Total War: WARHAMMER

Total War: WARHAMMER

GREEN IZ BEST!
76 Comments
Monocled 2 Dec, 2021 @ 7:42pm 
I like playing the Bloody handz more than the main greenskin faction do you think maybe you could add some changes for them?
Mongo_The_Mighty 28 Nov, 2019 @ 7:26pm 
Just putting this out there, this mod does not work with the 'Advanced AI Mod'
harvy_mufc 17 Mar, 2019 @ 8:42am 
I think it was something to do with other mods I had or something, will give it another go with a new campaign
Gejnor  [author] 13 Mar, 2019 @ 10:55am 
Doesn't it work? It *should* work..
harvy_mufc 13 Mar, 2019 @ 9:12am 
Any chance of an update? Would be hugely appreciated as your GS mods are the best!!
Kaia 26 Sep, 2017 @ 7:27am 
Hahah! Yeah, updating the schema every god damn time is a headache. On the plus side im not envisioning many patches now that TWW2 is on the horizon, I expect them to be focused on that for the future.
Gejnor  [author] 26 Sep, 2017 @ 7:17am 
To be fair, its the only time ive felt compelled to change the unit's actual base stats, other than importing your changes on Azhag obviously but i felt it was necessary when a supposedly "elite" cavalry unit for instance get beat by most archer units in the game in melee.

I could do it, but honestly i don't know at this point, its just so much to keep track of and keep updated. Now i kind of get why bigger modders make massive mods with everything in them to keep it as simple as possible for longetivity's sake.

Lemme think about it, there might be other things i could try, but also with the advent of Warhammer 2 in a few days i reckon we'll all be a bit too busy to worry about WH1 stuff, atleast for a while!
Kaia 26 Sep, 2017 @ 6:58am 
This is an excellent mod that's taken a lot of thought! Props!

Im obviously partial to my own unit stat tweaks (and while I COULD for my own use rip your mod apart for the bits I want to use in tandem with my own) have you considered breaking unit stat tweaks apart from the tech, tier and skill changes for more customisability?
Gejnor  [author] 17 Sep, 2017 @ 2:11pm 
Sorry but its there, sounds like a mod conflict at this stage since now the mod is definately updated!
Shane 17 Sep, 2017 @ 8:33am 
nope. even with only your mod active the buffs still arent there, no bonus vs infantry and the stats are the same as vanilla
Gejnor  [author] 17 Sep, 2017 @ 3:08am 
Um, i may have forgotten to update the damned thing.. woops! Give it a look now.
Shane 17 Sep, 2017 @ 1:22am 
i dont think that buff is working, ive been going through the pfm for your mod and the stats arent changed
Gejnor  [author] 3 Sep, 2017 @ 12:23pm 
I did a change yesterday to give both Boar Boyz and Orc Boyz a slight buff.

Normal Orc Boar Boyz and Big 'Uns have gained +12 melee attack and +10 charge to their base stats.

Orc Boyz have recieved +10 bonus damage vs infantry.

