Total War: WARHAMMER III

Total War: WARHAMMER III

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Treemen Subfaction [Updated for 6.3: Now Includes Elves]
   
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Tags: mod
File Size
Posted
Updated
709.094 KB
15 Jul, 2024 @ 5:36pm
2 Sep @ 7:33am
5 Change Notes ( view )

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Treemen Subfaction [Updated for 6.3: Now Includes Elves]

In 1 collection by Fizzle_Boom25
Fizzle Boom Sub-Factions
11 items
Description
INTRODUCTION
This mod aims to add a little diversity to wood elf minor factions by adding a new Treeman subfaction. I did this by adding a set of faction traits to all Ancient Treeman Lords.

The affected factions are Argwylon (Durthu's faction), Spirits of Shanlin, Bowmen of Oreon (partially, I'm still holding out hope that CA will bring back Oreon), Pina Woods [TOW], Sherweald Forest [TOW], Sussurio Woods [TOW], Saaali of the Dunes [TOW].

DETAILS
Every treeman sub-faction will have the following traits:
-Disables all elf units, regiments of renown, and heroes (they will only be able to recruit Dryads, Treekin, Treemen, Eagles, Forest Dragons, Zoats, and Branchwraiths)
-Adds +20% Physical Resistance during defensive battles
--33% construction time for main settlements (to unlock Treemen and dragons sooner)
-Wallbreaker for all Treemen

-Dryad recruitment moved to the main settlement chain so that they can always be recruited
-Wood elf garrisons replaced with dryads, treekin, and treemen. For simplicity, this applies to all Wood Elf factions (think of the forest protecting itself while the elves are away)

COMPATIBILITY
I tried to make this mod as compatible as possible, as long as there are factions led by an Ancient Treeman in your game, it should work. The only possible issue I for-see if mods effecting Regiments of Renown may accidentally enable them for Treemen factions.
It is compatible with all maps by default (Immortal Empires, The Old World, etc...).

Other Subfaction Mods
-Empire: Planned
-Dwarfs: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3461049488
-Greenskins: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3446809693
-Vampires: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3473512199
-Bretonnia: No plans
-Wood Elves: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3290225744
-Beastmen: No plans
-Warriors of Chaos: No plans
-Norsca: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3439077222
-High Elves: Planned (Colonist factions)
-Dark Elves: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3529886662
-Skaven: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3454605611
-Lizardmen: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3489986082
-Tomb Kings: No plans
-Vampire Coast: Planned (Living Pirates faction)
-Kislev: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3464916787
-Cathay: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3514225945
-Ogres: No plans
-Chaos Dwarfs: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3508127542
-Demons of Chaos: Planned (Mortals vs Immortals)
23 Comments
Fizzle_Boom25  [author] 12 Sep @ 8:25am 
Thanks, hopefully it works out. I haven't seen anyone else doing it.
Rincewind322 10 Sep @ 1:57pm 
Also your idea to limit certain units to landmarks or semi-landmarks (like for the ogres) seems really thematically good.
Fizzle_Boom25  [author] 10 Sep @ 9:30am 
Its not easy to separate mechanics for the player and the AI, and if its just for the player, I'd rather let them recruit anything and decide for themselves to make their own subfactions. Personally, I like to have different lords each have a theme, which is why I'm starting to give ways to unlock every unit in my latest mods.
Chen2014 9 Sep @ 9:03am 
This may be a very complex task, but what I mean is to let players play different subfactions of Beastmen. As for AI, I don't think it's necessary to take it seriously because AI's Beastmen are really weak.A Warriors of Chaos minor faction is a good idea.:steamthumbsup:
Fizzle_Boom25  [author] 9 Sep @ 8:06am 
Beastmen have some potential, but I'm somewhat reluctant to do anything with them since the AI is really bad at playing them. In my experience, they don't really recruit Centigors or Minotaurs and just use the ones they start with.

I am planning to do a few beastmen subfactions as part of my upcoming monochaos mod. Khorne in particular has a lot of beastmen units already.

I also want to replace one sub-factions units entirely with Beastmen, but I'm not sure which. Maybe a Warriors of Chaos minor faction?
Chen2014 8 Sep @ 11:08pm 
I read your Fizzle_Boom Subfactions. And I suggest that the Beastmen can be divided into two subfactions, the Tauren and the Centaur subfactions.:steammocking:
Rincewind322 2 Sep @ 8:06pm 
Niceeee
Fizzle_Boom25  [author] 2 Sep @ 8:03am 
Big update today including elf sub-factions. I'll update the description later, but you can see all the changes in this spreadsheet: https://docs.google.com/spreadsheets/d/1oYqcFv1JN_lksvFvXfAO030ZSva155CJkuTOCncxmxU/edit?usp=sharing
Fizzle_Boom25  [author] 23 Aug @ 12:33pm 
Good news! Today is that day, I figured out how to change faction leaders with a script. I'm going to release a major update with 6.3 that changes the Bowmen of Oreon leader to Ilfrun (Oreon vanished and Ilfrun commands the Bowmen now). Also made some a wood elf sub-faction and fixed their garrisons.
Fizzle_Boom25  [author] 18 Aug @ 6:54am 
One of these days I'll figure out how to script and change faction leaders. Then I'll add Oreon