod(s).

I'm really hoping someone makes a Skink-heavy Southlands Lizarmen army roster (I recall some special army list they had back in 6th or 7th Edition).
Cyclone Jack  [author] 2 Oct, 2017 @ 10:06pm 
Updated the Tech Tree node details. Apparently when I was trying to fix things I overwrote the effects.txt file and removed the technology stuff, then forgot to add them back in.
Theobald 27 Sep, 2017 @ 1:09pm 
Yeah i happen to use some very old ones that make blue and yellow skills much more gamechanging. If only it could work with ATTL and yours ^^.
Cyclone Jack  [author] 27 Sep, 2017 @ 11:16am 
Yeah, since we both modify the same stuff there will be a conflict otherwise (which is annoying, because there are some good skill mods out there).
Theobald 27 Sep, 2017 @ 10:03am 
So nothing to do, just play the campaign with only vanilla lords ?
Cyclone Jack  [author] 27 Sep, 2017 @ 7:43am 
Most likely, yes. I modified Da Boyz to affect Night, Forest and Common Goblins, while 'Ard Ladz are specific to each Tribe (ie: Forest Heroes only affect Forest troops). The only other changes beyond that might be with mounts, since I made spiders exclusive to the Forest Goblins, while everyone else gets Wolves. Oh, and Sour has 2 levels for the Earthing and Power Drain skills.
Theobald 27 Sep, 2017 @ 12:41am 
Hi. Glad to see stuff working out.
I'm still getting some blank skills for some lords, where the tactical skills Boyz and 'Ard Ladz are in vanilla for example. If it's a conflict i'm not getting with what else. All Tabletop Lords ?
Cyclone Jack  [author] 25 Sep, 2017 @ 5:32pm 
Big thanks goes to Crynsos for pointing out that the region was changed to a unique.
Cyclone Jack  [author] 25 Sep, 2017 @ 5:31pm 
Tracked it down to Troll Country and then specifically to Erengrad. I checked the Faction Unlocker and that region was missing. Turns out it was removed because CA made that a special region with Norsca and it was no longer needed in the Unlocker. I updated the region name and everything is back to working again. I also updated the Big Boss chains to reflect the Crooked Moon Big Boss buildings (Hero available at Tier 1).
Cyclone Jack  [author] 25 Sep, 2017 @ 3:49pm 
It has something to do with the building slots. I've made it to where you've only got buildings in Southern Grey Mountains and everything is still wokring. The next step is to add everything back in region by region until I find the crash.
Cyclone Jack  [author] 25 Sep, 2017 @ 6:54am 
I just thought of a idea that should let me test each building one at a time without a full recreation (which is mostly just a ton of copy-paste). I'll try and run some tests tonight to see if this will work, and if it lets me find the root of the issue.
Cyclone Jack  [author] 24 Sep, 2017 @ 7:52pm 
This wouldn't be so bad, except TW:W2 comes out this week, and I know it's going to draw my attention. However, I don't want to leave this mod in a broken state before I move on to Mortal Enemies. Besides, this will be a good refresher, even a untimely as it may be.
Cyclone Jack  [author] 24 Sep, 2017 @ 7:52pm 
As of now, I've no idea what is causing the crash. I can't find any changes that would cause this, and I've gone through the buildings with a fine-toothed comb. The only thing I have found is that the building slots may be linked to the crash. However, the buildings in question appear to be the farm and workshop, which have nothing to do with the Agents. I say "appear to be" because it is hard to tell if it is the slot or the building itself, since the slot also enables the building. I don't think it is the slot, because all of the other buildings appear to be working. All that's left is to start rebuilding the mod bit by bit in hopes of finding the issue. :(
ZetaNimbus 24 Sep, 2017 @ 1:30pm 
Well, I hope to be able to use your mod. I can tell a lot of work has gone into it, and I liked the units themselves - tried them out with the units-only mod, which worked okay for me. :)
Cyclone Jack  [author] 24 Sep, 2017 @ 9:10am 
After a few hours of tweaking, adjusting, and testing, I've made a tiny bit of progress. I had a working theory that the Agents menu was changed to list the agent types horizontally, meaning that having 6 agent types could go off the screen and crash the game. However, when I tested the Untis Only mod the Agent button worked just fine. I am happy that is the case, as I wouldn't know of a good way to test the above without rewriting a large portion of the mod (removing all of the additional Agents). This tells me that is it something else that has changed somewhere in a table that is not shared by the two mods.
Cyclone Jack  [author] 23 Sep, 2017 @ 6:42pm 
Hmm, I can replicate it, but I'm not sure what is causing it. I've been going through everything to see if Norsca or another recent patch broke something, and the only thing I have found is that one of the groupings that I was using for chariots changed from default_land_vehicle to default_land_support (even though chariots seem to be working just fine). I'm going to keep looking, but wanted to give an update.
ZetaNimbus 23 Sep, 2017 @ 2:05pm 
In the region of Karak Azgaraz, and it's not on recruitment, it's when I open the hero recruitment window at all. The button shows the darkened "depressed button" version of the icon, then everything freezes and then crash. :/
Cyclone Jack  [author] 23 Sep, 2017 @ 12:23pm 
Is this for the Big Boss or Shaman? And in which settlement type (night, forest, etc)?
ZetaNimbus 23 Sep, 2017 @ 11:13am 
Just want to report a similar issue to what Hetman said. I am currently trying to run with only crynsos faction unlocker+, faction unlocker vanilla submod, and this, and the game freezes up and crashes when I try and open hero recruitment. I've just been starting new game to check, choosing crooked moon, and opening hero recruitment.
Sovietkotek 20 Sep, 2017 @ 10:45pm 
Sounds like a fucking pain in the arse.
Cyclone Jack  [author] 20 Sep, 2017 @ 10:24am 
Now, speaking of Mortal Enemies, expect some big changes. I have no desire to make every settlement unique, and since I'm adding new factions I'll be modifying the start_pos files. This means that Crooked Moon will no longer have separate settlements based on location, which in turn means that I'll need to figure out how to keep units available, while determining which units will stick around in CM and which will be unique to Snagla/Gitilla Tribe. I still want Skarsnik to feel like he is able to unite the Tribes, so I'll still keep some Forest and Common unit in there. I won't be adding any new major mechanics or altering how the faction plays (that's what the two new Tribes are for). I still have a lot of things that I need to think about, but I did want to give a bit of a heads-up.
Cyclone Jack  [author] 20 Sep, 2017 @ 10:07am 
With the recent CA Blog detailing the Mortal Enemies DLC, and how it is going to create an entirely new map, rather than stitch the two games' maps together, I will need to decide how I am moving forward with this mod. Odds are I'll leave this "as is" to where it continues to function using TW:W1. My future Golbins mod will most likely be based on Mortal Enemies, since it will allow me to utilize the new features and mechanics from TW:W2.