With this i hope to have made Boar Boyz on average more useful and let Boyz fill a niche they were lacking in and make them a decent choice to keep in your roster rather than immediately upgrading to Big 'Uns.
Lulu Main 18 Aug, 2017 @ 4:24pm 
oh wait it might be caused by another mod . my bad <3
Lulu Main 18 Aug, 2017 @ 4:23pm 
is it normal that the game shows me that orc boyz have like 16 weapon damage ?!
Gejnor  [author] 18 Aug, 2017 @ 3:40pm 
You may have a point, ive updated the generator template table once more so its atleast at the latest version. If the problem persists do tell!
magneticdickhealingdevice 18 Aug, 2017 @ 3:16pm 
Is it possible that this mod breaks the brayherd script? I have no idea if WAAAGHs are connected to brayherds, but since the update I'm only using a few mods that have been updated. Started as beastmen and my brayherd was just a lord with no units. I remember something similar happening with this mod enabled when Bretonnia came out? Idk for sure that it's Green iz Best doing it but I don't have any other mods that seem like they possibly could.
Gejnor  [author] 11 Aug, 2017 @ 10:00am 
Hello all, Norsca has finally come and since they buffed some of the vanilla lords ive decided to downscale the mod a tiny bit. I've removed the level 18 armywide buff skills as they were too strong when taken into context with the new skilltrees added by CA.
ConfusedLemm 28 Jul, 2017 @ 12:04pm 
oh thanks
Gejnor  [author] 28 Jul, 2017 @ 12:03pm 
ConfusedLemm 28 Jul, 2017 @ 12:02pm 
can u do this for the empire
verbal 17 Jul, 2017 @ 10:38am 
thanks for the good mod my dude
Gejnor  [author] 5 Jul, 2017 @ 9:29am 
Ironically i do have another mod that does just that, giving Azhag some better units. Imo hes been beefed up alot especially with the death magic at the start but i feel this just puts him at parity with the other Greenskin choices, including the DLC/FLC lords. I've not added any start pos shenaningans to my overhaul mods because they do play merry hell with compability so you won't be seeing that here unfortunately. Glad you liked the mod!
Bhelliom 5 Jul, 2017 @ 7:27am 
Hey this one was fun to try, just did a little bit. Have you considered changing Azhags starting units instead of the Death Magic? It felt a bit too powerful and almost like I might just have gone Grimgor :D I do dislike the time and difficulty of his crown quest, it should be earlier and closer, but still.
Bhelliom 4 Jul, 2017 @ 1:23pm 
Did anyone try this with SFO and felt it was working okay? It looks like it´s compatible.
BurntBlackWings 24 Jun, 2017 @ 2:41pm 
Just want to say thank you for this mod. =)
Gejnor  [author] 22 Jun, 2017 @ 2:04pm 
Small update today, Orc Arrer Boyz now also benefit from the skill "Da Boyz" making them more powerful in melee. This information is not shown in the tooltip but you will see the gains on their unit card if you choose to recruit some with a lord that has the skill.
Gejnor  [author] 20 Jun, 2017 @ 3:28pm 
Yeah its a bit weird, it only happens occasionally to the Top Knotz faction and i have no idea why. Unfortunately i'd either have scrap the entire improved waagh thing or leave it be as it is finnicky as hell :/
Shane 20 Jun, 2017 @ 9:02am 
HotIcedCoffee 9 Jun, 2017 @ 6:08pm 
Awesome! Thanks for the quick reply!
Gejnor  [author] 9 Jun, 2017 @ 10:37am 
The technologies, raiding camp changes, building changes and build times (savage big 'uns) affect The Bloody Handz. Same with Crooked Moon. I have not touched their skill trees or the LL's Wurrzag and Skarsnikas they are strong and unique enough on their own.

Infact all the Greenskin factions, as long as they can access their tech tree, get theese changes.
HotIcedCoffee 8 Jun, 2017 @ 10:50pm 
I assume this doesnt affect the Bloody Handz faction?
Gejnor  [author] 6 Jun, 2017 @ 4:40pm 
UPDATE today! Quite a few new things! New Lord Effects! New skills that affect your whole army! And some minor changes to other things, tech turncosts and value changes to skills i felt were still a bit underwhelming, like the first tier of blue skills.

