Total War: WARHAMMER III

Total War: WARHAMMER III

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Greenskins Mechanics
   
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11 Feb @ 9:16am
2 Sep @ 12:04pm
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Greenskins Mechanics

In 1 collection by Incata
Total War Warhamer 3: Gameplay Mods
75 items
Description
General description


This mod improves the Greenskins faction by adding some features and reworking others. Some original units from the game are also added to the roster of this faction.


Mod Features


-Now you get double the scrap in battles, and both the minimum and maximum amounts have also been doubled.
-Upgrades obtained with scrap no longer have a cost penalty if another one had been acquired previously.


Grimgor Changes


-Grimgor now functions like a horde and has his own building chain for orcs and other beasts. He will not lose his building progress even if defeated, but his costs are high.
-I have ensured that the AI can use its new mechanic.


Wurrzag Changes


-Wurrzag can now recruit some wild beasts from the main building chain (Spider Hatchlings and Feral Wyvern).
-Wurrzag's faction can recruit 2 additional Orc Shamans and can do so in any settlement.
-Wurrzag now functions like a horde and has his own building chain for savage orcs and other jungle beasts. He will not lose his building progress even if defeated, but his costs are high.
-I have ensured that the AI can use its new mechanic.


Gorbad Changes


-"Da Plan" now lasts for 5 turns instead of 3, and its cooldown has been reduced to 1 turn in all cases.
-The unit requirements to equip "Da Plan" have been reduced to 1.


Azhag Changes


-Azhag now functions like a horde and has his own building chain for orcs and constructos. He will not lose his building progress even if defeated, but his costs are high.
-I have ensured that the AI can use its new mechanic.


Miscellaneous


If a faction confederates another, and that faction has a lord that functions as a horde, they will adapt to the new faction.


Wurrzag has a bug with the initial main building, as it defaults to Azagh’s instead. I have no idea why this happens. The player will have to demolish it and build the correct one, but the AI doesn’t seem to have any issues with it.


If you want modifications to Skarsnik's mechanics, you can consult Eight Peaks Mechanics


Grom has not received any changes other than the generic ones. It's been a while since I last played with him, and I think his mechanics are already good, but if you have any suggestions, feel free to leave them in the comments box.


⚡ Support & Discover More Mods ⚡


Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]

Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
31 Comments
Incata  [author] 1 Oct @ 1:56pm 
@Louie04k should work
Louie04k 1 Oct @ 1:50pm 
would this work in coop?
Incata  [author] 2 Sep @ 12:11pm 
@Helgrim :lunar2019wavingpig:
@Hermet76Dees I haven’t played with it in a while, maybe someday
Chen2014 2 Sep @ 8:58am 
plz update:steamthumbsup:
Hermet76Dees 15 Aug @ 4:25pm 
I have a suggestion. Allow grom to make recipes that can use the same type of ingredients you know being able to add two beast bit ingredients so he can have more variety of gameplay without unbalancing the game.
Helgrim 15 Aug @ 2:38am 
Completely understandable that you don't want to work on mods that you don't use by yourself. Thanks for the clarification. As for the normal recruitment of these additional units in settlements, you're right. I hadn't even thought about that. :steamhappy:

This continues to create the incentive to take over a few settlements or to take part as a more aggressive play style as horde which brings variety and that`s I really like it.

Thanks again for creating all of your mods.
Incata  [author] 14 Aug @ 11:30am 
@Helgrim I'm glad you like them. It's not difficult to do, but I really don't want to have to deal with more mods (I have too many), especially if I'm not going to use them. Besides, I don't think it's that important; you can still recruit them through regular recruiting :lunar2019wavingpig:
Helgrim 14 Aug @ 6:51am 
Love all of your mods, especially that ones that deal with the AI. Thank you for your great work.

One question: I really like the additional units from Decomposed`s Expanded Roster Greenskins - Goblin / Orc Pack and I also love your changes to make Greenskins semi-hordes. Would it be possible to create two compatibility-mods or in-builts to gain access to the additional units from the mods via the horde button?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2863393121&searchtext=expanded+roster

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2861674142&searchtext=expanded+roster
Incata  [author] 3 Aug @ 11:04am 
@RadRedRanger @MechaSpaceCaesar Legendary lords that have the horde stance added will change that stance to one that allows them to build horde buildings, but the rest of the lords still have the Raiding Camp stance.
MechaSpaceCaesar 3 Aug @ 10:16am 
I can confirm that, with my mod loadout at least, this mod currently removes the Raiding Camp stance for Azhag and replaces it with the standard Encampment stance.

I have not tested this in a Vanilla save though, so your results may vary.