Total War: WARHAMMER

Total War: WARHAMMER

Fear the Green Tide! - Better Orc Invasion
144 Comments
Kryndude 3 Nov, 2019 @ 2:03am 
I'm sorry but how do I know which file is this mod? There's a lot of random number files with xxxxxx_legacy.bin in them.
kam2150  [author] 31 Oct, 2019 @ 12:53pm 
Yes, just downloar Rusty Pack File Manager and apply formula to lower unit count in main_tables.
Kryndude 28 Oct, 2019 @ 4:12am 
Is there a way to customize this mod personally? I'd like to tone it down to x1.5 strength instead of x2.0. Thank you.
kam2150  [author] 29 Jul, 2018 @ 10:39am 
Yes and no. Save will work and changes will be applied but it is best to use it from beggining.
m_ig_uelon 28 Jul, 2018 @ 5:38am 
save game combatibel?
大能牛逼闪亮亮 18 Nov, 2017 @ 9:21am 
Can I have a 150% version?
Ajey 28 Oct, 2017 @ 4:16pm 
cant wait for your orc and chaos tide mods to be available for mortal empires .. thx for continuing your work!
kam2150  [author] 28 Oct, 2017 @ 1:55pm 
Yes, Skaven is a must!
Masta_Steve 28 Oct, 2017 @ 1:45pm 
Thank you :steamhappy:

Where you planning on doing any type of similar mod for some of the skaven units?
kam2150  [author] 28 Oct, 2017 @ 8:10am 
Not yet but I will work on it in next few days :)
Masta_Steve 27 Oct, 2017 @ 9:24pm 
Did this mod getted added to WH2 yet? If so same name? Thanks
kam2150  [author] 8 Oct, 2017 @ 12:05pm 
Yes, over next week I think.
Masta_Steve 7 Oct, 2017 @ 3:59pm 
Any chance of doing this mod or something similar to WH2?
kam2150  [author] 6 Sep, 2017 @ 1:37pm 
Mod updated:

-Elite unit size decreased compared to previous versions, lower tier unit size increased (300 Gobbo unit!).
kam2150  [author] 5 Sep, 2017 @ 3:42pm 
I will update the mod tomorrow.
DesertFox 28 Aug, 2017 @ 6:12pm 
When is fear the beastmen tide coming out?
KingTiger 25 Aug, 2017 @ 11:02pm 
Started a new campaign on normal difficulty...phyrric victory in the first battle T.T I agree with The Raid Man suggestions.
KingTiger 25 Aug, 2017 @ 2:08pm 
the mods below:

Better Garrison, Garrison commanders, Harder Chaos invasions, Rise of the Beastmen revised version, better camera mod, Stupid campaign Agents, Building progression icons. the GCCM Settlements maps.

Thats about it. When I disabled your mod, the mission went on normally...though come to think of it...Maybe I should have tried twice before I disabled. :(
kam2150  [author] 25 Aug, 2017 @ 1:14pm 
What mods do you use?
KingTiger 25 Aug, 2017 @ 9:56am 
Hi,
Great mod. Just wanted to let you know that it makes the Dwarf slayer orc mission crash. I dunno why though :/
kam2150  [author] 21 Aug, 2017 @ 12:21am 
Sure, since now there are no unit size limits I can make units like Goblins even bigger while elifes like Black Orcs a bit smaller :)
The Raid Man 20 Aug, 2017 @ 10:35am 
Funnily enough after a few dwarf campaigns this almost seems balanced if the Big 'Uns and Black Orcs were toned back about 40 units or so. Even the giant arrer boyz blobs just are great big targets for quarrelers. Also more units = more units to get potentially slaughtered and trigger a hilariously huge chain route. Works out evenly enough on that front, it's their 160 Black Orcs at T3 that makes them a slug fest every round. Lastly the extra health on Grimgor is spot on and finally offsets his pitiful defense score.