I hope you all enjoy!
The Raid Man 19 May, 2017 @ 7:43pm 
WAAAGH Grimgor Lives. Nice work, man.
Gejnor  [author] 15 May, 2017 @ 8:51am 
The first one is so i know what goes where, a handy reminder and if theres another mod that uses those slots it won't work with this mod anyways. The second thing is ALWAYS there, its baseline and no i do not know why CA put it there, but i figure it'd be bad to remove them.
TheGrandSirPiggy 15 May, 2017 @ 7:29am 
Also, what`s up with this change "wh_main_effect_agent_action_success_chance_skill
" being added to all skills in all your overhauls? :2016gameingame:
TheGrandSirPiggy 15 May, 2017 @ 7:13am 
In the character_skills_nodes is there any reason why any other skill than the grimgore unique one would be there? Seems like clutter making the mod less compatible with other mods to me... :steamsad:
Gejnor  [author] 13 May, 2017 @ 7:46am 
Hooray!
TheGrandSirPiggy 13 May, 2017 @ 4:55am 
You might be surprised to hear this, but after doing some PFM digging, I found that the 3 mods work perfectly fine together! Only changed some things to be perfectly sure, but those weren`t necessary! Awesome mods you make! Keep up the great work! :steamhappy:
Gejnor  [author] 11 May, 2017 @ 5:01am 
The building overhaul won't work im pretty sure, but the script one may! Give it a try and see for yourself i reckon. Waagh to your heart's content friend!
TheGrandSirPiggy 11 May, 2017 @ 1:28am 
Might be asking for to much, but do you know if your mod is compatible with this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=823571035
And also this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=696956892
I`m so glad I found this mod! Now I can finally have FUN while playing da best warhammer race!
Keep up the great work! :steamhappy::2016gameingame:
Gejnor  [author] 26 Mar, 2017 @ 2:45pm 
I can look into it, but i cannot give an ETA. If/when i find a solution for those issues i'll update the mod. I can mention i probably will add in my other mod that rebalances Wurrzag's upkeep to +0% when you confederate him, as it currently stands in vanilla you get a weird +30% extra upkeep and a trait named [HIDDEN] That is the cause of the swing from -50% to +30%.
Squidgame 26 Mar, 2017 @ 11:10am 
when i play the Bloody Handz, the follower that reduces savage orc recruitment cost by 15% doesn't actually do anything. i equipped it to both lord and heroes both inside the army and deployed in the region, but none of them did anything to the cost of savage orcs.

do you think you can find a fix to it and add to your mod as well?

and also some heroes (this occurred when i was playing as the Crooked Moon, not sure if it's a specific-faction bug) have the trait "boring". it says "increase income by 5%" for "local ENEMY provinces", and this is counted as a positive trait. can you look into that as well?

these bugs don't affect gameplay too much, but it would be great if you can add them into your mod to polish the greenskin factions even more. thanks :)
Gejnor  [author] 18 Mar, 2017 @ 11:22am 
Don't mention it :)
As i said, the greenskins needed this big of a boost which is why its there, and its not just technologies as you may have noticed!
NoSkill 18 Mar, 2017 @ 10:20am 
Now these are some proper technologies.
The bonuses fit the Greenskinz well : simple, but brutal.
Thanks for leading me here:)
Nathanhale93 8 Mar, 2017 @ 8:01am 
Thank you
Gejnor  [author] 8 Mar, 2017 @ 4:35am 
The AI can make use of the changes but, as always, a player is better at directing where to put points, make research and recruitment.
Nathanhale93 8 Mar, 2017 @ 4:02am 
It works only for player or even for AI?
Gejnor  [author] 7 Mar, 2017 @ 9:13am 
A final change for a while, seems Raider was still not working as it should which has made me change the skill and raiding encampment.

Raider will now grant 30% more income from raiding at rank 3 which is up from 15% while Raiding Encampment now gives 15% replenishment, up from 10%.
Gejnor  [author] 7 Mar, 2017 @ 5:43am 
Even more changes!

I realised that the spider rider bonues were a bit extreme, especially if you're playing Skarsnik who would end up with 78 Melee Attack(!) thats why i decided to roll back the tech from 20 to 10 MA, its still a considerable buff, gives armour to Arachnaroks and you only need to spend 8 turns on it rather than 12.

To compensate for this ive raised the Red Skill "Riderz" which will buff all types of cav from 12 MA to 18. This skill is only available to normal Greenskin Lord, including Azhag and Grimgor so it works out perfectly.

Finally we have a new unique skill for Grimgor! A powerful ability is unlocked at 15 which makes Grimgor draw upon his legendary fury to never tire in battle!