Total War: WARHAMMER III

Total War: WARHAMMER III

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Lizardmen Sub-Factions
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File Size
Posted
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268.600 KB
29 May @ 5:47pm
11 Aug @ 11:30am
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Lizardmen Sub-Factions

In 1 collection by Fizzle_Boom25
Fizzle Boom Sub-Factions
11 items
Description
Introduction
This mod splits up Lizardmen into Temple City, Saurus, Skink, Feral, and Sentinel sub-factions. I placed limits on what buildings each sub-faction can build and which units they can recruit to force them to stick to a theme. I also added bonuses to each faction through faction leader traits and other faction-wide effects.

Faction Leader Traits
Saurus Old-Blood
Weapon Strength +10% (Faction Leader)
Melee Attack for Saurus: +5
Recruitment Cost for Saurus Warriors: -10%
Red-Crested Skinks
Melee Defence for Skinks: +5
Ambush Success Chance: +15%
Growth: +10
Slaan
Winds of Magic: +15 (all armies)
Recruit Rank: +2
Line of Sight: +30 (all characters)

Sub-faction Summaries
Temple Cities
Units: Everything except feral dinosaurs.

These factions represent the temple cities still standing. The only change is they can not recruit feral dinosaurs, preferring to use trained ones instead. Saurus rarely spawn in the Southlands, so Zlatlan can not recruit any Saurus units except for Temple Guard.

Factions: Hexoatl, Itza, Xlanhuapec, Tlaxtlan, Zlatlan
Saurus
Units: Everything except skinks

Kroq-gar is the commander of Saurus armies, so he can only recruit Saurus units.

Factions: The Last Defenders
Skinks
Units: Everything except Saurus and feral dinosaurs

These factions can only recruit skinks. Their garrisons have also been modified so they only include skink units.

Factions: Oxyotl, Cult of Sotek, Tlaqua, Southern Sentinels
Feral
Units: Skink Infantry, Saurus Warriors (w/o Shields), Feral Dinosaurs

These factions live deep in the jungle and prefer to keep it that way. They move faster in their own territory. Enemy armies have reduced line of sight and suffer attrition. Their garrisons have also been modified to be stronger and only include feral units.

Factions: Wardens of the Living Pools, Tepok's Spawn, Itz Itza Tribe [TOW], Teotiqua [TOW]
Sentinels
Units: Skink infantry, Temple Guard

These factions do not seek to conquer land. They serve a specific purpose in the great plan and prefer to be left alone to their work. They receive the same bonuses as Feral Sub-Factions.

Factions: Sentinels of Xeti, Scions of Xholankhas [IEE]

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)
29 Comments
sp♠de sumbul 4 Oct @ 7:10pm 
okay thanks! I will look into them!
Fizzle_Boom25  [author] 4 Oct @ 5:39pm 
No, I don't even know how to make a legendary lord, but I know of a couple mods that add LLs for minor lizardmen factions. Mixu's LL has two and The Broken - Crystalback adds another I believe. And I'm sure there's a few more out there.
sp♠de sumbul 4 Oct @ 7:03am 
Hi Author! Not sure if you've created or know if the minor lizardmen factions has their own LL created for them? Is it in this mod?
Fizzle_Boom25  [author] 11 Aug @ 2:30pm 
No worries. I appreciate the feedback and I'm always working for ways to improve my mods. And poking around at this gave me an idea to fix another issue that's been bothering me for awhile.
Kamen Rider Nexus 11 Aug @ 2:13pm 
Ok, sorry for dumping more on your workload; I'm sure you've got enough on your plate with whatever life you have, plus working on the new additions to your mod collection, without having to deal with nitpicks.
Fizzle_Boom25  [author] 11 Aug @ 11:36am 
I decided to remove the movement penalty all together. It wasn't working how I wanted it to.

I'm going to look into changing their cai in a future update to strongly prioritize jungles and swamps. I think I can also use the same method to fix the vampires bloodlines in my vampire counts mod.
Fizzle_Boom25  [author] 11 Aug @ 7:27am 
I don't know how to use MCT, but I can look into a way to turn off the effect when using the Broken.

They main purpose of the debuff is so the AI doesn't expand past their jungle, but I can also look into other ways to do that, too.
Kamen Rider Nexus 10 Aug @ 6:29pm 
Would it be possible to make certain 'sub-faction' bonuses toggleable in MCT?

I love MOST of these sub-faction bonuses, but the 'Feral' debuff of moving slowly in non-native territory is proving...agitating...when using the 'The Broken - Crystalback' collection, and I wanna play the Crystalbacks...but whenever I head off towards the Dark Lands or Mountains of Mourn, I lose, like, 75% or more of my Movement Bar.
Fizzle_Boom25  [author] 22 Jun @ 8:59am 
They’re almost done. Hopefully they’ll be ready to release sometime this week.
GoodSir Twiztid 22 Jun @ 2:39am 
Aye I saw the road map that chaos dwarfs are planed I am beyond excited for that mod