Anyway, would it be possible to make a slightly weaker version of this? The boss wave orcs are fun, but I'd like something a bit more even. I can't stand vanilla Orcs cause they really aren't that threatening in open conflict. "Dance round da stunties an' hit where dey izn't" yeah I get it, but it also makes it incredibly dull when I finally do intercept them and just blast them to hell with impunity. WAAGHs be damned.
kam2150  [author] 19 Aug, 2017 @ 10:00am 
Because now fighting Grimgor will feel like a boss fight.
Jaeger 19 Aug, 2017 @ 1:44am 
would be the perfect mod but why buff their legendary lords. I like a good fair duel between lords.
Darviathar 15 Aug, 2017 @ 12:42pm 
Glad to see. Will I likely need to start a new campaign for this
kam2150  [author] 15 Aug, 2017 @ 4:07am 
Mod updated.
kam2150  [author] 7 Aug, 2017 @ 2:40pm 
In my campaign they mostly took 2/3 of Empire but they were never able to go through Dwarf lands. Basically game autoresolve is broken in favour of ranged units and armour which is a reason why you see soo many ranged units in AI armies when you do not run some neat army template mod. That is also a reason why Dwafs mostly take over biggest amounts of land. I never seen Dwarfs defeated by another AI.
Darviathar 7 Aug, 2017 @ 1:13pm 
Have the VC's ever expanded much in your campaigns? In my recent dwarf campaign, they simply couldn't handle Zhufbar. I stayed out of the fights in order to give them a chance. Sylvania had been cleansed of vampiric corruption around the time Archaon showed up. In my current empire game, I am just leaving them alone to give them a chance to help out against the Chaos invasion, knowing that I could put them out if I really wanted to. I don't like having to pull my punches against what should be my biggest rival in the game. I'd rather see them overrun the eastern provinces and be a real threat!
kam2150  [author] 7 Aug, 2017 @ 1:00pm 
I might do one at some point. Although I always had to fight large Vamps empires in my campaigns :) Might be fun to stand against 300 men strong Zombie units though!
Darviathar 7 Aug, 2017 @ 12:27pm 
Could you do a "Fear the Walking Dead" mod at some point? The Vampire Counts never accomplish anything in any of my non-VC games. Most of the time the 3 Vampire factions simply trade the Sylvanian provinces around, perhaps take the Moot from time to time. but never the epic marches on Altdorf and Nuln that a true Von Carstein should accomplish. Adding the Von Carstein faction into Schwartzhaften simply made matters worse for Mannfred and company, it seems.
TommyTheTerrible 30 Jul, 2017 @ 1:36pm 
ill try that thanks
kam2150  [author] 30 Jul, 2017 @ 11:22am 
You can just copy files from Grimgor mod manually and add to my pack or other way around.
TommyTheTerrible 29 Jul, 2017 @ 11:57am 
i wish this worked with op grimgor mod
steelwarrior77 10 Jul, 2017 @ 3:39am 
Could you make a version that scales with double size unit mods - for both fear mods nd the new one for the beast men?
kam2150  [author] 25 Jun, 2017 @ 2:14pm 
Ranged units have the smallest increase.
kam2150  [author] 25 Jun, 2017 @ 2:13pm 
This mod does not have 100% unit size increase for all units, just for some. Most of them have it scaled between 50-80%.
Bitcoin Barry 23 Jun, 2017 @ 11:27pm 
i second court jester, PLEASE! for both chaos AND orcs.
ScumOne 12 May, 2017 @ 8:19am 
Does this impact on mods that make Waahgs harder?
TheCourtJester! 9 May, 2017 @ 8:37am 
I would love to see this mod with an option to tone down the greenskin buff. Like others have asked for, would it be possible to have an option where instead of a 100% increase in unit size, there is a 50% increase? Would you perhaps be able to tell me how to edit it if you don't feel like doing it yourself? I could then send you the files and you could upload it as yours.
TrialAvel 15 Apr, 2017 @ 1:47pm 
Hello my friend, really great mod you have here! I would like to ask you a question if possible, is this mod compatible with horde script mods? Thank you very much for the amazing work!
[SiR] RushAlot 14 Apr, 2017 @ 2:24am 
I love the mod, but could you make a lighter version?
maybe only 50% unit strength instead and keep the monsters at 1 per group not 2?

again love the mod and cant wait for the beastmen.
Phangtastico 19 Mar, 2017 @ 4:14pm 
I just played the Bretonnian "Errantry war" quest against the Greenskins and it was utterly brutal. Presumably because I'm using this mod. Have you noticed? OUCH that really hurt :)
Kubers 17 Mar, 2017 @ 3:16pm 
Awesome. Thanks. Playing as Clan Angrund with your mod is a goddamn suicide. I like it.
kam2150  [author] 17 Mar, 2017 @ 10:48am 
It does scale.
Kubers 17 Mar, 2017 @ 7:50am 
This mod and the rest of your "Fear the xxx" mods doesn't scale with units sizes, right? I would want to play on lower unit size (because i have to weak gaming machine right now) while keeping proportions from your mods.
kam2150  [author] 15 Mar, 2017 @ 2:05pm 
Autoresolve takes it into consideration, for example if you would icnrease Grimgor unit size to 100, he would autowin everything.
Auldrin 15 Mar, 2017 @ 1:59pm 
It feels like the autoresolve is ignoring the increased unit sizes. Can you confirm whether that's the case?
Rustic Clover 8 Mar, 2017 @ 2:59pm 
So yeah, could the Arachnarok Spiders and Giants not be two units? Maybe just increase their health? They're pretty ridiculous as is. Lol
Crunchi 8 Mar, 2017 @ 5:46am 
Can you make a version that's only 50% more ie. 100 models to 150 instead of 200 & haave the single model units like the Giant only have a single model not two? Thanks, keep up the great work!
Rustic Clover 4 Mar, 2017 @ 6:43pm 
@kam2150
Maybe majorly boost their replenishment and have it where they can recruit while raiding? I saw a few mods that did that.