Total War: WARHAMMER

Total War: WARHAMMER

Crooked Moon Faction Expanded (Units Only)
40 Comments
Not-So-Friendly 10 Aug, 2018 @ 9:03pm 
Add it to TWWII
teg07c 26 Jul, 2017 @ 10:59pm 
THanks alot bro. I can finally defeat these ten stacks of Dwarf enemies
Cyclone Jack  [author] 26 Jul, 2017 @ 1:31pm 
Removed unit cap for Black Goblins (Campaign and Custom Battles).
teg07c 18 Jul, 2017 @ 9:58pm 
Thanks, I use the mod Better and Harder AI and Im unable to defeat dwarves because I have no front line soldiers.
Cyclone Jack  [author] 18 Jul, 2017 @ 1:01pm 
In the full mod, I have an upgrade that adds +1 to the cap, but since this one isn't as concerned for balance, I may just remove the cap altogether and let the player choose when enough is enough. ;) Good idea.
teg07c 18 Jul, 2017 @ 3:21am 
Really enjoy this mod, is there anyway that I can increase the unit cap on black goblins?
Cyclone Jack  [author] 15 Jul, 2017 @ 10:52am 
Fixed the Night Goblin Warboss skill tree.
Cyclone Jack  [author] 15 Jul, 2017 @ 6:30am 
Updated the Mangler Squigs damage and made them more of an anti-cavlary unit (small anti-cav bonus). They may be a bit OP, so leave some feedback if ya want.
Bhelliom 13 Jul, 2017 @ 4:50am 
Hi would you by any chance make a (standalone) mod for night goblin netters, ie: giving the archer and sword versions BELOW the fanatics version nets, so they are actually ever used? I would use the shit out of this. Also nice mod.
woodsy223 2 Jul, 2017 @ 8:00pm 
not sure if they are im dropping this game i aint buying a whole same game just to play the other racies
Cyclone Jack  [author] 2 Jul, 2017 @ 7:09am 
Aren't rats in WH2?
woodsy223 2 Jul, 2017 @ 12:38am 
somone needs to make scaven in to the game
Albursine 28 Jun, 2017 @ 7:09pm 
Shame about the lords. Could they be made recruitable by just the crooked moon faction? No unique start positions.

About Gitilla, he worked fine mechanically. It was specifically his animation. Bow in one hand, sword in the other. Seemed to just idle when firing.

Anyway, I appreciate the speedy reply. I forgot to look at when the last update was; glad to hear there are still plans. There's no such thing as too much goblin. :)
Cyclone Jack  [author] 28 Jun, 2017 @ 5:51pm 
Thanks! No, the LLs are not in the campaign. It's been a month or two since I've delved in, but I think the LLs require some StartPOS modifications, which is specifically what I'm not wanting to modify in this specific mod (so it is compatible with everythiug else out there). I'll have to double check the Shaman Mounts, thanks for pointing that out. Gitilla should be working, but I'll add that to the list to look at (I'm planning on giving him a bit of a buff as well). Thanks for the feedback! :)
Albursine 28 Jun, 2017 @ 7:01am 
First off, my WAAAAGH! thanks you. I'm really enjoying all the gobbos.

Question about the unique lords. Are they recruitable in the campaign? I played around with them in custom battles and I adore Snagla's huge spider mount.