While I did say "as is", as I push forward with my ME Goblins mod, I'll still try and keep this mod up to date with any tweaks and adjustments that I make over there, and as I figure out some new things I'll probably try and continue to enhance this mod as well.
Mechavelli 18 Aug, 2017 @ 11:15am 
Same here man, can't wait to see what you do with this!
Cyclone Jack  [author] 18 Aug, 2017 @ 10:53am 
I think what I may end up doing is keeping this mod as-is, focused on Crooked Moon, and keep compatibility with Faction Unlocker and Settle Anywhere. Then I can take what I've already got, then add Forest and Common Goblins into a Goblin Factions mod, which can then modify the start_pos and break compatibility with everything. I just don't see a way of keeping compatibility while adding new factions with their own mechanics, starting locations, starting armies, Legendary Lords, etc. That means I'll need to redo what Crynsos did to all of the settlements, but I think it will be the best route in the long run.

Also, TW:W2 is getting close! I'm looking forward to see what new mechanics I can pull into this and future mods. :)
Cyclone Jack  [author] 14 Aug, 2017 @ 11:18am 
The big thing is adding the Forest Goblins and Common Goblins as their own playable factions (see the Forest Goblins Discussion) to make a complete Goblin Factions mod. To add them I need to modify start_pos. However, I love the Faction Unlocker mod because I don't have to go through and do all the work to the settlements that Crynsos did (which is a huge amount of work).
Mechavelli 14 Aug, 2017 @ 10:48am 
What do you have in mind for continuing? I'm not sure what you've already done and what you're working on so a roadmap would be appreciated for feedback :)