Total War: WARHAMMER

Total War: WARHAMMER

Night Goblin Unit Pack
21 Comments
ryan_dooley2 19 Nov, 2017 @ 7:28am 
Why in Gork's name did you make it so these guys can't be recruited by Crooked Moon?
Andrew  [author] 20 Jul, 2017 @ 12:05pm 
Great Lion, I forgot to make the units unlockable by a building during the Skarsnik campain. Thank you for the hint. I will fix that.
Great Lion 20 Jul, 2017 @ 1:08am 
Oh, by the way, just to clarify: The units are avaible to Crooked Moon in custom battles, but not in the campaign map (barracks for goblin units tree) like the Green Skins faction.
Great Lion 19 Jul, 2017 @ 11:39pm 
Hello! I'm under the impression you did't let the crooked moon faction recruit the units you added, was that intentional?

I just checked, with the Green Skins faction we should be able to recruit the units normally from the barracks. But with the Crooked Moon they do not appear.

Thank you, and great mod!
Andrew  [author] 16 Jul, 2017 @ 12:42pm 
Yes Elephant, it should be also for campain.
Bretelle 16 Jul, 2017 @ 11:26am 
is it also for the campaign?
Andrew  [author] 15 Jun, 2017 @ 4:54am 
Yes, because it's just a unit mod, and doesn't edit any stats of vanilla units.
Kabimbi McTroll 13 Jun, 2017 @ 12:33pm 
Crynsos Cataph Mixu compatible?
Andrew  [author] 12 Jun, 2017 @ 9:26am 
The chariot is set to be a greenskin chariot. If you buff chariots in the campain, this unit should benefit from the buffs. All other units are set to be regular goblins, so if you want to upgrade them, you have to invest skill points in goblin buffs.
Kazad 12 Jun, 2017 @ 8:12am 
well when you lvl up your general and take the buffs to make your goblins worth something, you know the +melee attack and charge bonus
Andrew  [author] 12 Jun, 2017 @ 5:53am 
Hey Kazad, all units should benefit from general boost abilities. But I don't understand what you mean with "commander path". Could you please further explain your question?
Andrew  [author] 12 Jun, 2017 @ 5:49am 
Wow, thank you Grim. I was wondering why the missile weapon doesn't want to work.
Grim 11 Jun, 2017 @ 3:08pm 
Then, change the owner reference in "battle_personalities_tables"
For the keys "chariot_gobbo_officer_1" and "chariot_gobbo_officer_2", in the column unknown7 put "wh_main_grn_wolf_chariot02_bow".
And voilà! Your night gobs will shoot the (very impressive) doomdriver_gun!
Grim 11 Jun, 2017 @ 3:07pm 
commentary split in 2 :
Andrew, thank you A LOT for trying something with the chariots.
I've wanted to mod them to some extend too, and you helped me figure them out a bit as i looked into your mod files and what DB were involves.
I come here to return the help somehow :
I noticed you tried to change the ranged weapons of the chariot but didn't completely made it. Now i know why and how to fix it.
In "land_units_tables", the missile weapon you put on the chariot is just there to reflect its stats on the IU. In no way does it make the goblins shoot the damn thing !
For that, you need to get "battle_entity_stats_tables". See the "wh_main_grn_wolf_chariot01_bow
" ? He's shooting "wh_main_grn_wolf_chariot_bow".
You can change the missile weapon used there. For your mod, you can just add a new line with something like :
wh_main_grn_wolf_chariot02_bow | | doomdriver_gun
Kazad 11 Jun, 2017 @ 6:39am 
do they benefit from the stat boost offered by the generals when you take the commander path? else they will be way weaker then the normal counterparts no?
Andrew  [author] 8 Jun, 2017 @ 2:14am 
@-2 If I work fast, the forest goblins will come out next week
Andrew  [author] 8 Jun, 2017 @ 2:12am 
@Chomp You want me to add an armored goblin unit? Armored goblins will appear in my Elite Goblin Pack
gamer rat 7 Jun, 2017 @ 11:06pm 
thanks a lot! i have waited so long for a forest goblin pack:steamhappy:
Chomp 7 Jun, 2017 @ 6:03am 
seems nice. anny change of a amored goblin unit?
Andrew  [author] 7 Jun, 2017 @ 2:31am 
Thanks Sebidee. Making the chariots made me insane, but I think the work was worth it
Sebidee 6 Jun, 2017 @ 9:30am 
Nice! I love the chariots.