Gitilla doesn't have a bow firing animation. Also the goblin shaman heroes float above their mounts rather than sit in the saddle.
mitchcarne 20 May, 2017 @ 11:38am 
brilliant mod love all the units. any chance you could at netters to the night goblins as well?
Cyclone Jack  [author] 15 May, 2017 @ 2:34pm 
No. I would need to add those in, and the new Lords/Agents are new entities and would not pick up changes from other mods.
stiginge-oy 15 May, 2017 @ 10:32am 
Are new lords and agents don't get skillls from 130 new skills mod, i guess? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=808802871
Cyclone Jack  [author] 18 Apr, 2017 @ 5:53am 
Now that my big update to the main mod is finished, I'm going to start looking at the units again, including trying my had at custom textures. Any feedback on the units and balance is welcome.
Cyclone Jack  [author] 14 Apr, 2017 @ 7:19pm 
Finally found the issue with the Colossal Squig HP.
Cyclone Jack  [author] 20 Mar, 2017 @ 7:31am 
I'll take a look at his mod and see if I can work in compatibility.
HAPPYDEATH† 19 Mar, 2017 @ 10:21am 
Nice mod but could you take uzo70's visual night goblin overhaul into your mod?nice mod though and keep the work up;)
Cyclone Jack  [author] 13 Mar, 2017 @ 3:49pm 
Hmm, I'll look into the netters. Thanks!
Fingon 13 Mar, 2017 @ 12:16pm 
The netters seem not to have their ability in the campaign. (also thanks for making this mod compatiblity friendly version, this one works a lot better when doing multiplayer)
Cyclone Jack  [author] 12 Mar, 2017 @ 10:13am 
Increased base damage, lowered armor and defense for Hill Goblins.
Lowered AP damage for Hill Goblins Spears (it is not in line with other goblin spear units).
Increased AP damage for Hill Goblin Swords.
Added minor Ward Save to Forest Goblin Infantry (20 melee, 5 all).
Added Lords and Heroes (LLs are not in Campaign yet).
Rachel L 11 Mar, 2017 @ 10:24am 
The hill goblins spears have the AP symbol
Cyclone Jack  [author] 11 Mar, 2017 @ 10:16am 
All of the goblin spears have a tiny bit of AP (4-6).
Rachel L 11 Mar, 2017 @ 10:11am 
Ah okay. But i would still suggest removing the AP from the hill spear
Cyclone Jack  [author] 11 Mar, 2017 @ 9:48am 
In my WIP I've slightly lowered the base damage of both hill spears and swords, lowered spear AP (same as other gobbo spears) and increased sword AP. I've also changed their armor type and lowered their defense a bit.
Rachel L 11 Mar, 2017 @ 9:25am 
Also, just noticed, hill goblins spearman have anti large and ap and shielded, the hill goblin swordsman dont have any of these, same stats and same cost (both recruit and upkeep), so there is no reason to take them over the spearman
Rachel L 10 Mar, 2017 @ 7:36pm 
That would make a good difference. Also, Hill goblins with spears have AP and swords no. I would suggest giving them anti large instead. Ap doesnt make much sense (and make them VERY strong againdt dwarfs with the buffs from the globlins lords)
Cyclone Jack  [author] 10 Mar, 2017 @ 6:57pm 
The Forest Goblin units also damage enemy morale, which is why they have the higher cost (and in the larger mod gain a ward save upgrade, which I guess I could bring over innately). I aimed for the Hill Goblins to be a bit more like Big'Uns, but I can reel them in a bit.

Thanks for the feedback!
Rachel L 10 Mar, 2017 @ 6:06pm 
I think you need to lower the armor of the hill goblins and buff the forest goblins a little. Hill goblins have more armor tha human troops (i would lower to around 50) and forest goblins are barelly worth the extra cost over the vanilla ones
Northman89 10 Mar, 2017 @ 4:14pm 
!!!!!
YinYangTW 5 Mar, 2017 @ 8:02am 
Awesome to hear thanks again!
Cyclone Jack  [author] 5 Mar, 2017 @ 5:59am 
Lords and Heroes will be added, but I need to do some work on them to remove some of the changes I made. Once I get fire arrows working in the main mod, I'll copy them over here. :)
pleeb2 5 Mar, 2017 @ 2:05am 
Is it possible that you can make versions of any of these archers that shoot fire arrows? I'm really surprised I haven't seen any other mods for giving all the other factions those kind of variants.
Verrik 4 Mar, 2017 @ 11:19pm 
Love it!
YinYangTW 4 Mar, 2017 @ 10:26pm 
Any chance your lords and heroes in custom battle will be made available in campaign?
YinYangTW 4 Mar, 2017 @ 9:30pm 
THANKYOU SO MUCH FOR THIS!!!!!! I wish I was as talented as you are and I cant wait to play this.