Total War: WARHAMMER III

Total War: WARHAMMER III

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Expanded Roster - Greenskins - Goblin Pack - SFO
   
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1 jul, 2024 @ 21:35
28 jan @ 17:14
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Expanded Roster - Greenskins - Goblin Pack - SFO

I 1 samling av CYLMT Riven
CYLMT's Submods and Other Magical Things
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I updated the tables and fixed invalid references. I will try to maintain this till El Papas return.

El Papa's original description:

"This submod integrates decomposed's ER Greenskin Goblin pack units into SFO. You need the original mod.

A few things to note:
- ER Collosal Squig and its armored variant are disabled, due to SFO having a collosal squig that is fairly well armored.
They are disabled in the campaign and deliberately overpriced in MP (until I can remove them from MP).
- Forest Goblin (spears) were already in SFO.
- The other units and forest goblin lord are assimilated into SFO with fitting abilities, model count and statwise.
- Hill Goblins and Night Goblins (Spears) added to SFO's Eight Peaks greenskin-landmark.
- Hill Goblins and especially Spear Chukka artillery unit need feedback for balancing.
- As it's not visible anywhere, nor written by decomposed: Forest Goblin units (including the SFO unit) excell in forest combat, e.g. better accuracy and melee defence.
- Tabletob Caps supported: Spear Chukkas Rare: 1.

Please post bugs and suggestions (e.g. unit balancing) in the discussion thread.


Credit

Thanks to the SFO modteam and Decomposed, creator of the ER mods."
29 kommentarer
CYLMT Riven  [skapare] 13 aug @ 0:11 
@Cultist of Tzeentch :steamthumbsup: Putting it on the to do list.
Cultist of Tzeentch 13 aug @ 0:04 
FYI the superfluous forest goblin unit is still there. The Forest goblin (spears) from decomposed appear twice on the building tabs (gloomy Hollows) & (deep spider lairs)

Triple wolf chariot also needs some balancing. its missing a passive ability that the other chariots have and small stat changes.

Best regards
Saiphos 13 jul @ 3:13 
@CYLMT Riven - I just wanted to thank you (and to Decomposed for making them) for doing these SFO comp mods in general.
I wont play TWW3 without SFO, but i like having extra units to mess around with and you are helping to making that possible. So thanks and i am looking forward to the updates! :)<3
CYLMT Riven  [skapare] 8 jun @ 11:09 
@Smartie I can fix that. Will just take some brain power from my end. :steamthumbsup:
Smartie 8 jun @ 9:51 
I also noticed that the Orc Big Boss variants added seem to use the wrong pool of possible traits (lord traits instead of hero traits) I do not know if that is something that you can fix quickly or at all
Smartie 8 jun @ 1:27 
@CYLMT Riven thank you very much and of course take all the time you need :D
CYLMT Riven  [skapare] 7 jun @ 18:57 
@Smartie of course I’ll update it soon. Haven’t played warhammer 3 in awhile so I’ve been lacking in the update department on the submods.

@Noximilien L’horloger what do you mean? Maybe my submod is just outdated?
Noximilien L’horloger 7 jun @ 7:48 
so does this mod or submod split the goblin recruit buildings
Smartie 7 jun @ 7:14 
Would you be able to update the entity numbers on the Forest Goblins (bows & swords variant) to match the spear variant from SFO and disable/heavily overprice the spear variant, so there is no overlap with SFO there?^^
CYLMT Riven  [skapare] 7 feb @ 17:56 
@nab can do.