Total War: WARHAMMER III

Total War: WARHAMMER III

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Da Green Tide - Time for a Propa WAAAGH
   
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overhaul
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492.126 KB
24 Sep, 2024 @ 12:15am
5 Sep @ 5:33am
10 Change Notes ( view )

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Da Green Tide - Time for a Propa WAAAGH

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A Waaagh overhaul mod for your collection.

Ingame screenshots shows some examples of the new varied Waaagh armies.

I made this mod with a thematic approach in mind, reading how Waaaghs was something to fear, as they lay waste to any region or settlement they came near.

What The Mod Does
  • Enables the possibility of getting a Waaagh comprised of any units from the Greenskin roster.

  • No more 90% Goblin/Orc Boyz spam.

  • Units are based on region layout, meaning rivers gives a chance of getting river trolls, mountains may give a wyvern, stone troll, rock idol or something else, forests gives Goblin spider riders, vast plains chariot/wagon units and so on.

  • Boosted chances of Greenskin LL's to get faction thematic units, like Skarsnik has a higher chance of getting Night Goblins, Wurzag of getting Savage Orcs, Grimgor Black Orcs, Grom chariot/wagon units, Azhag Wyverns and so on.

  • Enables the possibility of getting Darkland Orc units in your Waaagh army, with the entire Darkland Orc roster available, if you have the custom mod enabled.

  • I made it so vanilla Darklands (Chaos Dwarf area) regions have a much higher chance of spawning Darkland Orcs in your Waaagh, than other regions outside Darkland Orcs starting areas.

  • Enables the possibility of getting Gnoblars in your Waaagh army, with the entire Gnoblar (Unwashed Masses) roster available, if you have the custom mod enabled.

  • The Gnoblars has a boosted probability of appearing around Mountains of Mourn and other Ogre vanilla start locations.

  • Enables the possibility of getting We'z Speshul units in your Waaagh army, with the entire We'z Speshul roster available, if you have the custom mods enabled.

  • Enables the possibility of getting Ogre units in your Waaagh army, with the entire Ogre roster available.

  • I made it so vanilla Ogre regions have a much higher chance of spawning Ogres in your Waaagh, than other regions outside Ogre starting areas.

  • Enables the possibility of getting Hobgoblins in your Waaagh army, with the entire Hobgoblin roster available.

  • The Hobgoblins has a boosted probability of appearing around the Darklands and Mountains of Mourn.

Considerations
  • This applies to AI as well.

  • Waaaghs become a proper threat to deal with or a treat to play when choosing Greenskins.

  • The Waaagh mechanic is built around chance, so I lowered chance to a minimum for powerful units like monsters and kept lower tier units with a slightly higher chance. Faction thematic units are boosted to max. This is done to keep some sort of balance.

  • I am considering going through the massive list to boost the chance of certain units in certain regions, like higher chance of Savage Orc regiments in the Badlands etc.

List of Integrated Custom Mods

Submods

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
Popular Discussions View All (1)
8
23 Jul @ 8:37am
List of Supported Mods
RagnaroK
54 Comments
wesker 11 Sep @ 3:22am 
I couldnt figure out how to edit waagh units and just gave up :steamfacepalm: well done for getting it done and sharing it :steamthumbsup:
Hoo the fool 9 Sep @ 7:55pm 
Thank you for the reply!
RagnaroK  [author] 9 Sep @ 5:00am 
@Bluedraker - I should probably clarify that a bit better, 'integration' means my mod supports the probability of spawning Dark Land Orcs in the waagh IF you have the original Dark Land Orcs mod enabled and you walk through the darklands.

I don't include other modders great work, just making mine work with them, without the need for several submods etc. granting less cludder in modlists for people.

@Hoo the fool - This version has all the integrations available. Da Boyz is vanilla adjustments only (according to areas, faction etc). Hobgobbo adds the posibility of spawning the Chorf goblins in those areas. Ogres adds the option of spawning vanilla ogres in their home regions.
Bluedraker 8 Sep @ 2:02pm 
I can't chose Dark Land Orc with this mod even though your list says it's integrated
Hoo the fool 7 Sep @ 3:53am 
Hello, I have a question about your mods; there are several submods, Da Green Tide - Da Boyz, Da Hobgobbo, and Ogre. May I ask what's the difference between those and this one? Thanks in advance.
RagnaroK  [author] 5 Sep @ 5:26am 
Blanks happens when you are not using the integrated mods, so only pick the version that suits your modlist/playing style :lunar2019piginablanket:
Priss 9 Aug @ 3:08am 
Nvm, the solution is obviously to sub to the individual mods instead of this one which incorporates other mods. Exccellent mods btw :)
Priss 9 Aug @ 1:18am 
I still get invisible units from the waaagh. Are you saying we should sub to all the integrated submods?
Fifa 31 May @ 3:40pm 
i thought so, but wasnt sure that its enough to just use those 3 mods
RagnaroK  [author] 30 May @ 1:37pm 
I kinda labelled it wrong calling the section submods, as - Da Green Tide - Da Boyz iz 'Ere is the version with only vanilla units you ask for. :lunar2019piginablanket: