Total War: WARHAMMER II

Total War: WARHAMMER II

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Orc Technology Integration for Greenskins
   
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Tags: mod, Campaign
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54.006 KB
24 May, 2020 @ 2:30pm
14 Jul, 2021 @ 8:07am
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Orc Technology Integration for Greenskins

Description
I want to let everyone know I’m done modding for WHII. In the future, I may try modding when possible for WHIII. Anyone is welcome to take this mod and keep it going if you’d like to make it your own.

Updated for Hammers & Herdstones (The Silence & the Fury)

Hello and welcome to the Greenskins Research Technology Orc Integration – It’s perfectly unbalanced!

I've read lots of feedback that the Orc units were perhaps left behind in the Warden & the Paunch DLC. The Greenskins need a better research tree that includes more buffs primarily for Orcs, but also something for Giants and a little for Trolls. As it is, the Greenskin research tree is overwhelmingly in favor of Goblins - da boyz deserve sometin' betta!

This mod has taken feedback I’ve read from players and tried to integrate tech upgrades for Orc Boyz, Big ‘Uns, and Savage Orcs, Orc Boyz, and Orc units in general. It also addresses the Orc Boar Boyz (and all the Orc Boar units) as well as the Giant. This should provide a better Greenskin research tree experience throughout the campaign that feels like both Goblins and Orcs get lots of love.

I'll try to keep this list up to date as I make adjustments. I'm actively taking player feedback to make the Greenskin's tech tree (Datz da Big Thinkin'!) uniformly beneficial for all Greenskin units.

What does this mod do?
  • Adds +10 Armour to Black Orcs in mid tech;
  • Adds +5 Melee Defense for all Orc units in earlier tech;
  • Reduces Orc unit upkeep across three different techs in early, mid, and late tech tree;
  • Increases Orc infantry movement speed by +5% in two separate nodes and all Orc units (this includes
    infantry, Orc cavalry, and lords) another +10% in another node. It may sound like a lot, but when you start with a speed around 30, a 20% increase is only +6 for infantry;
  • Increases Orc Boyz and Big ‘Uns Armour by +8 and +5 in two different tech nodes (for a total of +13 Armour);
  • Gives the Orc Big ‘Uns 5% Missile Resistance in early tech;
  • Adds +5 Melee Attack for all Orc units in mid tech (need to stay ahead of those Gobbos!);
  • Gives all Orc cavalry 10% missile resistance;
  • Gives Orc units unit replenishment in two different tech nodes (They are supposed to be nearly impossible to wipe out, right?);
  • Gives Orc units +3 Melee Defense and +3 Morale in mid tech;
  • Giants now gain 15% Missile Resistance and 5% Physical Resistance spread across two techs - one early and one later;
  • Giants' speed will now be bumped to slower than cavalry but faster than infantry by the time you research three different tech nodes - two early and one later. This will help give the Greenskins' giant a place alongside the Rogue Idol as a faster and softer alternative to the Rogue Idol;
  • Giants gain "Strider" in mid-to-late tech. This further differentiates them from Rogue Idols and maybe gives them a place on the roster;
  • Orc Cavalry units (Boar Boyz, Savage Boar Boyz, Boar Boyz Big 'Uns, Boar Chariots) now gain an additional charge bonus and melee attack in addition to the buffs above described as affecting "Orc units" in general. The Boars should be worth using now.
  • Brings greater consistency to the Goblin tech. Previously, some techs which read as though all Goblins benefited only affected some infantry Goblins. This has been fixed. When a tech says it affects Goblins, it affects both regular and Night Goblins. Additionally, the Goblintide skill which read as though it affected all Goblins now does affect both regular and Night Goblins.
  • Trolls now gain Frenzy in a later tech. All the other units got more additions, why not Trolls?



In addition to the technology enhancements for Orcs above, this mod also provides:
A new “Da’ Greentide” skill (because Goblins got a Goblintide skill!) unlockable for Orc Legendary Lords and Warbosses at level 8 which provides:
  • +5 Melee Attack for all Orcs in the lord's army
  • +3 Melee Defence for all Orcs in the lord's army
  • +3 Morale for all Orcs in the lord's army
  • +8% Speed for all Orcs in the lord's army

And yes, Oglok may be ‘orrible, but he wasn’t forgotten. His skill tree includes “Da’ Greentide” skill like the other Warbosses upon unlocking him.

It all sounds like a lot, but the Orcs really needed some TLC to attain some parity with the Goblins. Last but not least, I noticed the lords for Greenskins were not included much in unit groups the way they are for other factions. To rectify this, I added them all to the grn_characters and added the Orc lords to grn_orcs and Skarsnik to grn_goblins. Now, the Orc lords will benefit from Orc technology.

Feedback
If you have suggestions for other Greenskins units which need tech help, please let me know. Also, if you have ideas for better balancing - either increasing or decreasing buffs I've made, I'm always happy to get more input.

Compatibility
Should be save-game compatible.

Should be compatible with anything that doesn’t completely overhaul the Greenskin tech trees or Lord trees. This just adds the above bonuses to the new Greenskin tech tree.

As requested, this should be compatible with We'z Speshul, Expanded Roster - Greenskins - Orcs/Goblins, and Mixu's Legendary Lords 2 (Gorfang Rotgut).

Other Mods
Check out my Greenskins Collection here.

Any moderately polite feedback or suggestions are welcome!
109 Comments
Holy Order of PIZZASALAD 28 Jan, 2022 @ 1:26pm 
does this mod make the orc AI stronger? thats what im trying to do
StrykerMagnus  [author] 20 Jan, 2022 @ 3:35pm 
I want to let everyone know I’m done modding for WHII. In the future, I may try modding when possible for WHIII. Anyone is welcome to take this mod and keep it going if you’d like to make it your own.
Fengxian0830 18 Jan, 2022 @ 2:53am 
Would love a SFO version of this
Creek Crawler 12 Aug, 2021 @ 9:38pm 
Ah another good tech for the orcs
Deviant 20 Jul, 2021 @ 5:15pm 
TY:steamhappy:
StrykerMagnus  [author] 20 Jul, 2021 @ 5:48am 
Hi Deviant, while those are good ideas, that's getting into more modding than I have time for right now. I'll keep that in mind for the future though.
Deviant 20 Jul, 2021 @ 3:43am 
Hi, can you mod balancing the mechanics of WAAAGH orcs on the global map?
I propose to remove the constant increase in the WAAAGH scale from +1 to -1 (well, or at least to +0)
In its current form, the mechanic of WAAAGH on the company map looks like OP ...
Similar mechanics for Skaven and Har Ganet force them to play aggressively for the sake of getting bonuses ... And for the greenskins at the moment you can play as a non-aggressive faction ...
StrykerMagnus  [author] 14 Jul, 2021 @ 12:23pm 
I have updated all my mods. If you run into an issue that is specific to my mod, please let me know.
StrykerMagnus  [author] 13 Jul, 2021 @ 10:38am 
Hi all, I plan on updating when the Hammers & Herdstones update hits tomorrow. Hopefully, barring any life responsibilities, all my mods will be updated on day 1.
StrykerMagnus  [author] 7 Dec, 2020 @ 1:08pm 
Hi @gongoozler, I'm not currently modding. Anyone who's interested is more than welcome to take any of my mods and post them as their own. Not that any permission was required (modders don't own the content of their mods), but there you have it.